blender/source/gameengine/Converter/BL_ArmatureObject.cpp
Campbell Barton 5553d2c014 BGE C++ API
PyObjectPlus::ProcessReplica() is now called when any of its subclasses are replicated.

This is important because PyObjectPlus::ProcessReplica() NULL's the 'm_proxy' python pointer I added recently.
Without this a replicated subclass of PyObjectPlus could have an invalid pointer (crashing the BGE).

This change also means CValue::AddDataToReplica() can be moved into CValue::ProcessReplica() since ProcessReplica is always called.
2009-04-22 14:42:00 +00:00

210 lines
4.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "BL_ArmatureObject.h"
#include "BL_ActionActuator.h"
#include "BLI_blenlib.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "GEN_Map.h"
#include "GEN_HashedPtr.h"
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "MT_Matrix4x4.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
BL_ArmatureObject::BL_ArmatureObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
Object *armature )
: KX_GameObject(sgReplicationInfo,callbacks),
m_objArma(armature),
m_framePose(NULL),
m_lastframe(0.0),
m_activeAct(NULL),
m_activePriority(999),
m_lastapplyframe(0.0)
{
m_armature = get_armature(m_objArma);
/* we make a copy of blender object's pose, and then always swap it with
* the original pose before calling into blender functions, to deal with
* replica's or other objects using the same blender object */
m_pose = NULL;
game_copy_pose(&m_pose, m_objArma->pose);
}
CValue* BL_ArmatureObject::GetReplica()
{
BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
replica->ProcessReplica();
return replica;
}
void BL_ArmatureObject::ProcessReplica()
{
bPose *pose= m_pose;
KX_GameObject::ProcessReplica();
m_pose = NULL;
game_copy_pose(&m_pose, pose);
}
BL_ArmatureObject::~BL_ArmatureObject()
{
if (m_pose)
game_free_pose(m_pose);
}
void BL_ArmatureObject::ApplyPose()
{
m_armpose = m_objArma->pose;
m_objArma->pose = m_pose;
if(m_lastapplyframe != m_lastframe) {
where_is_pose(m_objArma);
m_lastapplyframe = m_lastframe;
}
}
void BL_ArmatureObject::RestorePose()
{
m_objArma->pose = m_armpose;
m_armpose = NULL;
}
void BL_ArmatureObject::SetPose(bPose *pose)
{
extract_pose_from_pose(m_pose, pose);
m_lastapplyframe = -1.0;
}
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
{
if (curtime != m_lastframe){
m_activePriority = 9999;
m_lastframe= curtime;
m_activeAct = NULL;
// remember the pose at the start of the frame
m_framePose = m_pose;
}
if (priority<=m_activePriority)
{
if (priority<m_activePriority)
// this action overwrites the previous ones, start from initial pose to cancel their effects
m_pose = m_framePose;
if (m_activeAct && (m_activeAct!=act))
m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
m_activeAct = act;
m_activePriority = priority;
m_lastframe = curtime;
return true;
}
else{
act->SetBlendTime(0.0);
return false;
}
}
BL_ActionActuator * BL_ArmatureObject::GetActiveAction()
{
return m_activeAct;
}
void BL_ArmatureObject::GetPose(bPose **pose)
{
/* If the caller supplies a null pose, create a new one. */
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
if (!*pose) {
/* probably not to good of an idea to
duplicate everying, but it clears up
a crash and memory leakage when
&BL_ActionActuator::m_pose is freed
*/
game_copy_pose(pose, m_pose);
}
else {
if (*pose == m_pose)
// no need to copy if the pointers are the same
return;
extract_pose_from_pose(*pose, m_pose);
}
}
void BL_ArmatureObject::GetMRDPose(bPose **pose)
{
/* If the caller supplies a null pose, create a new one. */
/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
if (!*pose)
game_copy_pose(pose, m_pose);
else
extract_pose_from_pose(*pose, m_pose);
}
short BL_ArmatureObject::GetActivePriority()
{
return m_activePriority;
}
double BL_ArmatureObject::GetLastFrame()
{
return m_lastframe;
}
bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
{
bPoseChannel *pchan;
ApplyPose();
pchan = get_pose_channel(m_objArma->pose, bone->name);
if(pchan)
matrix.setValue(&pchan->pose_mat[0][0]);
RestorePose();
return (pchan != NULL);
}
float BL_ArmatureObject::GetBoneLength(Bone* bone) const
{
return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
}