forked from bartvdbraak/blender
cb89decfdc
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
226 lines
5.5 KiB
C++
226 lines
5.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "BL_ArmatureObject.h"
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#include "BL_ActionActuator.h"
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#include "BLI_blenlib.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_object_types.h"
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#include "MT_Matrix4x4.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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BL_ArmatureObject::BL_ArmatureObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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Object *armature )
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: KX_GameObject(sgReplicationInfo,callbacks),
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m_objArma(armature),
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m_framePose(NULL),
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m_lastframe(0.0),
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m_activeAct(NULL),
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m_activePriority(999),
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m_lastapplyframe(0.0)
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{
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m_armature = get_armature(m_objArma);
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/* we make a copy of blender object's pose, and then always swap it with
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* the original pose before calling into blender functions, to deal with
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* replica's or other objects using the same blender object */
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m_pose = NULL;
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copy_pose(&m_pose, m_objArma->pose, 1 /* copy_constraint_channels_hack */);
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}
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CValue* BL_ArmatureObject::GetReplica()
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{
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BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
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// this will copy properties and so on...
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CValue::AddDataToReplica(replica);
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ProcessReplica(replica);
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return replica;
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}
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void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
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{
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KX_GameObject::ProcessReplica(replica);
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replica->m_pose = NULL;
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copy_pose(&replica->m_pose, m_pose, 1 /* copy_constraint_channels_hack */);
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}
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BL_ArmatureObject::~BL_ArmatureObject()
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{
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if (m_pose)
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free_pose(m_pose);
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}
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bool BL_ArmatureObject::VerifyPose()
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{
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if(m_lastapplyframe != m_lastframe) {
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extract_pose_from_pose(m_objArma->pose, m_pose);
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where_is_pose(m_objArma);
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m_lastapplyframe = m_lastframe;
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extract_pose_from_pose(m_pose, m_objArma->pose);
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return false;
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}
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else
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return true;
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}
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void BL_ArmatureObject::ApplyPose()
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{
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if(VerifyPose())
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extract_pose_from_pose(m_objArma->pose, m_pose);
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}
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void BL_ArmatureObject::SetPose(bPose *pose)
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{
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extract_pose_from_pose(m_pose, pose);
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m_lastapplyframe = -1.0;
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}
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bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
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{
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if (curtime != m_lastframe){
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m_activePriority = 9999;
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m_lastframe= curtime;
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m_activeAct = NULL;
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// remember the pose at the start of the frame
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m_framePose = m_pose;
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}
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if (priority<=m_activePriority)
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{
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if (priority<m_activePriority)
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// this action overwrites the previous ones, start from initial pose to cancel their effects
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m_pose = m_framePose;
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if (m_activeAct && (m_activeAct!=act))
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m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
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m_activeAct = act;
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m_activePriority = priority;
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m_lastframe = curtime;
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return true;
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}
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else{
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act->SetBlendTime(0.0);
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return false;
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}
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}
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BL_ActionActuator * BL_ArmatureObject::GetActiveAction()
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{
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return m_activeAct;
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}
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void BL_ArmatureObject::GetPose(bPose **pose)
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{
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/* If the caller supplies a null pose, create a new one. */
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/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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if (!*pose) {
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/* probably not to good of an idea to
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duplicate everying, but it clears up
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a crash and memory leakage when
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&BL_ActionActuator::m_pose is freed
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*/
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int copy_constraint_channels_hack = 1;
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copy_pose(pose, m_pose, copy_constraint_channels_hack);
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}
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else {
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if (*pose == m_pose)
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// no need to copy if the pointers are the same
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return;
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extract_pose_from_pose(*pose, m_pose);
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}
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}
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void BL_ArmatureObject::GetMRDPose(bPose **pose)
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{
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/* If the caller supplies a null pose, create a new one. */
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/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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if (!*pose) {
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// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
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// because it will free the blender constraints.
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// Ideally, blender should rememeber that the constraints were not copied so that
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// free_pose_channels() would not free them.
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copy_pose(pose, m_pose, 1);
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}
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else {
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extract_pose_from_pose(*pose, m_pose);
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}
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}
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short BL_ArmatureObject::GetActivePriority()
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{
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return m_activePriority;
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}
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double BL_ArmatureObject::GetLastFrame()
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{
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return m_lastframe;
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}
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bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
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{
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bPoseChannel *pchan;
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ApplyPose();
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pchan = get_pose_channel(m_objArma->pose, bone->name);
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if(pchan) {
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matrix.setValue(&pchan->pose_mat[0][0]);
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return true;
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}
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return false;
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}
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float BL_ArmatureObject::GetBoneLength(Bone* bone) const
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{
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return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
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}
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