forked from bartvdbraak/blender
37e4a311b0
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
268 lines
7.5 KiB
C++
268 lines
7.5 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 "DNA_action_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_actuator_types.h"
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#include "BKE_constraint.h"
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#include "BL_ArmatureActuator.h"
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#include "BL_ArmatureObject.h"
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#include "BLI_math.h"
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/**
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* This class is the conversion of the Pose channel constraint.
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* It makes a link between the pose constraint and the KX scene.
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* The main purpose is to give access to the constraint target
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* to link it to a game object.
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* It also allows to activate/deactivate constraints during the game.
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* Later it will also be possible to create constraint on the fly
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*/
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BL_ArmatureActuator::BL_ArmatureActuator(SCA_IObject* obj,
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int type,
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const char *posechannel,
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const char *constraintname,
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KX_GameObject* targetobj,
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KX_GameObject* subtargetobj,
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float weight) :
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SCA_IActuator(obj, KX_ACT_ARMATURE),
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m_constraint(NULL),
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m_gametarget(targetobj),
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m_gamesubtarget(subtargetobj),
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m_posechannel(posechannel),
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m_constraintname(constraintname),
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m_weight(weight),
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m_type(type)
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{
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if (m_gametarget)
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m_gametarget->RegisterActuator(this);
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if (m_gamesubtarget)
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m_gamesubtarget->RegisterActuator(this);
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FindConstraint();
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}
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BL_ArmatureActuator::~BL_ArmatureActuator()
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{
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if (m_gametarget)
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m_gametarget->UnregisterActuator(this);
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if (m_gamesubtarget)
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m_gamesubtarget->UnregisterActuator(this);
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}
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void BL_ArmatureActuator::ProcessReplica()
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{
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// the replica is tracking the same object => register it (this may be changed in Relnk())
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if (m_gametarget)
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m_gametarget->RegisterActuator(this);
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if (m_gamesubtarget)
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m_gamesubtarget->UnregisterActuator(this);
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SCA_IActuator::ProcessReplica();
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}
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void BL_ArmatureActuator::ReParent(SCA_IObject* parent)
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{
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SCA_IActuator::ReParent(parent);
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// must remap the constraint
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FindConstraint();
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}
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bool BL_ArmatureActuator::UnlinkObject(SCA_IObject* clientobj)
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{
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bool res=false;
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if (clientobj == m_gametarget)
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{
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// this object is being deleted, we cannot continue to track it.
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m_gametarget = NULL;
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res = true;
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}
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if (clientobj == m_gamesubtarget)
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{
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// this object is being deleted, we cannot continue to track it.
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m_gamesubtarget = NULL;
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res = true;
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}
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return res;
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}
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void BL_ArmatureActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
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{
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void **h_obj = (*obj_map)[m_gametarget];
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if (h_obj) {
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if (m_gametarget)
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m_gametarget->UnregisterActuator(this);
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m_gametarget = (KX_GameObject*)(*h_obj);
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m_gametarget->RegisterActuator(this);
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}
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h_obj = (*obj_map)[m_gamesubtarget];
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if (h_obj) {
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if (m_gamesubtarget)
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m_gamesubtarget->UnregisterActuator(this);
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m_gamesubtarget = (KX_GameObject*)(*h_obj);
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m_gamesubtarget->RegisterActuator(this);
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}
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}
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void BL_ArmatureActuator::FindConstraint()
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{
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m_constraint = NULL;
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if (m_gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) {
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BL_ArmatureObject* armobj = (BL_ArmatureObject*)m_gameobj;
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m_constraint = armobj->GetConstraint(m_posechannel, m_constraintname);
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}
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}
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bool BL_ArmatureActuator::Update(double curtime, bool frame)
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{
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// the only role of this actuator is to ensure that the armature pose will be evaluated
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bool result = false;
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bool bNegativeEvent = IsNegativeEvent();
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RemoveAllEvents();
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if (!bNegativeEvent) {
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BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
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switch (m_type) {
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case ACT_ARM_RUN:
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result = true;
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obj->SetActiveAction(NULL, 0, curtime);
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break;
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case ACT_ARM_ENABLE:
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if (m_constraint)
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m_constraint->ClrConstraintFlag(CONSTRAINT_OFF);
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break;
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case ACT_ARM_DISABLE:
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if (m_constraint)
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m_constraint->SetConstraintFlag(CONSTRAINT_OFF);
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break;
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case ACT_ARM_SETTARGET:
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if (m_constraint) {
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m_constraint->SetTarget(m_gametarget);
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m_constraint->SetSubtarget(m_gamesubtarget);
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}
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break;
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case ACT_ARM_SETWEIGHT:
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if (m_constraint)
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m_constraint->SetWeight(m_weight);
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break;
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}
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}
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return result;
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}
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#ifndef DISABLE_PYTHON
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/* ------------------------------------------------------------------------- */
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/* Python Integration Hooks */
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/* ------------------------------------------------------------------------- */
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PyTypeObject BL_ArmatureActuator::Type = {
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#if (PY_VERSION_HEX >= 0x02060000)
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PyVarObject_HEAD_INIT(NULL, 0)
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#else
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/* python 2.5 and below */
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PyObject_HEAD_INIT( NULL ) /* required py macro */
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0, /* ob_size */
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#endif
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"BL_ArmatureActuator",
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sizeof(PyObjectPlus_Proxy),
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0,
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py_base_dealloc,
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0,
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0,
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0,
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0,
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py_base_repr,
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0,0,0,0,0,0,0,0,0,
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
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0,0,0,0,0,0,0,
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Methods,
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0,
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0,
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&SCA_IActuator::Type,
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0,0,0,0,0,0,
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py_base_new
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};
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PyMethodDef BL_ArmatureActuator::Methods[] = {
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{NULL,NULL} //Sentinel
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};
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PyAttributeDef BL_ArmatureActuator::Attributes[] = {
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KX_PYATTRIBUTE_RO_FUNCTION("constraint", BL_ArmatureActuator, pyattr_get_constraint),
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KX_PYATTRIBUTE_RW_FUNCTION("target", BL_ArmatureActuator, pyattr_get_object, pyattr_set_object),
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KX_PYATTRIBUTE_RW_FUNCTION("subtarget", BL_ArmatureActuator, pyattr_get_object, pyattr_set_object),
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KX_PYATTRIBUTE_FLOAT_RW("weight",0.0f,1.0f,BL_ArmatureActuator,m_weight),
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KX_PYATTRIBUTE_INT_RW("type",0,ACT_ARM_MAXTYPE,false,BL_ArmatureActuator,m_type),
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{ NULL } //Sentinel
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};
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PyObject* BL_ArmatureActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self);
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KX_GameObject *target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget;
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if (!target)
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Py_RETURN_NONE;
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else
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return target->GetProxy();
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}
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int BL_ArmatureActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
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{
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BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self);
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KX_GameObject* &target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget;
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KX_GameObject *gameobj;
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if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: BL_ArmatureActuator"))
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return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
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if (target != NULL)
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target->UnregisterActuator(actuator);
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target = gameobj;
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if (target)
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target->RegisterActuator(actuator);
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return PY_SET_ATTR_SUCCESS;
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}
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PyObject* BL_ArmatureActuator::pyattr_get_constraint(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
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{
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BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self);
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BL_ArmatureConstraint* constraint = actuator->m_constraint;
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if (!constraint)
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Py_RETURN_NONE;
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else
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return constraint->GetProxy();
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}
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#endif // DISABLE_PYTHON
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