Fix for bug #4192: game engine armatures that are dynamically added

but don't have an action got the pose of already added armatures, even
though they're not related. This also fixes an issue where the armature
in Blender would end up in the pose from the game after ESC, removes
unneeded copies made during armature evaluation, and also solves the
constraint copying hack.
This commit is contained in:
Brecht Van Lommel 2008-09-17 01:29:54 +00:00
parent 9b7d40dbae
commit 9064ed8d6a
8 changed files with 95 additions and 42 deletions

@ -163,6 +163,10 @@ void extract_ipochannels_from_action(ListBase *lb, struct ID *id, struct bAction
/* write values returned by extract_ipochannels_from_action, returns the number of value written */
int execute_ipochannels(ListBase *lb);
/* functions used by the game engine */
void game_copy_pose(struct bPose **dst, struct bPose *src);
void game_free_pose(struct bPose *pose);
#ifdef __cplusplus
};
#endif

@ -62,6 +62,7 @@
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "nla.h"
@ -340,6 +341,60 @@ void free_pose(bPose *pose)
}
}
void game_copy_pose(bPose **dst, bPose *src)
{
bPose *out;
bPoseChannel *pchan, *outpchan;
GHash *ghash;
/* the game engine copies the current armature pose and then swaps
* the object pose pointer. this makes it possible to change poses
* without affecting the original blender data. */
if (!src) {
*dst=NULL;
return;
}
else if (*dst==src) {
printf("copy_pose source and target are the same\n");
*dst=NULL;
return;
}
out= MEM_dupallocN(src);
out->agroups.first= out->agroups.last= NULL;
duplicatelist(&out->chanbase, &src->chanbase);
/* remap pointers */
ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
pchan= src->chanbase.first;
outpchan= out->chanbase.first;
for (; pchan; pchan=pchan->next, outpchan=outpchan->next)
BLI_ghash_insert(ghash, pchan, outpchan);
for (pchan=out->chanbase.first; pchan; pchan=pchan->next) {
pchan->parent= BLI_ghash_lookup(ghash, pchan->parent);
pchan->child= BLI_ghash_lookup(ghash, pchan->child);
pchan->path= NULL;
}
BLI_ghash_free(ghash, NULL, NULL);
*dst=out;
}
void game_free_pose(bPose *pose)
{
if (pose) {
/* we don't free constraints, those are owned by the original pose */
if(pose->chanbase.first)
BLI_freelistN(&pose->chanbase);
MEM_freeN(pose);
}
}
static void copy_pose_channel_data(bPoseChannel *pchan, const bPoseChannel *chan)
{
bConstraint *pcon, *con;

@ -59,11 +59,11 @@
BL_ActionActuator::~BL_ActionActuator()
{
if (m_pose)
free_pose(m_pose);
game_free_pose(m_pose);
if (m_userpose)
free_pose(m_userpose);
game_free_pose(m_userpose);
if (m_blendpose)
free_pose(m_blendpose);
game_free_pose(m_blendpose);
}
void BL_ActionActuator::ProcessReplica(){

@ -45,7 +45,6 @@
#include <config.h>
#endif
BL_ArmatureObject::BL_ArmatureObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
@ -65,7 +64,7 @@ BL_ArmatureObject::BL_ArmatureObject(
* the original pose before calling into blender functions, to deal with
* replica's or other objects using the same blender object */
m_pose = NULL;
copy_pose(&m_pose, m_objArma->pose, 1 /* copy_constraint_channels_hack */);
game_copy_pose(&m_pose, m_objArma->pose);
}
CValue* BL_ArmatureObject::GetReplica()
@ -84,32 +83,30 @@ void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
KX_GameObject::ProcessReplica(replica);
replica->m_pose = NULL;
copy_pose(&replica->m_pose, m_pose, 1 /* copy_constraint_channels_hack */);
game_copy_pose(&replica->m_pose, m_pose);
}
BL_ArmatureObject::~BL_ArmatureObject()
{
if (m_pose)
free_pose(m_pose);
}
bool BL_ArmatureObject::VerifyPose()
{
if(m_lastapplyframe != m_lastframe) {
extract_pose_from_pose(m_objArma->pose, m_pose);
where_is_pose(m_objArma);
m_lastapplyframe = m_lastframe;
extract_pose_from_pose(m_pose, m_objArma->pose);
return false;
}
else
return true;
game_free_pose(m_pose);
}
void BL_ArmatureObject::ApplyPose()
{
if(VerifyPose())
extract_pose_from_pose(m_objArma->pose, m_pose);
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)
@ -164,8 +161,7 @@ void BL_ArmatureObject::GetPose(bPose **pose)
a crash and memory leakage when
&BL_ActionActuator::m_pose is freed
*/
int copy_constraint_channels_hack = 1;
copy_pose(pose, m_pose, copy_constraint_channels_hack);
game_copy_pose(pose, m_pose);
}
else {
if (*pose == m_pose)
@ -181,17 +177,10 @@ 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) {
// must duplicate the constraints too otherwise we have corruption in free_pose_channels()
// because it will free the blender constraints.
// Ideally, blender should rememeber that the constraints were not copied so that
// free_pose_channels() would not free them.
copy_pose(pose, m_pose, 1);
}
else {
if (!*pose)
game_copy_pose(pose, m_pose);
else
extract_pose_from_pose(*pose, m_pose);
}
}
short BL_ArmatureObject::GetActivePriority()
@ -210,13 +199,11 @@ bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix)
ApplyPose();
pchan = get_pose_channel(m_objArma->pose, bone->name);
if(pchan) {
if(pchan)
matrix.setValue(&pchan->pose_mat[0][0]);
return true;
}
RestorePose();
return false;
return (pchan != NULL);
}
float BL_ArmatureObject::GetBoneLength(Bone* bone) const

@ -61,7 +61,7 @@ public:
void SetPose (struct bPose *pose);
void ApplyPose();
bool VerifyPose();
void RestorePose();
bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
@ -82,6 +82,7 @@ protected:
Object *m_objArma;
struct bArmature *m_armature;
struct bPose *m_pose;
struct bPose *m_armpose;
struct bPose *m_framePose;
double m_lastframe;
class BL_ActionActuator *m_activeAct;

@ -109,6 +109,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
vector<IpoCurve*>::iterator it;
void *poin;
int type;
// the shape drivers use the bone matrix as input. Must
// update the matrix now
m_armobj->ApplyPose();
@ -121,7 +122,10 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
if (poin)
write_ipo_poin(poin, type, icu->curval);
}
ForceUpdate();
m_armobj->RestorePose();
return true;
}
return false;

@ -197,6 +197,8 @@ bool BL_SkinDeformer::Update(void)
/* Update the current frame */
m_lastArmaUpdate=m_armobj->GetLastFrame();
m_armobj->RestorePose();
/* indicate that the m_transverts and normals are up to date */
return true;
}

@ -139,7 +139,7 @@ GPG_Application::GPG_Application(GHOST_ISystem* system)
GPG_Application::~GPG_Application(void)
{
if(m_pyGlobalDictString) {
delete m_pyGlobalDictString;
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
m_pyGlobalDictString_Length = 0;
}
@ -729,7 +729,7 @@ void GPG_Application::stopEngine()
// m_pyGlobalDictString so we can restore after python has stopped
// and started between .blend file loads.
if(m_pyGlobalDictString) {
delete m_pyGlobalDictString;
delete [] m_pyGlobalDictString;
m_pyGlobalDictString = 0;
}