/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file gameengine/Converter/BL_ArmatureObject.cpp * \ingroup bgeconv */ #include "BL_ArmatureObject.h" #include "BL_ActionActuator.h" #include "BL_Action.h" #include "KX_BlenderSceneConverter.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_utildefines.h" #include "BLI_ghash.h" #include "BIK_api.h" #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_constraint.h" #include "CTR_Map.h" #include "CTR_HashedPtr.h" #include "MEM_guardedalloc.h" #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_constraint_types.h" #include "KX_PythonSeq.h" #include "KX_PythonInit.h" #include "KX_KetsjiEngine.h" #include "MT_Matrix4x4.h" /** * Move here pose function for game engine so that we can mix with GE objects * Principle is as follow: * Use Blender structures so that BKE_pose_where_is can be used unchanged * Copy the constraint so that they can be enabled/disabled/added/removed at runtime * Don't copy the constraints for the pose used by the Action actuator, it does not need them. * Scan the constraint structures so that the KX equivalent of target objects are identified and * stored in separate list. * When it is about to evaluate the pose, set the KX object position in the obmat of the corresponding * Blender objects and restore after the evaluation. */ void game_copy_pose(bPose **dst, bPose *src, int copy_constraint) { 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("BKE_pose_copy_data source and target are the same\n"); *dst=NULL; return; } out= (bPose*)MEM_dupallocN(src); out->chanhash = NULL; out->agroups.first= out->agroups.last= NULL; out->ikdata = NULL; out->ikparam = MEM_dupallocN(out->ikparam); out->flag |= POSE_GAME_ENGINE; BLI_duplicatelist(&out->chanbase, &src->chanbase); /* remap pointers */ ghash= BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "game_copy_pose gh"); pchan= (bPoseChannel *)src->chanbase.first; outpchan= (bPoseChannel *)out->chanbase.first; for (; pchan; pchan=pchan->next, outpchan=outpchan->next) BLI_ghash_insert(ghash, pchan, outpchan); for (pchan = (bPoseChannel *)out->chanbase.first; pchan; pchan = pchan->next) { pchan->parent= (bPoseChannel *)BLI_ghash_lookup(ghash, pchan->parent); pchan->child= (bPoseChannel *)BLI_ghash_lookup(ghash, pchan->child); if (copy_constraint) { ListBase listb; // copy all constraint for backward compatibility // BKE_copy_constraints NULLs listb, no need to make extern for this operation. BKE_copy_constraints(&listb, &pchan->constraints, FALSE); pchan->constraints= listb; } else { pchan->constraints.first = NULL; pchan->constraints.last = NULL; } // fails to link, props are not used in the BGE yet. #if 0 if (pchan->prop) pchan->prop= IDP_CopyProperty(pchan->prop); #endif pchan->prop= NULL; } BLI_ghash_free(ghash, NULL, NULL); // set acceleration structure for channel lookup BKE_pose_channels_hash_make(out); *dst=out; } /* Only allowed for Poses with identical channels */ void game_blend_poses(bPose *dst, bPose *src, float srcweight, short mode) { bPoseChannel *dchan; const bPoseChannel *schan; bConstraint *dcon, *scon; float dstweight; int i; if (mode == BL_Action::ACT_BLEND_BLEND) { dstweight = 1.0f - srcweight; } else if (mode == BL_Action::ACT_BLEND_ADD) { dstweight = 1.0f; } else { dstweight = 1.0f; } schan= (bPoseChannel *)src->chanbase.first; for (dchan = (bPoseChannel *)dst->chanbase.first; dchan; dchan=(bPoseChannel *)dchan->next, schan= (bPoseChannel *)schan->next) { // always blend on all channels since we don't know which one has been set /* quat interpolation done separate */ if (schan->rotmode == ROT_MODE_QUAT) { float dquat[4], squat[4]; copy_qt_qt(dquat, dchan->quat); copy_qt_qt(squat, schan->quat); if (mode==BL_Action::ACT_BLEND_BLEND) interp_qt_qtqt(dchan->quat, dquat, squat, srcweight); else { mul_fac_qt_fl(squat, srcweight); mul_qt_qtqt(dchan->quat, dquat, squat); } normalize_qt(dchan->quat); } for (i=0; i<3; i++) { /* blending for loc and scale are pretty self-explanatory... */ dchan->loc[i] = (dchan->loc[i]*dstweight) + (schan->loc[i]*srcweight); dchan->size[i] = 1.0f + ((dchan->size[i]-1.0f)*dstweight) + ((schan->size[i]-1.0f)*srcweight); /* euler-rotation interpolation done here instead... */ // FIXME: are these results decent? if (schan->rotmode) dchan->eul[i] = (dchan->eul[i]*dstweight) + (schan->eul[i]*srcweight); } for (dcon= (bConstraint *)dchan->constraints.first, scon= (bConstraint *)schan->constraints.first; dcon && scon; dcon = dcon->next, scon = scon->next) { /* no 'add' option for constraint blending */ dcon->enforce= dcon->enforce*(1.0f-srcweight) + scon->enforce*srcweight; } } /* this pose is now in src time */ dst->ctime= src->ctime; } void game_free_pose(bPose *pose) { if (pose) { /* free pose-channels and constraints */ BKE_pose_channels_free(pose); /* free IK solver state */ BIK_clear_data(pose); /* free IK solver param */ if (pose->ikparam) MEM_freeN(pose->ikparam); MEM_freeN(pose); } } BL_ArmatureObject::BL_ArmatureObject( void* sgReplicationInfo, SG_Callbacks callbacks, Object *armature, Scene *scene, int vert_deform_type) : KX_GameObject(sgReplicationInfo,callbacks), m_controlledConstraints(), m_poseChannels(), m_objArma(armature), m_framePose(NULL), m_scene(scene), // maybe remove later. needed for BKE_pose_where_is m_lastframe(0.0), m_timestep(0.040), m_activeAct(NULL), m_activePriority(999), m_vert_deform_type(vert_deform_type), m_constraintNumber(0), m_channelNumber(0), m_lastapplyframe(0.0) { m_armature = (bArmature *)armature->data; /* 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, 1); // store the original armature object matrix memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat)); } BL_ArmatureObject::~BL_ArmatureObject() { BL_ArmatureConstraint* constraint; while ((constraint = m_controlledConstraints.Remove()) != NULL) { delete constraint; } BL_ArmatureChannel* channel; while ((channel = static_cast(m_poseChannels.Remove())) != NULL) { delete channel; } if (m_pose) game_free_pose(m_pose); if (m_framePose) game_free_pose(m_framePose); } void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter) { // first delete any existing constraint (should not have any) while (!m_controlledConstraints.Empty()) { BL_ArmatureConstraint* constraint = m_controlledConstraints.Remove(); delete constraint; } m_constraintNumber = 0; // list all the constraint and convert them to BL_ArmatureConstraint // get the persistent pose structure bPoseChannel* pchan; bConstraint* pcon; bConstraintTypeInfo* cti; Object* blendtarget; KX_GameObject* gametarget; KX_GameObject* gamesubtarget; // and locate the constraint for (pchan = (bPoseChannel *)m_pose->chanbase.first; pchan; pchan = pchan->next) { for (pcon = (bConstraint *)pchan->constraints.first; pcon; pcon = pcon->next) { if (pcon->flag & CONSTRAINT_DISABLE) continue; // which constraint should we support? switch (pcon->type) { case CONSTRAINT_TYPE_TRACKTO: case CONSTRAINT_TYPE_DAMPTRACK: case CONSTRAINT_TYPE_KINEMATIC: case CONSTRAINT_TYPE_ROTLIKE: case CONSTRAINT_TYPE_LOCLIKE: case CONSTRAINT_TYPE_MINMAX: case CONSTRAINT_TYPE_SIZELIKE: case CONSTRAINT_TYPE_LOCKTRACK: case CONSTRAINT_TYPE_STRETCHTO: case CONSTRAINT_TYPE_CLAMPTO: case CONSTRAINT_TYPE_TRANSFORM: case CONSTRAINT_TYPE_DISTLIMIT: case CONSTRAINT_TYPE_TRANSLIKE: cti = BKE_constraint_get_typeinfo(pcon); gametarget = gamesubtarget = NULL; if (cti && cti->get_constraint_targets) { ListBase listb = { NULL, NULL }; cti->get_constraint_targets(pcon, &listb); if (listb.first) { bConstraintTarget* target = (bConstraintTarget*)listb.first; if (target->tar && target->tar != m_objArma) { // only remember external objects, self target is handled automatically blendtarget = target->tar; gametarget = converter->FindGameObject(blendtarget); } if (target->next != NULL) { // secondary target target = target->next; if (target->tar && target->tar != m_objArma) { // only track external object blendtarget = target->tar; gamesubtarget = converter->FindGameObject(blendtarget); } } } if (cti->flush_constraint_targets) cti->flush_constraint_targets(pcon, &listb, 1); } BL_ArmatureConstraint* constraint = new BL_ArmatureConstraint(this, pchan, pcon, gametarget, gamesubtarget); m_controlledConstraints.AddBack(constraint); m_constraintNumber++; } } } } BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char* posechannel, const char* constraintname) { SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { BL_ArmatureConstraint* constraint = *cit; if (constraint->Match(posechannel, constraintname)) return constraint; } return NULL; } BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(const char* posechannelconstraint) { // performance: use hash string instead of plain string compare SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { BL_ArmatureConstraint* constraint = *cit; if (!strcmp(constraint->GetName(), posechannelconstraint)) return constraint; } return NULL; } BL_ArmatureConstraint* BL_ArmatureObject::GetConstraint(int index) { SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end() && index; ++cit, --index); return (cit.end()) ? NULL : *cit; } /* this function is called to populate the m_poseChannels list */ void BL_ArmatureObject::LoadChannels() { if (m_poseChannels.Empty()) { bPoseChannel* pchan; BL_ArmatureChannel* proxy; m_channelNumber = 0; for (pchan = (bPoseChannel *)m_pose->chanbase.first; pchan; pchan=(bPoseChannel *)pchan->next) { proxy = new BL_ArmatureChannel(this, pchan); m_poseChannels.AddBack(proxy); m_channelNumber++; } } } BL_ArmatureChannel* BL_ArmatureObject::GetChannel(bPoseChannel* pchan) { LoadChannels(); SG_DList::iterator cit(m_poseChannels); for (cit.begin(); !cit.end(); ++cit) { BL_ArmatureChannel* channel = *cit; if (channel->m_posechannel == pchan) return channel; } return NULL; } BL_ArmatureChannel* BL_ArmatureObject::GetChannel(const char* str) { LoadChannels(); SG_DList::iterator cit(m_poseChannels); for (cit.begin(); !cit.end(); ++cit) { BL_ArmatureChannel* channel = *cit; if (!strcmp(channel->m_posechannel->name, str)) return channel; } return NULL; } BL_ArmatureChannel* BL_ArmatureObject::GetChannel(int index) { LoadChannels(); if (index < 0 || index >= m_channelNumber) return NULL; SG_DList::iterator cit(m_poseChannels); for (cit.begin(); !cit.end() && index; ++cit, --index); return (cit.end()) ? NULL : *cit; } 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; m_framePose = NULL; game_copy_pose(&m_pose, pose, 1); } void BL_ArmatureObject::ReParentLogic() { SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { (*cit)->ReParent(this); } KX_GameObject::ReParentLogic(); } void BL_ArmatureObject::Relink(CTR_Map *obj_map) { SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { (*cit)->Relink(obj_map); } KX_GameObject::Relink(obj_map); } bool BL_ArmatureObject::UnlinkObject(SCA_IObject* clientobj) { // clientobj is being deleted, make sure we don't hold any reference to it bool res = false; SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { res |= (*cit)->UnlinkObject(clientobj); } return res; } void BL_ArmatureObject::ApplyPose() { m_armpose = m_objArma->pose; m_objArma->pose = m_pose; // in the GE, we use ctime to store the timestep m_pose->ctime = (float)m_timestep; //m_scene->r.cfra++; if (m_lastapplyframe != m_lastframe) { // update the constraint if any, first put them all off so that only the active ones will be updated SG_DList::iterator cit(m_controlledConstraints); for (cit.begin(); !cit.end(); ++cit) { (*cit)->UpdateTarget(); } // update ourself UpdateBlenderObjectMatrix(m_objArma); BKE_pose_where_is(m_scene, m_objArma); // XXX // restore ourself memcpy(m_objArma->obmat, m_obmat, sizeof(m_obmat)); // restore active targets for (cit.begin(); !cit.end(); ++cit) { (*cit)->RestoreTarget(); } 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; // compute the timestep for the underlying IK algorithm m_timestep = curtime-m_lastframe; m_lastframe= curtime; m_activeAct = NULL; // remember the pose at the start of the frame GetPose(&m_framePose); } if (act) { if (priority<=m_activePriority) { if (prioritySetBlendTime(0.0); } m_activeAct = act; m_activePriority = priority; m_lastframe = curtime; return true; } else { act->SetBlendTime(0.0); return false; } } 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 everything, but it clears up * a crash and memory leakage when * &BL_ActionActuator::m_pose is freed */ game_copy_pose(pose, m_pose, 0); } 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, 0); 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 = BKE_pose_channel_find_name(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(); } #ifdef WITH_PYTHON // PYTHON PyTypeObject BL_ArmatureObject::Type = { PyVarObject_HEAD_INIT(NULL, 0) "BL_ArmatureObject", sizeof(PyObjectPlus_Proxy), 0, py_base_dealloc, 0, 0, 0, 0, py_base_repr, 0, &KX_GameObject::Sequence, &KX_GameObject::Mapping, 0,0,0, NULL, NULL, 0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, 0,0,0,0,0,0,0, Methods, 0, 0, &KX_GameObject::Type, 0,0,0,0,0,0, py_base_new }; PyMethodDef BL_ArmatureObject::Methods[] = { KX_PYMETHODTABLE_NOARGS(BL_ArmatureObject, update), {NULL,NULL} //Sentinel }; PyAttributeDef BL_ArmatureObject::Attributes[] = { KX_PYATTRIBUTE_RO_FUNCTION("constraints", BL_ArmatureObject, pyattr_get_constraints), KX_PYATTRIBUTE_RO_FUNCTION("channels", BL_ArmatureObject, pyattr_get_channels), {NULL} //Sentinel }; PyObject *BL_ArmatureObject::pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { return KX_PythonSeq_CreatePyObject((static_cast(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONSTRAINTS); } PyObject *BL_ArmatureObject::pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef) { BL_ArmatureObject* self = static_cast(self_v); self->LoadChannels(); // make sure we have the channels return KX_PythonSeq_CreatePyObject((static_cast(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CHANNELS); } KX_PYMETHODDEF_DOC_NOARGS(BL_ArmatureObject, update, "update()\n" "Make sure that the armature will be updated on next graphic frame.\n" "This is automatically done if a KX_ArmatureActuator with mode run is active\n" "or if an action is playing. This function is useful in other cases.\n") { SetActiveAction(NULL, 0, KX_GetActiveEngine()->GetFrameTime()); Py_RETURN_NONE; } #endif // WITH_PYTHON