forked from bartvdbraak/blender
fe05f97841
This required BL_ArmatureObject to have tighter control over armatures and poses. Also, (Blender) armature objects are now copied instead of shared between BL_ArmatureObjects to avoid race conditions. Also, due to the armature copy, shape key drivers need a bit of extra fiddling to get the correct armature copy. Initially OpenMP was used for threading, but then BLI_task was used due to being less compiler dependent. This commit also places time spent on skinning updates in the Animation profiler category (was previously under the Rasterizer category).
146 lines
4.5 KiB
C++
146 lines
4.5 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file BL_ArmatureObject.h
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* \ingroup bgeconv
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*/
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#ifndef __BL_ARMATUREOBJECT_H__
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#define __BL_ARMATUREOBJECT_H__
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#include "KX_GameObject.h"
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#include "BL_ArmatureConstraint.h"
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#include "BL_ArmatureChannel.h"
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#include "SG_IObject.h"
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#include <vector>
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#include <algorithm>
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struct bArmature;
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struct Bone;
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struct bConstraint;
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class BL_ActionActuator;
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class BL_ArmatureActuator;
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class MT_Matrix4x4;
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struct Object;
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class KX_BlenderSceneConverter;
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class BL_ArmatureObject : public KX_GameObject
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{
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Py_Header
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public:
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double GetLastFrame ();
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virtual void ProcessReplica();
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virtual void ReParentLogic();
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virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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virtual bool UnlinkObject(SCA_IObject* clientobj);
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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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Scene *scene,
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int vert_deform_type
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);
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virtual ~BL_ArmatureObject();
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virtual CValue* GetReplica();
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void GetPose(struct bPose **pose);
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void SetPose (struct bPose *pose);
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struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names
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void ApplyPose();
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void SetPoseByAction(struct bAction* action, float localtime);
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void BlendInPose(struct bPose *blend_pose, float weight, short mode);
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void RestorePose();
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bool UpdateTimestep(double curtime);
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struct bArmature *GetArmature() { return (bArmature*)m_objArma->data; }
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const struct bArmature * GetArmature() const { return (bArmature*)m_objArma->data; }
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const struct Scene * GetScene() const { return m_scene; }
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Object* GetArmatureObject() {return m_objArma;}
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Object* GetOrigArmatureObject() {return m_origObjArma;}
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int GetVertDeformType() {return m_vert_deform_type;}
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// for constraint python API
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void LoadConstraints(KX_BlenderSceneConverter* converter);
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size_t GetConstraintNumber() const { return m_constraintNumber; }
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BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint);
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BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint);
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BL_ArmatureConstraint* GetConstraint(int index);
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// for pose channel python API
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void LoadChannels();
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size_t GetChannelNumber() const { return m_channelNumber; }
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BL_ArmatureChannel* GetChannel(bPoseChannel* channel);
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BL_ArmatureChannel* GetChannel(const char* channel);
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BL_ArmatureChannel* GetChannel(int index);
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/// Retrieve the pose matrix for the specified bone.
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/// Returns true on success.
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bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix);
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/// Returns the bone length. The end of the bone is in the local y direction.
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float GetBoneLength(Bone* bone) const;
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virtual int GetGameObjectType() { return OBJ_ARMATURE; }
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#ifdef WITH_PYTHON
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// PYTHON
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static PyObject *pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject *pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update);
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#endif /* WITH_PYTHON */
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protected:
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/* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */
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SG_DListHead<BL_ArmatureConstraint> m_controlledConstraints;
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/* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */
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SG_DList m_poseChannels;
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Object *m_objArma;
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Object *m_origObjArma;
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struct bPose *m_pose;
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struct bPose *m_armpose;
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struct Scene *m_scene; // need for BKE_pose_where_is
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double m_lastframe;
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double m_timestep; // delta since last pose evaluation.
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int m_vert_deform_type;
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size_t m_constraintNumber;
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size_t m_channelNumber;
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// store the original armature object matrix
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float m_obmat[4][4];
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double m_lastapplyframe;
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};
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#endif /* __BL_ARMATUREOBJECT_H__ */
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