forked from bartvdbraak/blender
677 lines
19 KiB
C++
677 lines
19 KiB
C++
/*
|
|
* ***** 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 "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_nla_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*/)
|
|
{
|
|
short mode= ACTSTRIPMODE_BLEND;
|
|
|
|
bPoseChannel *dchan;
|
|
const bPoseChannel *schan;
|
|
bConstraint *dcon, *scon;
|
|
float dstweight;
|
|
int i;
|
|
|
|
switch (mode) {
|
|
case ACTSTRIPMODE_BLEND:
|
|
dstweight = 1.0F - srcweight;
|
|
break;
|
|
case ACTSTRIPMODE_ADD:
|
|
dstweight = 1.0F;
|
|
break;
|
|
default :
|
|
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==ACTSTRIPMODE_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<BL_ArmatureChannel*>(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<BL_ArmatureConstraint> 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<BL_ArmatureConstraint> 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<BL_ArmatureConstraint> 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<BL_ArmatureChannel> 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<BL_ArmatureChannel> 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<BL_ArmatureChannel> 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<BL_ArmatureConstraint> cit(m_controlledConstraints);
|
|
for (cit.begin(); !cit.end(); ++cit) {
|
|
(*cit)->ReParent(this);
|
|
}
|
|
KX_GameObject::ReParentLogic();
|
|
}
|
|
|
|
void BL_ArmatureObject::Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map)
|
|
{
|
|
SG_DList::iterator<BL_ArmatureConstraint> 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<BL_ArmatureConstraint> 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<BL_ArmatureConstraint> 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 (priority<m_activePriority) {
|
|
// this action overwrites the previous ones, start from initial pose to cancel their effects
|
|
SetPose(m_framePose);
|
|
if (m_activeAct && (m_activeAct!=act))
|
|
/* Reset the blend timer since this new action cancels the old one */
|
|
m_activeAct->SetBlendTime(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<BL_ArmatureObject*>(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<BL_ArmatureObject*>(self_v);
|
|
self->LoadChannels(); // make sure we have the channels
|
|
return KX_PythonSeq_CreatePyObject((static_cast<BL_ArmatureObject*>(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
|