blender/source/gameengine/Converter/BL_ArmatureActuator.cpp
Brecht Van Lommel 37e4a311b0 Math Lib
* 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
2009-11-10 20:43:45 +00:00

268 lines
7.5 KiB
C++

/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#include "DNA_action_types.h"
#include "DNA_constraint_types.h"
#include "DNA_actuator_types.h"
#include "BKE_constraint.h"
#include "BL_ArmatureActuator.h"
#include "BL_ArmatureObject.h"
#include "BLI_math.h"
/**
* This class is the conversion of the Pose channel constraint.
* It makes a link between the pose constraint and the KX scene.
* The main purpose is to give access to the constraint target
* to link it to a game object.
* It also allows to activate/deactivate constraints during the game.
* Later it will also be possible to create constraint on the fly
*/
BL_ArmatureActuator::BL_ArmatureActuator(SCA_IObject* obj,
int type,
const char *posechannel,
const char *constraintname,
KX_GameObject* targetobj,
KX_GameObject* subtargetobj,
float weight) :
SCA_IActuator(obj, KX_ACT_ARMATURE),
m_constraint(NULL),
m_gametarget(targetobj),
m_gamesubtarget(subtargetobj),
m_posechannel(posechannel),
m_constraintname(constraintname),
m_weight(weight),
m_type(type)
{
if (m_gametarget)
m_gametarget->RegisterActuator(this);
if (m_gamesubtarget)
m_gamesubtarget->RegisterActuator(this);
FindConstraint();
}
BL_ArmatureActuator::~BL_ArmatureActuator()
{
if (m_gametarget)
m_gametarget->UnregisterActuator(this);
if (m_gamesubtarget)
m_gamesubtarget->UnregisterActuator(this);
}
void BL_ArmatureActuator::ProcessReplica()
{
// the replica is tracking the same object => register it (this may be changed in Relnk())
if (m_gametarget)
m_gametarget->RegisterActuator(this);
if (m_gamesubtarget)
m_gamesubtarget->UnregisterActuator(this);
SCA_IActuator::ProcessReplica();
}
void BL_ArmatureActuator::ReParent(SCA_IObject* parent)
{
SCA_IActuator::ReParent(parent);
// must remap the constraint
FindConstraint();
}
bool BL_ArmatureActuator::UnlinkObject(SCA_IObject* clientobj)
{
bool res=false;
if (clientobj == m_gametarget)
{
// this object is being deleted, we cannot continue to track it.
m_gametarget = NULL;
res = true;
}
if (clientobj == m_gamesubtarget)
{
// this object is being deleted, we cannot continue to track it.
m_gamesubtarget = NULL;
res = true;
}
return res;
}
void BL_ArmatureActuator::Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map)
{
void **h_obj = (*obj_map)[m_gametarget];
if (h_obj) {
if (m_gametarget)
m_gametarget->UnregisterActuator(this);
m_gametarget = (KX_GameObject*)(*h_obj);
m_gametarget->RegisterActuator(this);
}
h_obj = (*obj_map)[m_gamesubtarget];
if (h_obj) {
if (m_gamesubtarget)
m_gamesubtarget->UnregisterActuator(this);
m_gamesubtarget = (KX_GameObject*)(*h_obj);
m_gamesubtarget->RegisterActuator(this);
}
}
void BL_ArmatureActuator::FindConstraint()
{
m_constraint = NULL;
if (m_gameobj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) {
BL_ArmatureObject* armobj = (BL_ArmatureObject*)m_gameobj;
m_constraint = armobj->GetConstraint(m_posechannel, m_constraintname);
}
}
bool BL_ArmatureActuator::Update(double curtime, bool frame)
{
// the only role of this actuator is to ensure that the armature pose will be evaluated
bool result = false;
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
if (!bNegativeEvent) {
BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
switch (m_type) {
case ACT_ARM_RUN:
result = true;
obj->SetActiveAction(NULL, 0, curtime);
break;
case ACT_ARM_ENABLE:
if (m_constraint)
m_constraint->ClrConstraintFlag(CONSTRAINT_OFF);
break;
case ACT_ARM_DISABLE:
if (m_constraint)
m_constraint->SetConstraintFlag(CONSTRAINT_OFF);
break;
case ACT_ARM_SETTARGET:
if (m_constraint) {
m_constraint->SetTarget(m_gametarget);
m_constraint->SetSubtarget(m_gamesubtarget);
}
break;
case ACT_ARM_SETWEIGHT:
if (m_constraint)
m_constraint->SetWeight(m_weight);
break;
}
}
return result;
}
#ifndef DISABLE_PYTHON
/* ------------------------------------------------------------------------- */
/* Python Integration Hooks */
/* ------------------------------------------------------------------------- */
PyTypeObject BL_ArmatureActuator::Type = {
#if (PY_VERSION_HEX >= 0x02060000)
PyVarObject_HEAD_INIT(NULL, 0)
#else
/* python 2.5 and below */
PyObject_HEAD_INIT( NULL ) /* required py macro */
0, /* ob_size */
#endif
"BL_ArmatureActuator",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_IActuator::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef BL_ArmatureActuator::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef BL_ArmatureActuator::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("constraint", BL_ArmatureActuator, pyattr_get_constraint),
KX_PYATTRIBUTE_RW_FUNCTION("target", BL_ArmatureActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_RW_FUNCTION("subtarget", BL_ArmatureActuator, pyattr_get_object, pyattr_set_object),
KX_PYATTRIBUTE_FLOAT_RW("weight",0.0f,1.0f,BL_ArmatureActuator,m_weight),
KX_PYATTRIBUTE_INT_RW("type",0,ACT_ARM_MAXTYPE,false,BL_ArmatureActuator,m_type),
{ NULL } //Sentinel
};
PyObject* BL_ArmatureActuator::pyattr_get_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self);
KX_GameObject *target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget;
if (!target)
Py_RETURN_NONE;
else
return target->GetProxy();
}
int BL_ArmatureActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
{
BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self);
KX_GameObject* &target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget;
KX_GameObject *gameobj;
if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: BL_ArmatureActuator"))
return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error
if (target != NULL)
target->UnregisterActuator(actuator);
target = gameobj;
if (target)
target->RegisterActuator(actuator);
return PY_SET_ATTR_SUCCESS;
}
PyObject* BL_ArmatureActuator::pyattr_get_constraint(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef)
{
BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self);
BL_ArmatureConstraint* constraint = actuator->m_constraint;
if (!constraint)
Py_RETURN_NONE;
else
return constraint->GetProxy();
}
#endif // DISABLE_PYTHON