blender/source/gameengine/Converter/BL_ArmatureObject.cpp
Campbell Barton 610c4befd4 option to copy constraints without making their ID references direct links.
needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
2010-04-29 15:31:53 +00:00

659 lines
18 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., 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 *****
*/
#include "BL_ArmatureObject.h"
#include "BL_ActionActuator.h"
#include "KX_BlenderSceneConverter.h"
#include "BLI_blenlib.h"
#include "BLI_ghash.h"
#include "BLI_math.h"
#include "BIK_api.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_utildefines.h"
#include "BKE_constraint.h"
#include "GEN_Map.h"
#include "GEN_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 where_is_pose 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("copy_pose 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);
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=(bPoseChannel*)pchan->next) {
pchan->parent= (bPoseChannel*)BLI_ghash_lookup(ghash, pchan->parent);
pchan->child= (bPoseChannel*)BLI_ghash_lookup(ghash, pchan->child);
pchan->path= NULL;
if (copy_constraint) {
ListBase listb;
// copy all constraint for backward compatibility
copy_constraints(&listb, &pchan->constraints, FALSE); // copy_constraints NULLs listb, no need to make extern for this operation.
pchan->constraints= listb;
} else {
pchan->constraints.first = NULL;
pchan->constraints.last = NULL;
}
}
BLI_ghash_free(ghash, NULL, NULL);
// set acceleration structure for channel lookup
make_pose_channels_hash(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];
QUATCOPY(dquat, dchan->quat);
QUATCOPY(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= (bConstraint*)dcon->next, scon= (bConstraint*)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 */
free_pose_channels(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)
: KX_GameObject(sgReplicationInfo,callbacks),
m_controlledConstraints(),
m_poseChannels(),
m_objArma(armature),
m_framePose(NULL),
m_scene(scene), // maybe remove later. needed for where_is_pose
m_lastframe(0.0),
m_timestep(0.040),
m_activeAct(NULL),
m_activePriority(999),
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=(bPoseChannel*)pchan->next) {
for (pcon = (bConstraint*)pchan->constraints.first; pcon; pcon=(bConstraint*)pcon->next) {
if (pcon->flag & CONSTRAINT_DISABLE)
continue;
// which constraint should we support?
switch (pcon->type) {
case CONSTRAINT_TYPE_TRACKTO:
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:
cti = 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 = (bConstraintTarget*)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(GEN_Map<GEN_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);
where_is_pose(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 everying, 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 = get_pose_channel(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();
}
#ifndef DISABLE_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 usefull in other cases.\n")
{
SetActiveAction(NULL, 0, KX_GetActiveEngine()->GetFrameTime());
Py_RETURN_NONE;
}
#endif // DISABLE_PYTHON