blender/source/gameengine/Converter/BL_ArmatureObject.cpp
Porteries Tristan 95164a09a7 BGE: generic python callback list + replace KX_PythonSeq.
I made this patch to declared a python list without converting all elements in python object (too slow) or use a CListValue which required CValue items (too expensive in memory).  In the case of a big list of points like a collision contacts points list, to use a CListValue we must implement a new class based on CValue for 3D vector to create a python proxy even if mathutils do it perfectly, we must also convert all points (frequently ~100 points) when fill the CListValue even if the list is not used (in the case of the collision callback). The easy way is to use callback (it doesn't worth to do an inheritance) which convert the item in PyObject only during an acces.
5 callbacks are used :
- Check if the list is valid = allow acces (like PyObjectPlus.invalid)
- Get the list size
- Get an item in the list by index.
- Get an item name in the list by index (used for operator `list["name"]`)
- Set an item in the list at the index position.
All of these callback take as first argument the client instance.
Why do we use a void * for the client instance ? : In KX_PythonInitTypes.cpp we have to initialize each python inherited class, if we use a template (the only other way) we must add this class each time we use a new type with in KX_PythonInitTypes.cpp

To check if the list can be accessed from python by the user, we check if the python proxy,  which is the `m_base` member, is still a valid proxy like in PyObjectPlus. But we can use a callback for more control of user access (e.g a list of collision point invalidate a frame later, in this case no real python owner).

This python list is easily defined with :
```
CPythonCallBackList(
void *client, // The client instance
PyObject *base, // The python instance which owned this list, used to know if the list is valid (like in KX_PythonSeq)
bool (*checkValid)(void *), // A callback to check if this list is till valid (optional)
int (*getSize)(void *), // A callback to get size
PyObject *(*getItem)(void *, int), // A callback to get an item
const char *(*getItemName)(void *, int), // A callback to get an item name (optional) use for acces by string key
bool (*setItem)(void *, int, PyObject *) // A callback to set an item (optional)
)
```
To show its usecase i replaced the odd KX_PythonSeq, it modify KX_Gameobject.sensors/controllers/actuators, SCA_IController.sensors/actuators and BL_ArmatureObject.constraints/channels.

Example : {F245193}, See message in console, press R to erase the object and see invalid proxy error message.

Reviewers: brita_, #game_python, youle, campbellbarton, moguri, agoose77, sergey

Reviewed By: campbellbarton, moguri, agoose77, sergey

Subscribers: sergey

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1363
2015-10-26 20:27:08 +01:00

688 lines
20 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 "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_object.h"
#include "BKE_library.h"
#include "BKE_global.h"
extern "C" {
#include "BKE_animsys.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 "RNA_access.h"
#include "KX_PythonInit.h"
#include "KX_KetsjiEngine.h"
#include "EXP_ListWrapper.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.
*/
static 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("game_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(src->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_constraints_copy NULLs listb, no need to make extern for this operation.
BKE_constraints_copy(&listb, &pchan->constraints, false);
pchan->constraints= listb;
}
else {
BLI_listbase_clear(&pchan->constraints);
}
if (pchan->custom) {
id_us_plus(&pchan->custom->id);
}
// 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 */
static 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);
// Normalize quaternions so that interpolation/multiplication result is correct.
normalize_qt(dquat);
normalize_qt(squat);
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;
}
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_scene(scene), // maybe remove later. needed for BKE_pose_where_is
m_lastframe(0.0),
m_timestep(0.040),
m_vert_deform_type(vert_deform_type),
m_constraintNumber(0),
m_channelNumber(0),
m_lastapplyframe(0.0)
{
m_origObjArma = armature; // Keep a copy of the original armature so we can fix drivers later
m_objArma = BKE_object_copy(armature);
m_objArma->data = BKE_armature_copy((bArmature *)armature->data);
// During object replication ob->data is increase, we decrease it now because we get a copy.
id_us_min(&((bArmature *)m_origObjArma->data)->id);
m_pose = m_objArma->pose;
// need this to get iTaSC working ok in the BGE
m_pose->flag |= POSE_GAME_ENGINE;
memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat));
// The side-effect of this method registers this object as "animatable" with the KX_Scene.
GetActionManager();
}
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_objArma) {
BKE_libblock_free(G.main, m_objArma->data);
BKE_libblock_free(G.main, m_objArma);
}
}
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;
const 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_typeinfo_get(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++;
}
}
}
// If we have constraints, make sure we get treated as an "animated" object
if (m_constraintNumber > 0)
GetActionManager();
}
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()
{
KX_GameObject::ProcessReplica();
bArmature* tmp = (bArmature*)m_objArma->data;
m_objArma = BKE_object_copy(m_objArma);
m_objArma->data = BKE_armature_copy(tmp);
m_pose = m_objArma->pose;
}
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;
}
void BL_ArmatureObject::SetPoseByAction(bAction *action, float localtime)
{
Object *arm = GetArmatureObject();
PointerRNA ptrrna;
RNA_id_pointer_create(&arm->id, &ptrrna);
animsys_evaluate_action(&ptrrna, action, NULL, localtime);
}
void BL_ArmatureObject::BlendInPose(bPose *blend_pose, float weight, short mode)
{
game_blend_poses(m_pose, blend_pose, weight, mode);
}
bool BL_ArmatureObject::UpdateTimestep(double curtime)
{
if (curtime != m_lastframe) {
// compute the timestep for the underlying IK algorithm
m_timestep = curtime-m_lastframe;
m_lastframe= curtime;
}
return false;
}
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);
}
}
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
};
static int bl_armature_object_get_constraints_size_cb(void *self_v)
{
return ((BL_ArmatureObject *)self_v)->GetConstraintNumber();
}
static PyObject *bl_armature_object_get_constraints_item_cb(void *self_v, int index)
{
return ((BL_ArmatureObject *)self_v)->GetConstraint(index)->GetProxy();
}
static const char *bl_armature_object_get_constraints_item_name_cb(void *self_v, int index)
{
return ((BL_ArmatureObject *)self_v)->GetConstraint(index)->GetName();
}
PyObject *BL_ArmatureObject::pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
return (new CListWrapper(self_v,
((BL_ArmatureObject *)self_v)->GetProxy(),
NULL,
bl_armature_object_get_constraints_size_cb,
bl_armature_object_get_constraints_item_cb,
bl_armature_object_get_constraints_item_name_cb,
NULL))->NewProxy(true);
}
static int bl_armature_object_get_channels_size_cb(void *self_v)
{
return ((BL_ArmatureObject *)self_v)->GetChannelNumber();
}
static PyObject *bl_armature_object_get_channels_item_cb(void *self_v, int index)
{
return ((BL_ArmatureObject *)self_v)->GetChannel(index)->GetProxy();
}
static const char *bl_armature_object_get_channels_item_name_cb(void *self_v, int index)
{
return ((BL_ArmatureObject *)self_v)->GetChannel(index)->GetName();
}
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 (new CListWrapper(self_v,
self->GetProxy(),
NULL,
bl_armature_object_get_channels_size_cb,
bl_armature_object_get_channels_item_cb,
bl_armature_object_get_channels_item_name_cb,
NULL))->NewProxy(true);
}
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")
{
UpdateTimestep(KX_GetActiveEngine()->GetFrameTime());
Py_RETURN_NONE;
}
#endif // WITH_PYTHON