forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
199 lines
4.6 KiB
C++
199 lines
4.6 KiB
C++
/**
|
|
* $Id$
|
|
*
|
|
* ***** BEGIN GPL/BL DUAL 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. The Blender
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
* about this.
|
|
*
|
|
* 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/BL DUAL LICENSE BLOCK *****
|
|
*/
|
|
|
|
#include "BL_ArmatureObject.h"
|
|
#include "BL_ActionActuator.h"
|
|
#include "BLI_blenlib.h"
|
|
#include "BKE_action.h"
|
|
#include "BKE_armature.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 "MT_Matrix4x4.h"
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include <config.h>
|
|
#endif
|
|
|
|
|
|
BL_ArmatureObject::BL_ArmatureObject(
|
|
void* sgReplicationInfo,
|
|
SG_Callbacks callbacks,
|
|
Object *armature )
|
|
|
|
: KX_GameObject(sgReplicationInfo,callbacks),
|
|
m_objArma(armature),
|
|
m_mrdPose(NULL),
|
|
m_lastframe(0.),
|
|
m_activeAct(NULL),
|
|
m_activePriority(999)
|
|
{
|
|
m_armature = get_armature(m_objArma);
|
|
m_pose = m_objArma->pose;
|
|
}
|
|
|
|
|
|
CValue* BL_ArmatureObject::GetReplica()
|
|
{
|
|
BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
|
|
|
|
// this will copy properties and so on...
|
|
CValue::AddDataToReplica(replica);
|
|
|
|
ProcessReplica(replica);
|
|
return replica;
|
|
}
|
|
|
|
void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
|
|
{
|
|
KX_GameObject::ProcessReplica(replica);
|
|
|
|
}
|
|
|
|
BL_ArmatureObject::~BL_ArmatureObject()
|
|
{
|
|
if (m_mrdPose){
|
|
free_pose_channels(m_mrdPose);
|
|
MEM_freeN(m_mrdPose);
|
|
}
|
|
}
|
|
|
|
/* note, you can only call this for exisiting Armature objects, and not mix it with other Armatures */
|
|
/* there is only 1 unique Pose per Armature */
|
|
void BL_ArmatureObject::ApplyPose()
|
|
{
|
|
if (m_pose){
|
|
// copy to armature object
|
|
extract_pose_from_pose(m_objArma->pose, m_pose);
|
|
|
|
// is this needed anymore?
|
|
//if (!m_mrdPose)
|
|
// copy_pose (&m_mrdPose, m_pose, 0);
|
|
//else
|
|
// extract_pose_from_pose(m_mrdPose, m_pose);
|
|
}
|
|
}
|
|
|
|
void BL_ArmatureObject::SetPose(bPose *pose)
|
|
{
|
|
m_pose = pose;
|
|
}
|
|
|
|
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
|
|
{
|
|
if (curtime != m_lastframe){
|
|
m_activePriority = 9999;
|
|
m_lastframe= curtime;
|
|
m_activeAct = NULL;
|
|
}
|
|
|
|
if (priority<=m_activePriority)
|
|
{
|
|
if (m_activeAct && (m_activeAct!=act))
|
|
m_activeAct->SetBlendTime(0.0); /* Reset the blend timer */
|
|
m_activeAct = act;
|
|
m_activePriority = priority;
|
|
m_lastframe = curtime;
|
|
|
|
return true;
|
|
}
|
|
else{
|
|
act->SetBlendTime(0.0);
|
|
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)
|
|
copy_pose(pose, m_pose, 0);
|
|
else
|
|
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 */
|
|
|
|
// is this needed anymore?
|
|
//if (!m_mrdPose){
|
|
// copy_pose (&m_mrdPose, m_pose, 0);
|
|
//}
|
|
|
|
if (!*pose)
|
|
copy_pose(pose, m_objArma->pose, 0);
|
|
else
|
|
extract_pose_from_pose(*pose, m_objArma->pose);
|
|
|
|
}
|
|
|
|
short BL_ArmatureObject::GetActivePriority()
|
|
{
|
|
return m_activePriority;
|
|
}
|
|
|
|
double BL_ArmatureObject::GetLastFrame()
|
|
{
|
|
return m_lastframe;
|
|
}
|
|
|
|
bool BL_ArmatureObject::GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix) const
|
|
{
|
|
// ton hack
|
|
bPoseChannel *pchan= get_pose_channel(m_pose, bone->name);
|
|
|
|
if(pchan) {
|
|
matrix.setValue(&pchan->pose_mat[0][0]);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
float BL_ArmatureObject::GetBoneLength(Bone* bone) const
|
|
{
|
|
return (float)(MT_Point3(bone->head) - MT_Point3(bone->tail)).length();
|
|
}
|