/** * $Id: BL_ArmatureActuator.cpp 28307 2010-04-20 15:46:28Z campbellbarton $ * * ***** 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 "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 *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 = { PyVarObject_HEAD_INIT(NULL, 0) "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(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(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(self); BL_ArmatureConstraint* constraint = actuator->m_constraint; if (!constraint) Py_RETURN_NONE; else return constraint->GetProxy(); } #endif // DISABLE_PYTHON