option for the Armature Actuator to change the influence of a bone constraint.

Also adds DampedTrackTo to the list of supported constraints in the BGE

Test file:
http://www.pasteall.org/blend/11715

Patch developed as part of a project to NF-UBC Nereus Program.
Development time 'sponsored' by the project.
www.nereusprogram.org
This commit is contained in:
Dalai Felinto
2012-03-03 02:47:01 +00:00
parent 95bba22af0
commit 1f928833f3
10 changed files with 56 additions and 6 deletions

View File

@@ -4518,10 +4518,16 @@ Game Types (bge.types)
.. data:: KX_ACT_ARMATURE_SETWEIGHT
Change weight of (only for IK constraint).
Change weight of constraint (IK only).
:value: 4
.. data:: KX_ACT_ARMATURE_SETINFLUENCE
Change influence of constraint.
:value: 5
.. attribute:: type
The type of action that the actuator executes when it is active.
@@ -4566,6 +4572,12 @@ Game Types (bge.types)
A weight of 0 disables a constraint while still updating constraint runtime values (see :class:`BL_ArmatureConstraint`)
.. attribute:: influence
The influence this actuator will set on the constraint it controls.
:type: float.
.. class:: KX_ArmatureSensor(SCA_ISensor)
Armature sensor detect conditions on armatures.

View File

@@ -395,6 +395,7 @@ void init_actuator(bActuator *act)
bRandomActuator *ra;
bSoundActuator *sa;
bSteeringActuator *sta;
bArmatureActuator *arma;
if(act->data) MEM_freeN(act->data);
act->data= NULL;
@@ -468,6 +469,8 @@ void init_actuator(bActuator *act)
break;
case ACT_ARMATURE:
act->data = MEM_callocN(sizeof( bArmatureActuator ), "armature act");
arma = act->data;
arma->influence = 1.f;
break;
case ACT_STEERING:
act->data = MEM_callocN(sizeof( bSteeringActuator), "steering act");

View File

@@ -3806,6 +3806,16 @@ static void draw_actuator_armature(uiLayout *layout, PointerRNA *ptr)
uiItemR(layout, ptr, "weight", 0, NULL, ICON_NONE);
break;
case ACT_ARM_SETINFLUENCE:
if (ob->pose) {
uiItemPointerR(layout, ptr, "bone", &pose_ptr, "bones", NULL, ICON_BONE_DATA);
if (RNA_property_collection_lookup_string(&pose_ptr, bones_prop, aa->posechannel, &pchan_ptr))
uiItemPointerR(layout, ptr, "constraint", &pchan_ptr, "constraints", NULL, ICON_CONSTRAINT_BONE);
}
uiItemR(layout, ptr, "influence", 0, NULL, ICON_NONE);
break;
}
}

View File

@@ -224,6 +224,8 @@ typedef struct bArmatureActuator {
char constraint[64]; /* MAX_NAME */
int type; /* 0=run, 1=enable, 2=disable, 3=set target, 4=set weight */
float weight;
float influence;
float pad;
struct Object *target;
struct Object *subtarget;
} bArmatureActuator;
@@ -511,8 +513,9 @@ typedef struct bActuator {
#define ACT_ARM_DISABLE 2
#define ACT_ARM_SETTARGET 3
#define ACT_ARM_SETWEIGHT 4
/* update this define if more type are addedd */
#define ACT_ARM_MAXTYPE 4
#define ACT_ARM_SETINFLUENCE 5
/* update this define if more types are added */
#define ACT_ARM_MAXTYPE 5
/* stateactuator->type */
#define ACT_STATE_SET 0

View File

@@ -1887,6 +1887,7 @@ static void rna_def_armature_actuator(BlenderRNA *brna)
{ACT_ARM_DISABLE, "DISABLE", 0, "Disable", ""},
{ACT_ARM_SETTARGET, "SETTARGET", 0, "Set Target", ""},
{ACT_ARM_SETWEIGHT, "SETWEIGHT", 0, "Set Weight", ""},
{ACT_ARM_SETINFLUENCE, "SETINFLUENCE", 0, "Set Influence", ""},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "ArmatureActuator", "Actuator");
@@ -1927,6 +1928,12 @@ static void rna_def_armature_actuator(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0, 1.0);
RNA_def_property_ui_text(prop, "Weight", "Weight of this constraint");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "influence", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "influence");
RNA_def_property_range(prop, 0.0, 1.0);
RNA_def_property_ui_text(prop, "Influence", "Influence of this constraint");
RNA_def_property_update(prop, NC_LOGIC, NULL);
}
static void rna_def_steering_actuator(BlenderRNA *brna)

View File

@@ -53,7 +53,8 @@ BL_ArmatureActuator::BL_ArmatureActuator(SCA_IObject* obj,
const char *constraintname,
KX_GameObject* targetobj,
KX_GameObject* subtargetobj,
float weight) :
float weight,
float influence) :
SCA_IActuator(obj, KX_ACT_ARMATURE),
m_constraint(NULL),
m_gametarget(targetobj),
@@ -61,6 +62,7 @@ BL_ArmatureActuator::BL_ArmatureActuator(SCA_IObject* obj,
m_posechannel(posechannel),
m_constraintname(constraintname),
m_weight(weight),
m_influence(influence),
m_type(type)
{
if (m_gametarget)
@@ -173,6 +175,10 @@ bool BL_ArmatureActuator::Update(double curtime, bool frame)
if (m_constraint)
m_constraint->SetWeight(m_weight);
break;
case ACT_ARM_SETINFLUENCE:
if (m_constraint)
m_constraint->SetInfluence(m_influence);
break;
}
}
return result;
@@ -216,6 +222,7 @@ PyAttributeDef BL_ArmatureActuator::Attributes[] = {
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_FLOAT_RW("influence",0.0f,1.0f,BL_ArmatureActuator,m_influence),
KX_PYATTRIBUTE_INT_RW("type",0,ACT_ARM_MAXTYPE,false,BL_ArmatureActuator,m_type),
{ NULL } //Sentinel
};

View File

@@ -54,7 +54,8 @@ public:
const char *constraintname,
KX_GameObject* targetobj,
KX_GameObject* subtargetobj,
float weight);
float weight,
float influence);
virtual ~BL_ArmatureActuator();
@@ -88,6 +89,7 @@ private:
STR_String m_posechannel;
STR_String m_constraintname;
float m_weight;
float m_influence;
int m_type;
};

View File

@@ -104,6 +104,11 @@ public:
con->weight = weight;
}
}
void SetInfluence(float influence)
{
if (m_constraint)
m_constraint->enforce = influence;
}
void SetTarget(KX_GameObject* target);
void SetSubtarget(KX_GameObject* subtarget);

View File

@@ -287,6 +287,7 @@ void BL_ArmatureObject::LoadConstraints(KX_BlenderSceneConverter* converter)
// 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:

View File

@@ -1060,7 +1060,7 @@ void BL_ConvertActuators(const char* maggiename,
bArmatureActuator* armAct = (bArmatureActuator*) bact->data;
KX_GameObject *tmpgob = converter->FindGameObject(armAct->target);
KX_GameObject *subgob = converter->FindGameObject(armAct->subtarget);
BL_ArmatureActuator* tmparmact = new BL_ArmatureActuator(gameobj, armAct->type, armAct->posechannel, armAct->constraint, tmpgob, subgob, armAct->weight);
BL_ArmatureActuator* tmparmact = new BL_ArmatureActuator(gameobj, armAct->type, armAct->posechannel, armAct->constraint, tmpgob, subgob, armAct->weight, armAct->influence);
baseact = tmparmact;
break;
}