#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
		
			
				
	
	
		
			154 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**
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 * $Id$
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 *
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 * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. The Blender
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 * Foundation also sells licenses for use in proprietary software under
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 * the Blender License.  See http://www.blender.org/BL/ for information
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 * about this.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL/BL DUAL LICENSE BLOCK *****
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 */
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#include "BL_ArmatureObject.h"
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#include "BL_ActionActuator.h"
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#include "BLI_blenlib.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "GEN_Map.h"
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#include "GEN_HashedPtr.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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CValue* BL_ArmatureObject::GetReplica()
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{
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	BL_ArmatureObject* replica = new BL_ArmatureObject(*this);
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	// this will copy properties and so on...
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	CValue::AddDataToReplica(replica);
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	ProcessReplica(replica);
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	return replica;
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}
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void BL_ArmatureObject::ProcessReplica(BL_ArmatureObject *replica)
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{
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	KX_GameObject::ProcessReplica(replica);
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}
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BL_ArmatureObject::~BL_ArmatureObject()
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{
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	if (m_mrdPose){
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		clear_pose(m_mrdPose);
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		MEM_freeN(m_mrdPose);
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	}
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}
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void BL_ArmatureObject::ApplyPose()
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{
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	if (m_pose){
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		apply_pose_armature(m_armature, m_pose, 1);
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		if (!m_mrdPose)
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			copy_pose (&m_mrdPose, m_pose, 0);
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		else
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			get_pose_from_pose(&m_mrdPose, m_pose);
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	}
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}
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void BL_ArmatureObject::SetPose(bPose *pose)
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{
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	m_pose = pose;
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}
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bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
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{
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	if (curtime != m_lastframe){
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		m_activePriority = 9999;
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		m_lastframe= curtime;
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		m_activeAct = NULL;
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	}
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	if (priority<=m_activePriority)
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	{
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		if (m_activeAct && (m_activeAct!=act))
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			m_activeAct->SetBlendTime(0.0);	/* Reset the blend timer */
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		m_activeAct = act;
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		m_activePriority = priority;
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		m_lastframe = curtime;
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		return true;
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	}
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	else{
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		act->SetBlendTime(0.0);
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		return false;
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	}
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}
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BL_ActionActuator * BL_ArmatureObject::GetActiveAction()
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{
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	return m_activeAct;
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}
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void BL_ArmatureObject::GetPose(bPose **pose)
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{
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	/* If the caller supplies a null pose, create a new one. */
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	/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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	if (!*pose)
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		copy_pose(pose, m_pose, 0);
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	else
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		get_pose_from_pose(pose, m_pose);
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}
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void BL_ArmatureObject::GetMRDPose(bPose **pose)
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{
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	/* If the caller supplies a null pose, create a new one. */
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	/* Otherwise, copy the armature's pose channels into the caller-supplied pose */
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	if (!m_mrdPose){
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		copy_pose (&m_mrdPose, m_pose, 0);
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	}
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	if (!*pose)
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		copy_pose(pose, m_mrdPose, 0);
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	else
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		get_pose_from_pose(pose, m_mrdPose);
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}
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short BL_ArmatureObject::GetActivePriority()
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{
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	return m_activePriority;
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}
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double BL_ArmatureObject::GetLastFrame()
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{
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	return m_lastframe;
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}
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