void postEditBoneDuplicate(struct ListBase *editbones, Object *ob)
{
	if (ob->pose == NULL) {
		return;
	}

	BKE_pose_channels_hash_free(ob->pose);
	BKE_pose_channels_hash_make(ob->pose);

	GHash *name_map = BLI_ghash_str_new(__func__);

	for (EditBone *ebone_src = editbones->first; ebone_src; ebone_src = ebone_src->next) {
		EditBone *ebone_dst = ebone_src->temp.ebone;
		if (!ebone_dst) {
			ebone_dst = ED_armature_bone_get_mirrored(editbones, ebone_src);
		}
		if (ebone_dst) {
			BLI_ghash_insert(name_map, ebone_src->name, ebone_dst->name);
		}
	}

	for (EditBone *ebone_src = editbones->first; ebone_src; ebone_src = ebone_src->next) {
		EditBone *ebone_dst = ebone_src->temp.ebone;
		if (ebone_dst) {
			bPoseChannel *pchan_src = BKE_pose_channel_find_name(ob->pose, ebone_src->name);
			if (pchan_src) {
				bPoseChannel *pchan_dst = BKE_pose_channel_find_name(ob->pose, ebone_dst->name);
				if (pchan_dst) {
					if (pchan_src->custom_tx) {
						pchan_dst->custom_tx = pchan_duplicate_map(ob->pose, name_map, pchan_src->custom_tx);
					}
					if (pchan_src->bbone_prev) {
						pchan_dst->bbone_prev = pchan_duplicate_map(ob->pose, name_map, pchan_src->bbone_prev);
					}
					if (pchan_src->bbone_next) {
						pchan_dst->bbone_next = pchan_duplicate_map(ob->pose, name_map, pchan_src->bbone_next);
					}
				}
			}
		}
	}

	BLI_ghash_free(name_map, NULL, NULL);
}
/** 
 * 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;
}
示例#3
0
文件: action.c 项目: UPBGE/blender
/**
 * Allocate a new pose on the heap, and copy the src pose and it's channels
 * into the new pose. *dst is set to the newly allocated structure, and assumed to be NULL.
 *
 * \param dst  Should be freed already, makes entire duplicate.
 */
void BKE_pose_copy_data(bPose **dst, bPose *src, const bool copy_constraints)
{
	bPose *outPose;
	bPoseChannel *pchan;
	ListBase listb;

	if (!src) {
		*dst = NULL;
		return;
	}
	
	outPose = MEM_callocN(sizeof(bPose), "pose");
	
	BLI_duplicatelist(&outPose->chanbase, &src->chanbase);
	
	/* Rebuild ghash here too, so that name lookups below won't be too bad...
	 * BUT this will have the penalty that the ghash will be built twice
	 * if BKE_pose_rebuild() gets called after this...
	 */
	if (outPose->chanbase.first != outPose->chanbase.last) {
		outPose->chanhash = NULL;
		BKE_pose_channels_hash_make(outPose);
	}
	
	outPose->iksolver = src->iksolver;
	outPose->ikdata = NULL;
	outPose->ikparam = MEM_dupallocN(src->ikparam);
	outPose->avs = src->avs;
	
	for (pchan = outPose->chanbase.first; pchan; pchan = pchan->next) {

		if (pchan->custom) {
			id_us_plus(&pchan->custom->id);
		}

		/* warning, O(n2) here, if done without the hash, but these are rarely used features. */
		if (pchan->custom_tx) {
			pchan->custom_tx = BKE_pose_channel_find_name(outPose, pchan->custom_tx->name);
		}
		if (pchan->bbone_prev) {
			pchan->bbone_prev = BKE_pose_channel_find_name(outPose, pchan->bbone_prev->name);
		}
		if (pchan->bbone_next) {
			pchan->bbone_next = BKE_pose_channel_find_name(outPose, pchan->bbone_next->name);
		}

		if (copy_constraints) {
			BKE_constraints_copy(&listb, &pchan->constraints, true);  // BKE_constraints_copy NULLs listb
			pchan->constraints = listb;
			pchan->mpath = NULL; /* motion paths should not get copied yet... */
		}
		
		if (pchan->prop) {
			pchan->prop = IDP_CopyProperty(pchan->prop);
		}
	}

	/* for now, duplicate Bone Groups too when doing this */
	if (copy_constraints) {
		BLI_duplicatelist(&outPose->agroups, &src->agroups);
	}
	
	*dst = outPose;
}
示例#4
0
文件: action.c 项目: UPBGE/blender
/* For the calculation of the effects of an Action at the given frame on an object 
 * This is currently only used for the Action Constraint 
 */
void what_does_obaction(Object *ob, Object *workob, bPose *pose, bAction *act, char groupname[], float cframe)
{
	bActionGroup *agrp = BKE_action_group_find_name(act, groupname);
	
	/* clear workob */
	BKE_object_workob_clear(workob);
	
	/* init workob */
	copy_m4_m4(workob->obmat, ob->obmat);
	copy_m4_m4(workob->parentinv, ob->parentinv);
	copy_m4_m4(workob->constinv, ob->constinv);
	workob->parent = ob->parent;
	
	workob->rotmode = ob->rotmode;
	
	workob->trackflag = ob->trackflag;
	workob->upflag = ob->upflag;
	
	workob->partype = ob->partype;
	workob->par1 = ob->par1;
	workob->par2 = ob->par2;
	workob->par3 = ob->par3;

	workob->constraints.first = ob->constraints.first;
	workob->constraints.last = ob->constraints.last;
	
	workob->pose = pose; /* need to set pose too, since this is used for both types of Action Constraint */
	if (pose) {
		/* This function is most likely to be used with a temporary pose with a single bone in there.
		 * For such cases it makes no sense to create hash since it'll only waste CPU ticks on memory
		 * allocation and also will make lookup slower.
		 */
		if (pose->chanbase.first != pose->chanbase.last) {
			BKE_pose_channels_hash_make(pose);
		}
		if (pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
			BKE_pose_update_constraint_flags(pose);
		}
	}

	BLI_strncpy(workob->parsubstr, ob->parsubstr, sizeof(workob->parsubstr));
	BLI_strncpy(workob->id.name, "OB<ConstrWorkOb>", sizeof(workob->id.name)); /* we don't use real object name, otherwise RNA screws with the real thing */
	
	/* if we're given a group to use, it's likely to be more efficient (though a bit more dangerous) */
	if (agrp) {
		/* specifically evaluate this group only */
		PointerRNA id_ptr;
		
		/* get RNA-pointer for the workob's ID */
		RNA_id_pointer_create(&workob->id, &id_ptr);
		
		/* execute action for this group only */
		animsys_evaluate_action_group(&id_ptr, act, agrp, NULL, cframe);
	}
	else {
		AnimData adt = {NULL};
		
		/* init animdata, and attach to workob */
		workob->adt = &adt;
		
		adt.recalc = ADT_RECALC_ANIM;
		adt.action = act;
		
		/* execute effects of Action on to workob (or it's PoseChannels) */
		BKE_animsys_evaluate_animdata(NULL, &workob->id, &adt, cframe, ADT_RECALC_ANIM);
	}
}