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C++ BL_ArmatureObject::GetPose方法代码示例

本文整理汇总了C++中BL_ArmatureObject::GetPose方法的典型用法代码示例。如果您正苦于以下问题:C++ BL_ArmatureObject::GetPose方法的具体用法?C++ BL_ArmatureObject::GetPose怎么用?C++ BL_ArmatureObject::GetPose使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BL_ArmatureObject的用法示例。


在下文中一共展示了BL_ArmatureObject::GetPose方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: PyGetChannel

PyObject* BL_ActionActuator::PyGetChannel(PyObject* value) {
	char *string= _PyUnicode_AsString(value);
	
	if (!string) {
		PyErr_SetString(PyExc_TypeError, "expected a single string");
		return NULL;
	}
	
	bPoseChannel *pchan;
	
	if(m_userpose==NULL && m_pose==NULL) {
		BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
		obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
	}
	
	// get_pose_channel accounts for NULL pose, run on both incase one exists but
	// the channel doesnt
	if(		!(pchan=get_pose_channel(m_userpose, string)) &&
			!(pchan=get_pose_channel(m_pose, string))  )
	{
		PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
		return NULL;
	}

	PyObject *ret = PyTuple_New(3);
	
	PyObject *list = PyList_New(3); 
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2]));
	PyTuple_SET_ITEM(ret, 0, list);
	
	list = PyList_New(3);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2]));
	PyTuple_SET_ITEM(ret, 1, list);
	
	list = PyList_New(4);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2]));
	PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3]));
	PyTuple_SET_ITEM(ret, 2, list);

	return ret;
/*
	return Py_BuildValue("([fff][fff][ffff])",
		pchan->loc[0], pchan->loc[1], pchan->loc[2],
		pchan->size[0], pchan->size[1], pchan->size[2],
		pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
*/
}
开发者ID:,项目名称:,代码行数:53,代码来源:

示例2: Update

void BL_Action::Update(float curtime)
{
	// Don't bother if we're done with the animation
	if (m_done)
		return;

	curtime -= KX_KetsjiEngine::GetSuspendedDelta();

	// Grab the start time here so we don't end up with a negative m_localtime when
	// suspending and resuming scenes.
	if (m_starttime < 0)
		m_starttime = curtime;

	if (m_calc_localtime)
		SetLocalTime(curtime);
	else
	{
		ResetStartTime(curtime);
		m_calc_localtime = true;
	}

	// Handle wrap around
	if (m_localtime < min(m_startframe, m_endframe) || m_localtime > max(m_startframe, m_endframe)) {
		switch (m_playmode) {
			case ACT_MODE_PLAY:
				// Clamp
				m_localtime = m_endframe;
				m_done = true;
				break;
			case ACT_MODE_LOOP:
				// Put the time back to the beginning
				m_localtime = m_startframe;
				m_starttime = curtime;
				break;
			case ACT_MODE_PING_PONG:
				// Swap the start and end frames
				float temp = m_startframe;
				m_startframe = m_endframe;
				m_endframe = temp;

				m_starttime = curtime;

				break;
		}
	}

	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetPose(&m_pose);

		// Extract the pose from the action
		{
			Object *arm = obj->GetArmatureObject();
			bPose *temp = arm->pose;

			arm->pose = m_pose;
			animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);

			arm->pose = temp;
		}

		// Handle blending between armature actions
		if (m_blendin && m_blendframe<m_blendin)
		{
			IncrementBlending(curtime);

			// Calculate weight
			float weight = 1.f - (m_blendframe/m_blendin);

			// Blend the poses
			game_blend_poses(m_pose, m_blendinpose, weight);
		}


		// Handle layer blending
		if (m_layer_weight >= 0)
		{
			obj->GetMRDPose(&m_blendpose);
			game_blend_poses(m_pose, m_blendpose, m_layer_weight);
		}

		obj->SetPose(m_pose);

		obj->SetActiveAction(NULL, 0, curtime);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());

		// Handle shape actions if we have any
		if (shape_deformer && shape_deformer->GetKey())
		{
			Key *key = shape_deformer->GetKey();


			animsys_evaluate_action(m_ptrrna, m_action, NULL, m_localtime);

			// Handle blending between shape actions
//.........这里部分代码省略.........
开发者ID:danielmarg,项目名称:blender-main,代码行数:101,代码来源:BL_Action.cpp

示例3: PyGetChannel

PyObject* BL_ActionActuator::PyGetChannel(PyObject* value)
{
	PyErr_SetString(PyExc_NotImplementedError, "BL_ActionActuator.getChannel() no longer works, please use BL_ArmatureObject.channels instead");
	return NULL;
#if 0 // XXX To be removed in a later version (first removed in 2.64)
	const char *string= _PyUnicode_AsString(value);

	if (GetParent()->GetGameObjectType() != SCA_IObject::OBJ_ARMATURE)
	{
		PyErr_SetString(PyExc_NotImplementedError, "actuator.getChannel(): Only armatures support channels");
		return NULL;
	}
	
	if (!string) {
		PyErr_SetString(PyExc_TypeError, "expected a single string");
		return NULL;
	}
	
	bPoseChannel *pchan;
	
	if (m_userpose==NULL && m_pose==NULL) {
		BL_ArmatureObject *obj = (BL_ArmatureObject*)GetParent();
		obj->GetPose(&m_pose); /* Get the underlying pose from the armature */
	}
	
	// BKE_pose_channel_find_name accounts for NULL pose, run on both in case one exists but
	// the channel doesnt
	if (		!(pchan=BKE_pose_channel_find_name(m_userpose, string)) &&
			!(pchan=BKE_pose_channel_find_name(m_pose, string))  )
	{
		PyErr_SetString(PyExc_ValueError, "channel doesnt exist");
		return NULL;
	}

	PyObject *ret = PyTuple_New(3);
	
	PyObject *list = PyList_New(3); 
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->loc[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->loc[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->loc[2]));
	PyTuple_SET_ITEM(ret, 0, list);
	
	list = PyList_New(3);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->size[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->size[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->size[2]));
	PyTuple_SET_ITEM(ret, 1, list);
	
	list = PyList_New(4);
	PyList_SET_ITEM(list, 0, PyFloat_FromDouble(pchan->quat[0]));
	PyList_SET_ITEM(list, 1, PyFloat_FromDouble(pchan->quat[1]));
	PyList_SET_ITEM(list, 2, PyFloat_FromDouble(pchan->quat[2]));
	PyList_SET_ITEM(list, 3, PyFloat_FromDouble(pchan->quat[3]));
	PyTuple_SET_ITEM(ret, 2, list);

	return ret;
#if 0
	return Py_BuildValue("([fff][fff][ffff])",
		pchan->loc[0], pchan->loc[1], pchan->loc[2],
		pchan->size[0], pchan->size[1], pchan->size[2],
		pchan->quat[0], pchan->quat[1], pchan->quat[2], pchan->quat[3] );
#endif
#endif
}
开发者ID:vanangamudi,项目名称:blender-main,代码行数:64,代码来源:BL_ActionActuator.cpp

示例4: Update

void BL_Action::Update(float curtime, bool applyToObject)
{
	/* Don't bother if we're done with the animation and if the animation was already applied to the object.
	 * of if the animation made a double update for the same time and that it was applied to the object.
	 */
	if ((m_done && m_appliedToObject) || (m_prevUpdate == curtime && m_appliedToObject)) {
		return;
	}
	m_prevUpdate = curtime;

	curtime -= (float)KX_KetsjiEngine::GetSuspendedDelta();

	if (m_calc_localtime)
		SetLocalTime(curtime);
	else
	{
		ResetStartTime(curtime);
		m_calc_localtime = true;
	}

	// Handle wrap around
	if (m_localframe < std::min(m_startframe, m_endframe) || m_localframe > std::max(m_startframe, m_endframe)) {
		switch (m_playmode) {
			case ACT_MODE_PLAY:
				// Clamp
				m_localframe = m_endframe;
				m_done = true;
				break;
			case ACT_MODE_LOOP:
				// Put the time back to the beginning
				m_localframe = m_startframe;
				m_starttime = curtime;
				break;
			case ACT_MODE_PING_PONG:
				// Swap the start and end frames
				float temp = m_startframe;
				m_startframe = m_endframe;
				m_endframe = temp;

				m_starttime = curtime;

				break;
		}
	}

	m_appliedToObject = applyToObject;
	// In case of culled armatures (doesn't requesting to transform the object) we only manages time.
	if (!applyToObject) {
		return;
	}

	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;

		if (m_layer_weight >= 0)
			obj->GetPose(&m_blendpose);

		// Extract the pose from the action
		obj->SetPoseByAction(m_tmpaction, m_localframe);

		// Handle blending between armature actions
		if (m_blendin && m_blendframe<m_blendin)
		{
			IncrementBlending(curtime);

			// Calculate weight
			float weight = 1.f - (m_blendframe/m_blendin);

			// Blend the poses
			obj->BlendInPose(m_blendinpose, weight, ACT_BLEND_BLEND);
		}


		// Handle layer blending
		if (m_layer_weight >= 0)
			obj->BlendInPose(m_blendpose, m_layer_weight, m_blendmode);

		obj->UpdateTimestep(curtime);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());

		// Handle shape actions if we have any
		if (shape_deformer && shape_deformer->GetKey())
		{
			Key *key = shape_deformer->GetKey();

			PointerRNA ptrrna;
			RNA_id_pointer_create(&key->id, &ptrrna);

			animsys_evaluate_action(&ptrrna, m_tmpaction, NULL, m_localframe);

			// Handle blending between shape actions
			if (m_blendin && m_blendframe < m_blendin)
			{
				IncrementBlending(curtime);

//.........这里部分代码省略.........
开发者ID:UPBGE,项目名称:blender,代码行数:101,代码来源:BL_Action.cpp

示例5: Play


//.........这里部分代码省略.........
	sg_contr->SetObject(m_obj->GetSGNode());

	// World
	sg_contr = BL_CreateWorldIPO(m_action, kxscene->GetBlenderScene()->world, kxscene->GetSceneConverter());
	if (sg_contr) {
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}

	// Try obcolor
	sg_contr = BL_CreateObColorIPO(m_action, m_obj, kxscene->GetSceneConverter());
	if (sg_contr) {
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}

	// Now try materials
	for (int matidx = 1; matidx <= m_obj->GetBlenderObject()->totcol; ++matidx) {
		Material *mat = give_current_material(m_obj->GetBlenderObject(), matidx);
		if (!mat) {
			continue;
		}

		KX_BlenderSceneConverter *converter = kxscene->GetSceneConverter();
		RAS_IPolyMaterial *polymat = converter->FindCachedPolyMaterial(kxscene, mat);
		if (!polymat) {
			continue;
		}

		sg_contr = BL_CreateMaterialIpo(m_action, mat, polymat, m_obj, converter);
		if (sg_contr) {
			m_sg_contr_list.push_back(sg_contr);
			m_obj->GetSGNode()->AddSGController(sg_contr);
			sg_contr->SetObject(m_obj->GetSGNode());
		}
	}

	// Extra controllers
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT)
	{
		sg_contr = BL_CreateLampIPO(m_action, m_obj, kxscene->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}
	else if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_CAMERA)
	{
		sg_contr = BL_CreateCameraIPO(m_action, m_obj, kxscene->GetSceneConverter());
		m_sg_contr_list.push_back(sg_contr);
		m_obj->GetSGNode()->AddSGController(sg_contr);
		sg_contr->SetObject(m_obj->GetSGNode());
	}
	
	m_ipo_flags = ipo_flags;
	InitIPO();

	// Setup blendin shapes/poses
	if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE)
	{
		BL_ArmatureObject *obj = (BL_ArmatureObject*)m_obj;
		obj->GetPose(&m_blendinpose);
	}
	else
	{
		BL_DeformableGameObject *obj = (BL_DeformableGameObject*)m_obj;
		BL_ShapeDeformer *shape_deformer = dynamic_cast<BL_ShapeDeformer*>(obj->GetDeformer());
		
		if (shape_deformer && shape_deformer->GetKey())
		{
			obj->GetShape(m_blendinshape);

			// Now that we have the previous blend shape saved, we can clear out the key to avoid any
			// further interference.
			KeyBlock *kb;
			for (kb=(KeyBlock *)shape_deformer->GetKey()->block.first; kb; kb=(KeyBlock *)kb->next)
				kb->curval = 0.f;
		}
	}

	// Now that we have an action, we have something we can play
	m_starttime = KX_GetActiveEngine()->GetFrameTime() - kxscene->getSuspendedDelta();
	m_startframe = m_localframe = start;
	m_endframe = end;
	m_blendin = blendin;
	m_playmode = play_mode;
	m_blendmode = blend_mode;
	m_blendframe = 0.f;
	m_blendstart = 0.f;
	m_speed = playback_speed;
	m_layer_weight = layer_weight;
	
	m_done = false;
	m_appliedToObject = false;

	m_prevUpdate = -1.0f;

	return true;
}
开发者ID:UPBGE,项目名称:blender,代码行数:101,代码来源:BL_Action.cpp

示例6: Update


//.........这里部分代码省略.........
	case ACT_ACTION_PLAY:
		if (wrap){
			m_localtime = m_endframe;
			keepgoing = false;
			m_flag &= ~ACT_FLAG_LOCKINPUT;
		}
		break;
	default:
		keepgoing = false;
		break;
	}
	
	/* Set the property if its defined */
	if (m_framepropname[0] != '\0') {
		CValue* propowner = GetParent();
		CValue* oldprop = propowner->GetProperty(m_framepropname);
		CValue* newval = new CFloatValue(m_localtime);
		if (oldprop) {
			oldprop->SetValue(newval);
		} else {
			propowner->SetProperty(m_framepropname, newval);
		}
		newval->Release();
	}
	
	if (bNegativeEvent)
		m_blendframe=0.0;
	
	/* Apply the pose if necessary*/
	if (apply){

		/* Priority test */
		if (obj->SetActiveAction(this, priority, curtime)){
			
			/* Get the underlying pose from the armature */
			obj->GetPose(&m_pose);

// 2.4x function, 
			/* Override the necessary channels with ones from the action */
			// XXX extract_pose_from_action(m_pose, m_action, m_localtime);
			
			
// 2.5x - replacement for extract_pose_from_action(...) above.
			{
				struct PointerRNA id_ptr;
				Object *arm= obj->GetArmatureObject();
				bPose *pose_back= arm->pose;
				
				arm->pose= m_pose;
				RNA_id_pointer_create((ID *)arm, &id_ptr);
				animsys_evaluate_action(&id_ptr, m_action, NULL, m_localtime);
				
				arm->pose= pose_back;
			
// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
//				Object workob; /* evaluate using workob */
//				what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
			}

			// done getting the pose from the action
			
			/* Perform the user override (if any) */
			if (m_userpose){
				extract_pose_from_pose(m_pose, m_userpose);
				game_free_pose(m_userpose); //cant use MEM_freeN(m_userpose) because the channels need freeing too.
				m_userpose = NULL;
			}
#if 1
			/* Handle blending */
			if (m_blendin && (m_blendframe<m_blendin)){
				/* If this is the start of a blending sequence... */
				if ((m_blendframe==0.0) || (!m_blendpose)){
					obj->GetMRDPose(&m_blendpose);
					m_blendstart = curtime;
				}
				
				/* Find percentages */
				newweight = (m_blendframe/(float)m_blendin);
				game_blend_poses(m_pose, m_blendpose, 1.0 - newweight);

				/* Increment current blending percentage */
				m_blendframe = (curtime - m_blendstart)*KX_KetsjiEngine::GetAnimFrameRate();
				if (m_blendframe>m_blendin)
					m_blendframe = m_blendin;
				
			}
#endif
			m_lastUpdate = m_localtime;
			obj->SetPose (m_pose);
		}
		else{
			m_blendframe = 0.0;
		}
	}
	
	if (!keepgoing){
		m_blendframe = 0.0;
	}
	return keepgoing;
};
开发者ID:,项目名称:,代码行数:101,代码来源:


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