/** * $Id$ * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 ***** */ #ifndef BL_ARMATUREOBJECT #define BL_ARMATUREOBJECT #include "KX_GameObject.h" #include "SG_IObject.h" struct bArmature; struct Bone; class BL_ActionActuator; class MT_Matrix4x4; struct Object; class BL_ArmatureObject : public KX_GameObject { public: double GetLastFrame (); short GetActivePriority(); virtual void ProcessReplica(); class BL_ActionActuator * GetActiveAction(); BL_ArmatureObject( void* sgReplicationInfo, SG_Callbacks callbacks, Object *armature, Scene *scene ); virtual ~BL_ArmatureObject(); virtual CValue* GetReplica(); void GetMRDPose(struct bPose **pose); void GetPose(struct bPose **pose); void SetPose (struct bPose *pose); void ApplyPose(); void RestorePose(); bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime); struct bArmature * GetArmature() { return m_armature; } const struct bArmature * GetArmature() const { return m_armature; } const struct Scene * GetScene() const { return m_scene; } Object* GetArmatureObject() {return m_objArma;} /// Retrieve the pose matrix for the specified bone. /// Returns true on success. bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix); /// Returns the bone length. The end of the bone is in the local y direction. float GetBoneLength(Bone* bone) const; virtual int GetGameObjectType() { return OBJ_ARMATURE; } protected: Object *m_objArma; struct bArmature *m_armature; struct bPose *m_pose; struct bPose *m_armpose; struct bPose *m_framePose; struct Scene *m_scene; // need for where_is_pose double m_lastframe; class BL_ActionActuator *m_activeAct; short m_activePriority; double m_lastapplyframe; }; #endif