9064ed8d6a
but don't have an action got the pose of already added armatures, even though they're not related. This also fixes an issue where the armature in Blender would end up in the pose from the game after ESC, removes unneeded copies made during armature evaluation, and also solves the constraint copying hack.
96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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 LICENSE BLOCK *****
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*/
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#ifndef BL_ARMATUREOBJECT
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#define BL_ARMATUREOBJECT
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#include "KX_GameObject.h"
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#include "SG_IObject.h"
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struct bArmature;
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struct Bone;
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class BL_ActionActuator;
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class MT_Matrix4x4;
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struct Object;
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class BL_ArmatureObject : public KX_GameObject
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{
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public:
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double GetLastFrame ();
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short GetActivePriority();
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virtual void ProcessReplica(BL_ArmatureObject *replica);
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class BL_ActionActuator * GetActiveAction();
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BL_ArmatureObject(
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void* sgReplicationInfo,
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SG_Callbacks callbacks,
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Object *armature
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);
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virtual ~BL_ArmatureObject();
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virtual CValue* GetReplica();
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void GetMRDPose(struct bPose **pose);
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void GetPose(struct bPose **pose);
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void SetPose (struct bPose *pose);
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void ApplyPose();
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void RestorePose();
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bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
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struct bArmature * GetArmature() { return m_armature; }
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const struct bArmature * GetArmature() const { return m_armature; }
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Object* GetArmatureObject() {return m_objArma;}
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/// Retrieve the pose matrix for the specified bone.
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/// Returns true on success.
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bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix);
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/// Returns the bone length. The end of the bone is in the local y direction.
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float GetBoneLength(Bone* bone) const;
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virtual int GetGameObjectType() { return OBJ_ARMATURE; }
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protected:
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Object *m_objArma;
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struct bArmature *m_armature;
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struct bPose *m_pose;
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struct bPose *m_armpose;
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struct bPose *m_framePose;
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double m_lastframe;
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class BL_ActionActuator *m_activeAct;
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short m_activePriority;
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double m_lastapplyframe;
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};
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#endif
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