blender/source/gameengine/Converter/BL_ArmatureConstraint.h
Brecht Van Lommel cb12337363 Code cleanup: remove source/kernel module, this wasn't really the kernel of
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
2011-05-06 20:18:42 +00:00

124 lines
3.3 KiB
C++

/*
* $Id$
*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
*/
/** \file BL_ArmatureConstraint.h
* \ingroup bgeconv
*/
#ifndef __BL_ARMATURECONSTRAINT
#define __BL_ARMATURECONSTRAINT
#include "DNA_constraint_types.h"
#include "CTR_HashedPtr.h"
#include "CTR_Map.h"
#include "PyObjectPlus.h"
class SCA_IObject;
class KX_GameObject;
class BL_ArmatureObject;
struct bConstraint;
struct bPoseChannel;
struct Object;
struct bPose;
/**
* SG_DList : element of controlled constraint list
* head = BL_ArmatureObject::m_controlledConstraints
* SG_QList : not used
*/
class BL_ArmatureConstraint : public PyObjectPlus
{
Py_Header;
private:
struct bConstraint* m_constraint;
struct bPoseChannel* m_posechannel;
class BL_ArmatureObject* m_armature;
char m_name[64];
KX_GameObject* m_target;
KX_GameObject* m_subtarget;
struct Object* m_blendtarget;
struct Object* m_blendsubtarget;
float m_blendmat[4][4];
float m_blendsubmat[4][4];
struct bPose* m_pose;
struct bPose* m_subpose;
public:
BL_ArmatureConstraint(class BL_ArmatureObject *armature,
struct bPoseChannel *posechannel,
struct bConstraint *constraint,
KX_GameObject* target,
KX_GameObject* subtarget);
virtual ~BL_ArmatureConstraint();
BL_ArmatureConstraint* GetReplica() const;
void ReParent(BL_ArmatureObject* armature);
void Relink(CTR_Map<CTR_HashedPtr, void*> *map);
bool UnlinkObject(SCA_IObject* clientobj);
void UpdateTarget();
void RestoreTarget();
bool Match(const char* posechannel, const char* constraint);
const char* GetName() { return m_name; }
void SetConstraintFlag(int flag)
{
if (m_constraint)
m_constraint->flag |= flag;
}
void ClrConstraintFlag(int flag)
{
if (m_constraint)
m_constraint->flag &= ~flag;
}
void SetWeight(float weight)
{
if (m_constraint && m_constraint->type == CONSTRAINT_TYPE_KINEMATIC && m_constraint->data) {
bKinematicConstraint* con = (bKinematicConstraint*)m_constraint->data;
con->weight = weight;
}
}
void SetTarget(KX_GameObject* target);
void SetSubtarget(KX_GameObject* subtarget);
#ifdef WITH_PYTHON
// Python access
virtual PyObject* py_repr(void);
static PyObject* py_attr_getattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef);
static int py_attr_setattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
#endif // WITH_PYTHON
};
#endif //__BL_ARMATURECONSTRAINT