blender/source/gameengine/Converter/BL_ArmatureObject.h
Nathan Letwory 00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00

81 lines
2.3 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BL_ARMATUREOBJECT
#define BL_ARMATUREOBJECT
#include "KX_GameObject.h"
#include "SG_IObject.h"
class BL_ActionActuator;
class BL_ArmatureObject : public KX_GameObject
{
public:
double GetLastFrame ();
short GetActivePriority();
virtual void ProcessReplica(BL_ArmatureObject *replica);
class BL_ActionActuator * GetActiveAction();
BL_ArmatureObject(void* sgReplicationInfo, SG_Callbacks callbacks,
struct bArmature *arm,
struct bPose *pose) :
KX_GameObject(sgReplicationInfo,callbacks),
m_armature(arm),
m_pose(pose),
m_mrdPose(NULL),
m_lastframe(0.),
m_activeAct(NULL),
m_activePriority(999)
{}
virtual CValue* GetReplica();
virtual ~BL_ArmatureObject();
void GetMRDPose(bPose **pose);
void GetPose(struct bPose **pose);
void SetPose (struct bPose *pose);
void ApplyPose();
bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
struct bArmature * GetArmature(){return m_armature;};
protected:
struct bArmature *m_armature;
struct bPose *m_pose;
struct bPose *m_mrdPose;
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;
};
#endif