/** * $Id$ * * ***** 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 ***** */ #ifndef BL_ARMATUREOBJECT #define BL_ARMATUREOBJECT #include "KX_GameObject.h" #include "BL_ArmatureConstraint.h" #include "BL_ArmatureChannel.h" #include "SG_IObject.h" #include #include struct bArmature; struct Bone; struct bConstraint; class BL_ActionActuator; class BL_ArmatureActuator; class MT_Matrix4x4; struct Object; class KX_BlenderSceneConverter; class BL_ArmatureObject : public KX_GameObject { Py_Header; public: double GetLastFrame (); short GetActivePriority(); virtual void ProcessReplica(); virtual void ReParentLogic(); virtual void Relink(GEN_Map *obj_map); virtual bool UnlinkObject(SCA_IObject* clientobj); 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); struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names 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;} // for constraint python API void LoadConstraints(KX_BlenderSceneConverter* converter); size_t GetConstraintNumber() const { return m_constraintNumber; } BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint); BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint); BL_ArmatureConstraint* GetConstraint(int index); // for pose channel python API void LoadChannels(); size_t GetChannelNumber() const { return m_channelNumber; } BL_ArmatureChannel* GetChannel(bPoseChannel* channel); BL_ArmatureChannel* GetChannel(const char* channel); BL_ArmatureChannel* GetChannel(int index); /// 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; } #ifdef WITH_PYTHON // PYTHON static PyObject* pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); static PyObject* pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update); #endif // WITH_PYTHON protected: /* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */ SG_DListHead m_controlledConstraints; /* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */ SG_DList m_poseChannels; 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; double m_timestep; // delta since last pose evaluation. class BL_ActionActuator *m_activeAct; short m_activePriority; size_t m_constraintNumber; size_t m_channelNumber; // store the original armature object matrix float m_obmat[4][4]; double m_lastapplyframe; }; /* Pose function specific to the game engine */ void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */ //void extract_pose_from_pose(struct bPose *pose, const struct bPose *src); void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con); void game_free_pose(struct bPose *pose); #endif