forked from bartvdbraak/blender
5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
106 lines
2.4 KiB
C++
106 lines
2.4 KiB
C++
/**
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* @mainpage KX_SG_NodeRelationships
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* @section
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*
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* This file provides common concrete implementations of
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* SG_ParentRelation used by the game engine. These are
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* KX_SlowParentRelation a slow parent relationship.
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* KX_NormalParentRelation a normal parent relationship where
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* orientation and position are inherited from the parent by
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* the child.
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* KX_VertexParentRelation only location information is
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* inherited by the child.
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*
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* interface
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*
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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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*/
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#ifndef __KX_SG_BONEPARENTRELATION_H__
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#define __KX_SG_BONEPARENTRELATION_H__
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#include "SG_Spatial.h"
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#include "SG_ParentRelation.h"
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struct Bone;
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/**
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* Bone parent relationship parents a child SG_Spatial frame to a
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* bone in an armature object.
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*/
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class KX_BoneParentRelation : public SG_ParentRelation
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{
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public :
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/**
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* Allocate and construct a new KX_SG_BoneParentRelation
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* on the heap.
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*
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* bone is the bone id to use. Currently it is a pointer
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* to a Blender struct Bone - this should be fixed if
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*/
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static
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KX_BoneParentRelation *
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New(Bone* bone
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);
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/**
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* Updates the childs world coordinates relative to the parent's
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* world coordinates.
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*
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* Parent should be a BL_ArmatureObject.
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*/
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bool
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UpdateChildCoordinates(
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SG_Spatial * child,
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const SG_Spatial * parent
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);
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/**
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* Create a copy of this relationship
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*/
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SG_ParentRelation *
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NewCopy(
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);
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~KX_BoneParentRelation(
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);
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private :
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Bone* m_bone;
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KX_BoneParentRelation(Bone* bone
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);
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};
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#endif
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