forked from bartvdbraak/blender
5d0a207ecb
blocks that were previously missed; and b) greatly increase my ohloh stats!
90 lines
2.4 KiB
C++
90 lines
2.4 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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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) const;
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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_mrdPose;
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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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};
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#endif
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