blender/source/gameengine/Converter/BL_ArmatureObject.h
Campbell Barton 50b22468b2 BGE PyAPI
while making a demo of using python to control bones found some more problems.
also added channelNames attribute to BL_ActionActuator to get a list of valid channels to use.
demo: http://www.graphicall.org/ftp/ideasman42/armature_python.blend

its still not that useful since theres not way to know rest bone locations yet but better then nothing.
2009-06-17 09:42:04 +00:00

97 lines
2.6 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., 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 LICENSE BLOCK *****
*/
#ifndef BL_ARMATUREOBJECT
#define BL_ARMATUREOBJECT
#include "KX_GameObject.h"
#include "SG_IObject.h"
struct bArmature;
struct Bone;
class BL_ActionActuator;
class MT_Matrix4x4;
struct Object;
class BL_ArmatureObject : public KX_GameObject
{
public:
double GetLastFrame ();
short GetActivePriority();
virtual void ProcessReplica();
class BL_ActionActuator * GetActiveAction();
BL_ArmatureObject(
void* sgReplicationInfo,
SG_Callbacks callbacks,
Object *armature
);
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; }
Object* GetArmatureObject() {return m_objArma;}
/// 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; }
protected:
Object *m_objArma;
struct bArmature *m_armature;
struct bPose *m_pose;
struct bPose *m_armpose;
struct bPose *m_framePose;
double m_lastframe;
class BL_ActionActuator *m_activeAct;
short m_activePriority;
double m_lastapplyframe;
};
#endif