forked from bartvdbraak/blender
f1c4f705a1
So we should be all set now :) Kent -- mein@cs.umn.edu
80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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/BL DUAL 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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class BL_ActionActuator;
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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(void* sgReplicationInfo, SG_Callbacks callbacks,
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struct bArmature *arm,
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struct bPose *pose) :
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KX_GameObject(sgReplicationInfo,callbacks),
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m_pose(pose),
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m_mrdPose(NULL),
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m_armature(arm),
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m_activeAct(NULL),
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m_activePriority(999)
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{}
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virtual CValue* GetReplica();
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virtual ~BL_ArmatureObject();
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void GetMRDPose(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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protected:
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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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