forked from bartvdbraak/blender
2e6d576182
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
/**
|
|
* $Id$
|
|
*
|
|
* ***** BEGIN GPL/BL DUAL 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. The Blender
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
* about this.
|
|
*
|
|
* 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/BL DUAL 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(BL_ArmatureObject *replica);
|
|
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);
|
|
void ApplyPose();
|
|
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) const;
|
|
|
|
/// Returns the bone length. The end of the bone is in the local y direction.
|
|
float GetBoneLength(Bone* bone) const;
|
|
|
|
protected:
|
|
Object *m_objArma;
|
|
struct bArmature *m_armature;
|
|
struct bPose *m_pose;
|
|
struct bPose *m_mrdPose;
|
|
double m_lastframe;
|
|
class BL_ActionActuator *m_activeAct;
|
|
short m_activePriority;
|
|
};
|
|
|
|
#endif
|
|
|