forked from bartvdbraak/blender
1dccd4c98a
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
158 lines
4.9 KiB
C++
158 lines
4.9 KiB
C++
/*
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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/** \file BL_ArmatureObject.h
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* \ingroup bgeconv
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*/
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#ifndef __BL_ARMATUREOBJECT_H__
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#define __BL_ARMATUREOBJECT_H__
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#include "KX_GameObject.h"
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#include "BL_ArmatureConstraint.h"
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#include "BL_ArmatureChannel.h"
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#include "SG_IObject.h"
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#include <vector>
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#include <algorithm>
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struct bArmature;
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struct Bone;
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struct bConstraint;
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class BL_ActionActuator;
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class BL_ArmatureActuator;
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class MT_Matrix4x4;
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struct Object;
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class KX_BlenderSceneConverter;
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class BL_ArmatureObject : public KX_GameObject
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{
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Py_Header
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public:
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double GetLastFrame ();
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short GetActivePriority();
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virtual void ProcessReplica();
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virtual void ReParentLogic();
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virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
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virtual bool UnlinkObject(SCA_IObject* clientobj);
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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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Scene *scene,
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int vert_deform_type
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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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struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names
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void ApplyPose();
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void RestorePose();
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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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const struct Scene * GetScene() const { return m_scene; }
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Object* GetArmatureObject() {return m_objArma;}
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int GetVertDeformType() {return m_vert_deform_type;}
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// for constraint python API
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void LoadConstraints(KX_BlenderSceneConverter* converter);
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size_t GetConstraintNumber() const { return m_constraintNumber; }
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BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint);
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BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint);
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BL_ArmatureConstraint* GetConstraint(int index);
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// for pose channel python API
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void LoadChannels();
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size_t GetChannelNumber() const { return m_channelNumber; }
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BL_ArmatureChannel* GetChannel(bPoseChannel* channel);
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BL_ArmatureChannel* GetChannel(const char* channel);
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BL_ArmatureChannel* GetChannel(int index);
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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);
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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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#ifdef WITH_PYTHON
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// PYTHON
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static PyObject* pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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static PyObject* pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
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KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update);
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#endif // WITH_PYTHON
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protected:
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/* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */
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SG_DListHead<BL_ArmatureConstraint> m_controlledConstraints;
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/* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */
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SG_DList m_poseChannels;
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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_armpose;
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struct bPose *m_framePose;
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struct Scene *m_scene; // need for BKE_pose_where_is
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double m_lastframe;
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double m_timestep; // delta since last pose evaluation.
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class BL_ActionActuator *m_activeAct;
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short m_activePriority;
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int m_vert_deform_type;
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size_t m_constraintNumber;
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size_t m_channelNumber;
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// store the original armature object matrix
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float m_obmat[4][4];
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double m_lastapplyframe;
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};
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/* Pose function specific to the game engine */
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void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
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//void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
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void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con);
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void game_free_pose(struct bPose *pose);
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#endif
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