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authorErwin Coumans <blender@erwincoumans.com>2006-01-06 06:46:54 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-06 06:46:54 +0300
commit2e6d57618232b8b4ce8e5afe84fd278041cbbbfe (patch)
treec0f05e6b59aada420dd600f1138e9149b97d9e9d /source/gameengine/Converter/BL_ArmatureObject.h
parentef520a8cc9e863aa234be0ee60d1038e7ec8fc44 (diff)
Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
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
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h31
1 files changed, 14 insertions, 17 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index 7244d08da76..af0212d77a8 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -39,9 +39,9 @@
struct bArmature;
struct Bone;
-
class BL_ActionActuator;
class MT_Matrix4x4;
+struct Object;
class BL_ArmatureObject : public KX_GameObject
{
@@ -50,30 +50,26 @@ public:
short GetActivePriority();
virtual void ProcessReplica(BL_ArmatureObject *replica);
class BL_ActionActuator * GetActiveAction();
- BL_ArmatureObject(void* sgReplicationInfo, SG_Callbacks callbacks,
- bArmature *armature,
- struct bPose *pose) :
- KX_GameObject(sgReplicationInfo,callbacks),
- m_armature(armature),
- m_pose(pose),
- m_mrdPose(NULL),
- m_lastframe(0.),
- m_activeAct(NULL),
- m_activePriority(999)
- {}
+
+ BL_ArmatureObject(
+ void* sgReplicationInfo,
+ SG_Callbacks callbacks,
+ Object *armature
+ );
+ virtual ~BL_ArmatureObject();
- virtual CValue* GetReplica();
- virtual ~BL_ArmatureObject();
- void GetMRDPose(bPose **pose);
- void GetPose(struct bPose **pose);
+ 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;
@@ -82,6 +78,7 @@ public:
float GetBoneLength(Bone* bone) const;
protected:
+ Object *m_objArma;
struct bArmature *m_armature;
struct bPose *m_pose;
struct bPose *m_mrdPose;