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authorDalai Felinto <dfelinto@gmail.com>2018-04-16 15:07:42 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-04-17 18:51:28 +0300
commit159806140fd33e6ddab951c0f6f180cfbf927d38 (patch)
treeda076be3baa4d987fb5935e220a3d901c926e0e7 /source/gameengine/Converter/BL_ArmatureObject.h
parent28b996a9d2090efdd74115a653629ef9d7d871f7 (diff)
Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h145
1 files changed, 0 insertions, 145 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
deleted file mode 100644
index 691e73d6bde..00000000000
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ /dev/null
@@ -1,145 +0,0 @@
-/*
- * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *****
- */
-
-/** \file BL_ArmatureObject.h
- * \ingroup bgeconv
- */
-
-#ifndef __BL_ARMATUREOBJECT_H__
-#define __BL_ARMATUREOBJECT_H__
-
-#include "KX_GameObject.h"
-#include "BL_ArmatureConstraint.h"
-#include "BL_ArmatureChannel.h"
-
-#include "SG_IObject.h"
-#include <vector>
-#include <algorithm>
-
-struct bArmature;
-struct Bone;
-struct bConstraint;
-class BL_ActionActuator;
-class BL_ArmatureActuator;
-class MT_Matrix4x4;
-struct Object;
-class KX_BlenderSceneConverter;
-
-class BL_ArmatureObject : public KX_GameObject
-{
- Py_Header
-public:
-
- double GetLastFrame ();
- virtual void ProcessReplica();
- virtual void ReParentLogic();
- virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
- virtual bool UnlinkObject(SCA_IObject* clientobj);
-
- BL_ArmatureObject(
- void* sgReplicationInfo,
- SG_Callbacks callbacks,
- Object *armature,
- Scene *scene,
- int vert_deform_type
- );
- virtual ~BL_ArmatureObject();
-
- virtual CValue* GetReplica();
- 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 SetPoseByAction(struct bAction* action, float localtime);
- void BlendInPose(struct bPose *blend_pose, float weight, short mode);
- void RestorePose();
-
- bool UpdateTimestep(double curtime);
-
- struct bArmature *GetArmature() { return (bArmature*)m_objArma->data; }
- const struct bArmature * GetArmature() const { return (bArmature*)m_objArma->data; }
- const struct Scene * GetScene() const { return m_scene; }
-
- Object* GetArmatureObject() {return m_objArma;}
- Object* GetOrigArmatureObject() {return m_origObjArma;}
-
- int GetVertDeformType() {return m_vert_deform_type;}
-
- // for constraint python API
- void LoadConstraints(KX_BlenderSceneConverter* converter);
- size_t GetConstraintNumber() const { return m_constraintNumber; }
- BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint);
- BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint);
- BL_ArmatureConstraint* GetConstraint(int index);
- // for pose channel python API
- void LoadChannels();
- size_t GetChannelNumber() const { return m_channelNumber; }
- BL_ArmatureChannel* GetChannel(bPoseChannel* channel);
- BL_ArmatureChannel* GetChannel(const char* channel);
- BL_ArmatureChannel* GetChannel(int index);
-
- /// 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; }
-
-#ifdef WITH_PYTHON
-
- // PYTHON
- static PyObject *pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- static PyObject *pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
- KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update);
-
-#endif /* WITH_PYTHON */
-
-protected:
- /* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */
- SG_DListHead<BL_ArmatureConstraint> m_controlledConstraints;
- /* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */
- SG_DList m_poseChannels;
- Object *m_objArma;
- Object *m_origObjArma;
- struct bPose *m_pose;
- struct bPose *m_armpose;
- struct Scene *m_scene; // need for BKE_pose_where_is
- double m_lastframe;
- double m_timestep; // delta since last pose evaluation.
- int m_vert_deform_type;
- size_t m_constraintNumber;
- size_t m_channelNumber;
- // store the original armature object matrix
- float m_obmat[4][4];
-
- double m_lastapplyframe;
-};
-
-#endif /* __BL_ARMATUREOBJECT_H__ */