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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.h57
1 files changed, 51 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.h b/source/gameengine/Converter/BL_ArmatureObject.h
index af0b7dc201c..b7ef38468bb 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.h
+++ b/source/gameengine/Converter/BL_ArmatureObject.h
@@ -31,21 +31,34 @@
#define BL_ARMATUREOBJECT
#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 ();
short GetActivePriority();
virtual void ProcessReplica();
+ virtual void ReParentLogic();
+ virtual void Relink(GEN_Map<GEN_HashedPtr, void*> *obj_map);
+ virtual bool UnlinkObject(SCA_IObject* clientobj);
+
class BL_ActionActuator * GetActiveAction();
BL_ArmatureObject(
@@ -73,6 +86,19 @@ public:
Object* GetArmatureObject() {return m_objArma;}
+ // 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_constraintNumber; }
+ 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);
@@ -81,7 +107,21 @@ public:
float GetBoneLength(Bone* bone) const;
virtual int GetGameObjectType() { return OBJ_ARMATURE; }
+
+#ifndef DISABLE_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 // DISABLE_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;
struct bArmature *m_armature;
struct bPose *m_pose;
@@ -89,18 +129,23 @@ protected:
struct bPose *m_framePose;
struct Scene *m_scene; // need for where_is_pose
double m_lastframe;
+ double m_timestep; // delta since last pose evaluation.
class BL_ActionActuator *m_activeAct;
short m_activePriority;
+ size_t m_constraintNumber;
+ size_t m_channelNumber;
+ // store the original armature object matrix
+ float m_obmat[4][4];
double m_lastapplyframe;
+};
+/* Pose function specific to the game engine */
+void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
+//void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
+void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con);
+void game_free_pose(struct bPose *pose);
-#ifdef WITH_CXX_GUARDEDALLOC
-public:
- void *operator new( unsigned int num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ArmatureObject"); }
- void operator delete( void *mem ) { MEM_freeN(mem); }
-#endif
-};
#endif