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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.h')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureObject.h | 145 |
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 65513aa579c..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__ */ |