/** * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** */ #ifndef BL_ARMATUREOBJECT #define BL_ARMATUREOBJECT #include "KX_GameObject.h" #include "SG_IObject.h" class BL_ActionActuator; class BL_ArmatureObject : public KX_GameObject { public: double GetLastFrame (); short GetActivePriority(); virtual void ProcessReplica(BL_ArmatureObject *replica); class BL_ActionActuator * GetActiveAction(); BL_ArmatureObject(void* sgReplicationInfo, SG_Callbacks callbacks, struct bArmature *arm, struct bPose *pose) : KX_GameObject(sgReplicationInfo,callbacks), m_pose(pose), m_mrdPose(NULL), m_armature(arm), m_activeAct(NULL), m_activePriority(999) {} virtual CValue* GetReplica(); virtual ~BL_ArmatureObject(); void GetMRDPose(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;}; protected: struct bArmature *m_armature; struct bPose *m_pose; struct bPose *m_mrdPose; double m_lastframe; class BL_ActionActuator *m_activeAct; short m_activePriority; }; #endif