Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00032 #ifndef BL_ARMATUREOBJECT 00033 #define BL_ARMATUREOBJECT 00034 00035 #include "KX_GameObject.h" 00036 #include "BL_ArmatureConstraint.h" 00037 #include "BL_ArmatureChannel.h" 00038 00039 #include "SG_IObject.h" 00040 #include <vector> 00041 #include <algorithm> 00042 00043 struct bArmature; 00044 struct Bone; 00045 struct bConstraint; 00046 class BL_ActionActuator; 00047 class BL_ArmatureActuator; 00048 class MT_Matrix4x4; 00049 struct Object; 00050 class KX_BlenderSceneConverter; 00051 00052 class BL_ArmatureObject : public KX_GameObject 00053 { 00054 Py_Header 00055 public: 00056 00057 double GetLastFrame (); 00058 short GetActivePriority(); 00059 virtual void ProcessReplica(); 00060 virtual void ReParentLogic(); 00061 virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map); 00062 virtual bool UnlinkObject(SCA_IObject* clientobj); 00063 00064 class BL_ActionActuator * GetActiveAction(); 00065 00066 BL_ArmatureObject( 00067 void* sgReplicationInfo, 00068 SG_Callbacks callbacks, 00069 Object *armature, 00070 Scene *scene, 00071 int vert_deform_type 00072 ); 00073 virtual ~BL_ArmatureObject(); 00074 00075 virtual CValue* GetReplica(); 00076 void GetMRDPose(struct bPose **pose); 00077 void GetPose(struct bPose **pose); 00078 void SetPose (struct bPose *pose); 00079 struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names 00080 00081 void ApplyPose(); 00082 void RestorePose(); 00083 00084 bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime); 00085 00086 struct bArmature * GetArmature() { return m_armature; } 00087 const struct bArmature * GetArmature() const { return m_armature; } 00088 const struct Scene * GetScene() const { return m_scene; } 00089 00090 Object* GetArmatureObject() {return m_objArma;} 00091 00092 int GetVertDeformType() {return m_vert_deform_type;} 00093 00094 // for constraint python API 00095 void LoadConstraints(KX_BlenderSceneConverter* converter); 00096 size_t GetConstraintNumber() const { return m_constraintNumber; } 00097 BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint); 00098 BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint); 00099 BL_ArmatureConstraint* GetConstraint(int index); 00100 // for pose channel python API 00101 void LoadChannels(); 00102 size_t GetChannelNumber() const { return m_channelNumber; } 00103 BL_ArmatureChannel* GetChannel(bPoseChannel* channel); 00104 BL_ArmatureChannel* GetChannel(const char* channel); 00105 BL_ArmatureChannel* GetChannel(int index); 00106 00109 bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix); 00110 00112 float GetBoneLength(Bone* bone) const; 00113 00114 virtual int GetGameObjectType() { return OBJ_ARMATURE; } 00115 00116 #ifdef WITH_PYTHON 00117 00118 // PYTHON 00119 static PyObject* pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); 00120 static PyObject* pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef); 00121 KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update); 00122 00123 #endif // WITH_PYTHON 00124 00125 protected: 00126 /* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */ 00127 SG_DListHead<BL_ArmatureConstraint> m_controlledConstraints; 00128 /* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */ 00129 SG_DList m_poseChannels; 00130 Object *m_objArma; 00131 struct bArmature *m_armature; 00132 struct bPose *m_pose; 00133 struct bPose *m_armpose; 00134 struct bPose *m_framePose; 00135 struct Scene *m_scene; // need for where_is_pose 00136 double m_lastframe; 00137 double m_timestep; // delta since last pose evaluation. 00138 class BL_ActionActuator *m_activeAct; 00139 short m_activePriority; 00140 int m_vert_deform_type; 00141 size_t m_constraintNumber; 00142 size_t m_channelNumber; 00143 // store the original armature object matrix 00144 float m_obmat[4][4]; 00145 00146 double m_lastapplyframe; 00147 }; 00148 00149 /* Pose function specific to the game engine */ 00150 void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */ 00151 //void extract_pose_from_pose(struct bPose *pose, const struct bPose *src); 00152 void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con); 00153 void game_free_pose(struct bPose *pose); 00154 00155 00156 #endif 00157