Blender  V2.59
BL_ArmatureObject.h
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00001 /*
00002  * $Id: BL_ArmatureObject.h 36523 2011-05-06 20:18:42Z blendix $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00034 #ifndef BL_ARMATUREOBJECT
00035 #define BL_ARMATUREOBJECT
00036 
00037 #include "KX_GameObject.h"
00038 #include "BL_ArmatureConstraint.h"
00039 #include "BL_ArmatureChannel.h"
00040 
00041 #include "SG_IObject.h"
00042 #include <vector>
00043 #include <algorithm>
00044 
00045 struct bArmature;
00046 struct Bone;
00047 struct bConstraint;
00048 class BL_ActionActuator;
00049 class BL_ArmatureActuator;
00050 class MT_Matrix4x4;
00051 struct Object;
00052 class KX_BlenderSceneConverter;
00053 
00054 class BL_ArmatureObject : public KX_GameObject  
00055 {
00056         Py_Header;
00057 public:
00058 
00059         double GetLastFrame ();
00060         short GetActivePriority();
00061         virtual void ProcessReplica();
00062         virtual void ReParentLogic();
00063         virtual void Relink(CTR_Map<CTR_HashedPtr, void*> *obj_map);
00064         virtual bool UnlinkObject(SCA_IObject* clientobj);
00065 
00066         class BL_ActionActuator * GetActiveAction();
00067         
00068         BL_ArmatureObject(
00069                 void* sgReplicationInfo,
00070                 SG_Callbacks callbacks,
00071                 Object *armature,
00072                 Scene *scene
00073         );
00074         virtual ~BL_ArmatureObject();
00075 
00076         virtual CValue* GetReplica();
00077         void GetMRDPose(struct bPose **pose);
00078         void GetPose(struct bPose **pose);
00079         void SetPose (struct bPose *pose);
00080         struct bPose *GetOrigPose() {return m_pose;} // never edit this, only for accessing names
00081 
00082         void ApplyPose();
00083         void RestorePose();
00084 
00085         bool SetActiveAction(class BL_ActionActuator *act, short priority, double curtime);
00086         
00087         struct bArmature * GetArmature() { return m_armature; }
00088         const struct bArmature * GetArmature() const { return m_armature; }
00089         const struct Scene * GetScene() const { return m_scene; }
00090         
00091         Object* GetArmatureObject() {return m_objArma;}
00092 
00093         // for constraint python API
00094         void LoadConstraints(KX_BlenderSceneConverter* converter);
00095         size_t GetConstraintNumber() const { return m_constraintNumber; }
00096         BL_ArmatureConstraint* GetConstraint(const char* posechannel, const char* constraint);
00097         BL_ArmatureConstraint* GetConstraint(const char* posechannelconstraint);
00098         BL_ArmatureConstraint* GetConstraint(int index);
00099         // for pose channel python API
00100         void LoadChannels();
00101         size_t GetChannelNumber() const { return m_channelNumber; }
00102         BL_ArmatureChannel* GetChannel(bPoseChannel* channel);
00103         BL_ArmatureChannel* GetChannel(const char* channel);
00104         BL_ArmatureChannel* GetChannel(int index);
00105 
00108         bool GetBoneMatrix(Bone* bone, MT_Matrix4x4& matrix);
00109         
00111         float GetBoneLength(Bone* bone) const;
00112 
00113         virtual int GetGameObjectType() { return OBJ_ARMATURE; }
00114 
00115 #ifdef WITH_PYTHON
00116 
00117         // PYTHON
00118         static PyObject* pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
00119         static PyObject* pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
00120         KX_PYMETHOD_DOC_NOARGS(BL_ArmatureObject, update);
00121 
00122 #endif // WITH_PYTHON
00123 
00124 protected:
00125         /* list element: BL_ArmatureConstraint. Use SG_DListHead to have automatic list replication */
00126         SG_DListHead<BL_ArmatureConstraint>      m_controlledConstraints;
00127         /* list element: BL_ArmatureChannel. Use SG_DList to avoid list replication */
00128         SG_DList                        m_poseChannels;
00129         Object                          *m_objArma;
00130         struct bArmature        *m_armature;
00131         struct bPose            *m_pose;
00132         struct bPose            *m_armpose;
00133         struct bPose            *m_framePose;
00134         struct Scene            *m_scene; // need for where_is_pose 
00135         double  m_lastframe;
00136         double  m_timestep;             // delta since last pose evaluation.
00137         class BL_ActionActuator *m_activeAct;
00138         short   m_activePriority;
00139         size_t  m_constraintNumber;
00140         size_t  m_channelNumber;
00141         // store the original armature object matrix
00142         float m_obmat[4][4];
00143 
00144         double                  m_lastapplyframe;
00145 };
00146 
00147 /* Pose function specific to the game engine */
00148 void game_blend_poses(struct bPose *dst, struct bPose *src, float srcweight/*, short mode*/); /* was blend_poses */
00149 //void extract_pose_from_pose(struct bPose *pose, const struct bPose *src);
00150 void game_copy_pose(struct bPose **dst, struct bPose *src, int copy_con);
00151 void game_free_pose(struct bPose *pose);
00152 
00153 
00154 #endif
00155