/** * $Id: BL_ArmatureConstraint.h 26841 2010-02-12 13:34:04Z campbellbarton $ * * ***** 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 ***** */ #ifndef __BL_ARMATURECONSTRAINT #define __BL_ARMATURECONSTRAINT #include "DNA_constraint_types.h" #include "GEN_HashedPtr.h" #include "GEN_Map.h" #include "PyObjectPlus.h" class SCA_IObject; class KX_GameObject; class BL_ArmatureObject; struct bConstraint; struct bPoseChannel; struct Object; struct bPose; /** * SG_DList : element of controlled constraint list * head = BL_ArmatureObject::m_controlledConstraints * SG_QList : not used */ class BL_ArmatureConstraint : public PyObjectPlus { Py_Header; private: struct bConstraint* m_constraint; struct bPoseChannel* m_posechannel; class BL_ArmatureObject* m_armature; char m_name[64]; KX_GameObject* m_target; KX_GameObject* m_subtarget; struct Object* m_blendtarget; struct Object* m_blendsubtarget; float m_blendmat[4][4]; float m_blendsubmat[4][4]; struct bPose* m_pose; struct bPose* m_subpose; public: BL_ArmatureConstraint(class BL_ArmatureObject *armature, struct bPoseChannel *posechannel, struct bConstraint *constraint, KX_GameObject* target, KX_GameObject* subtarget); virtual ~BL_ArmatureConstraint(); BL_ArmatureConstraint* GetReplica() const; void ReParent(BL_ArmatureObject* armature); void Relink(GEN_Map *map); bool UnlinkObject(SCA_IObject* clientobj); void UpdateTarget(); void RestoreTarget(); bool Match(const char* posechannel, const char* constraint); const char* GetName() { return m_name; } void SetConstraintFlag(int flag) { if (m_constraint) m_constraint->flag |= flag; } void ClrConstraintFlag(int flag) { if (m_constraint) m_constraint->flag &= ~flag; } void SetWeight(float weight) { if (m_constraint && m_constraint->type == CONSTRAINT_TYPE_KINEMATIC && m_constraint->data) { bKinematicConstraint* con = (bKinematicConstraint*)m_constraint->data; con->weight = weight; } } void SetTarget(KX_GameObject* target); void SetSubtarget(KX_GameObject* subtarget); #ifndef DISABLE_PYTHON // Python access virtual PyObject* py_repr(void); static PyObject* py_attr_getattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef); static int py_attr_setattr(void *self, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value); #endif // DISABLE_PYTHON }; #endif //__BL_ARMATURECONSTRAINT