/** * @mainpage KX_SG_NodeRelationships * @section * * This file provides common concrete implementations of * SG_ParentRelation used by the game engine. These are * KX_SlowParentRelation a slow parent relationship. * KX_NormalParentRelation a normal parent relationship where * orientation and position are inherited from the parent by * the child. * KX_VertexParentRelation only location information is * inherited by the child. * * interface * * $Id: KX_SG_BoneParentNodeRelationship.h 29259 2010-06-06 01:15:44Z 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 __KX_SG_BONEPARENTRELATION_H__ #define __KX_SG_BONEPARENTRELATION_H__ #include "SG_Spatial.h" #include "SG_ParentRelation.h" struct Bone; /** * Bone parent relationship parents a child SG_Spatial frame to a * bone in an armature object. */ class KX_BoneParentRelation : public SG_ParentRelation { public : /** * Allocate and construct a new KX_SG_BoneParentRelation * on the heap. * * bone is the bone id to use. Currently it is a pointer * to a Blender struct Bone - this should be fixed if */ static KX_BoneParentRelation * New(Bone* bone ); /** * Updates the childs world coordinates relative to the parent's * world coordinates. * * Parent should be a BL_ArmatureObject. */ bool UpdateChildCoordinates( SG_Spatial * child, const SG_Spatial * parent, bool& parentUpdated ); /** * Create a copy of this relationship */ SG_ParentRelation * NewCopy( ); ~KX_BoneParentRelation( ); private : Bone* m_bone; KX_BoneParentRelation(Bone* bone ); #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BoneParentRelation"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif