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/**
* @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 14444 2008-04-16 22:40:48Z hos $
*
* ***** 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., 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 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
);
/**
* Create a copy of this relationship
*/
SG_ParentRelation *
NewCopy(
);
~KX_BoneParentRelation(
);
private :
Bone* m_bone;
KX_BoneParentRelation(Bone* bone
);
};
#endif
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