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SkeletalAnimationScripting.cc
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49 
50 #include "SkeletalAnimationPlugin.hh"
51 
52 void SkeletalAnimationPlugin::setDescriptions(){
53 
54  emit setSlotDescription("attachSkin(int,int)",tr("Attaches a mesh to a skeleton as skin. Each are identified by their objectIds"),
55  QString(tr("SkeletonObjectId,SkinObjectId")).split(","),
56  QString(tr("id of the skeleton object, id of the skin object")).split(","));
57 
58  emit setSlotDescription("detachSkin(int,int)",tr("Remove a specific skin from the skeleton"),
59  QString(tr("SkeletonObjectId,SkinObjectId")).split(","),
60  QString(tr("id of the skeleton object, id of the skin object")).split(","));
61 
62  emit setSlotDescription("clearSkins(int)",tr("Remove all skins from a skeleton"),
63  QStringList(tr("SkeletonObjectId")), QStringList(tr("ID of the skeleton object")));
64 }
65 
66 bool SkeletalAnimationPlugin::attachSkin(int skeletonId, int skinId) {
67  BaseObjectData* skeleton = NULL;
68  if (!PluginFunctions::getObject(skeletonId, skeleton)) {
69  emit log(LOGERR, "Could not retrieve skeleton");
70  return false;
71  }
72 
73  BaseObjectData* skin = NULL;
74  if (!PluginFunctions::getObject(skinId, skin)) {
75  emit log(LOGERR, "Could not retrieve skin");
76  return false;
77  }
78 
79  attachSkin(skin, skeleton);
80 
81  return true;
82 }
83 
84 bool SkeletalAnimationPlugin::detachSkin(int skeletonId, int skinId) {
85  BaseObjectData* skeleton = NULL;
86  if (!PluginFunctions::getObject(skeletonId, skeleton)) {
87  emit log(LOGERR, "Could not retrieve skeleton");
88  return false;
89  }
90 
91  BaseObjectData* skin = NULL;
92  if (!PluginFunctions::getObject(skinId, skin)) {
93  emit log(LOGERR, "Could not retrieve skin");
94  return false;
95  }
96 
97  detachSkin(skin, skeleton);
98 
99  return true;
100 }
101 
103  BaseObjectData* skeleton = NULL;
104  if (!PluginFunctions::getObject(skeletonId, skeleton)) {
105  emit log(LOGERR, "Could not retrieve skeleton");
106  return false;
107  }
108 
109  clearSkins(skeleton);
110 
111  return true;
112 }
113 
115 
116  for (unsigned int i=0; i < activeSkeletons_.size(); i++){
117 
118  //get active skeleton
119  BaseObjectData* baseObject = 0;
120  PluginFunctions::getObject(activeSkeletons_[i], baseObject);
121 
122  if ( baseObject == 0 )
123  continue;
124 
125  SkeletonObject* skeletonObject = dynamic_cast<SkeletonObject*>(baseObject);
126 
127  AnimationHandle hAni = skeletonObject->skeletonNode()->activePose();
128  UpdateSkins(skeletonObject, hAni);
129  }
130 }
void updateSkins()
Returns the number of frames in the currently active animation.
bool attachSkin(int skeletonId, int skinId)
Returns the number of frames in the currently active animation.
bool getObject(int _identifier, BSplineCurveObject *&_object)
void UpdateSkins(BaseObjectData *_pSkeletonObject, AnimationHandle &_hAni)
Changes the mesh's pose to represent the frame given by the animation handle.
virtual void setSlotDescription(QString _slotName, QString _slotDescription, QStringList _parameters, QStringList _descriptions)
Set a description for a public slot.
bool detachSkin(int skeletonId, int skinId)
Returns the number of frames in the currently active animation.
A handle used to refer to an animation or to a specific frame in an animation.
ACG::SceneGraph::SkeletonNodeT< Skeleton > * skeletonNode()
Returns the skeleton scenegraph node.
bool clearSkins(int skeletonId)
Returns the number of frames in the currently active animation.