Developer Documentation
SkeletalAnimationScripting.cc
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41
42
43#include "SkeletalAnimationPlugin.hh"
44
48
50
51 emit setSlotDescription("attachSkin(int,int)",tr("Attaches a mesh to a skeleton as skin. Each are identified by their objectIds"),
52 QString(tr("SkeletonObjectId,SkinObjectId")).split(","),
53 QString(tr("id of the skeleton object, id of the skin object")).split(","));
54
55 emit setSlotDescription("detachSkin(int,int)",tr("Remove a specific skin from the skeleton"),
56 QString(tr("SkeletonObjectId,SkinObjectId")).split(","),
57 QString(tr("id of the skeleton object, id of the skin object")).split(","));
58
59 emit setSlotDescription("clearSkins(int)",tr("Remove all skins from a skeleton"),
60 QStringList(tr("SkeletonObjectId")), QStringList(tr("ID of the skeleton object")));
61}
62
63bool SkeletalAnimationPlugin::attachSkin(int skeletonId, int skinId) {
64 BaseObjectData* skeleton = NULL;
65 if (!PluginFunctions::getObject(skeletonId, skeleton)) {
66 emit log(LOGERR, "Could not retrieve skeleton");
67 return false;
68 }
69
70 BaseObjectData* skin = NULL;
71 if (!PluginFunctions::getObject(skinId, skin)) {
72 emit log(LOGERR, "Could not retrieve skin");
73 return false;
74 }
75
76 attachSkin(skin, skeleton);
77
78 return true;
79}
80
81bool SkeletalAnimationPlugin::detachSkin(int skeletonId, int skinId) {
82 BaseObjectData* skeleton = NULL;
83 if (!PluginFunctions::getObject(skeletonId, skeleton)) {
84 emit log(LOGERR, "Could not retrieve skeleton");
85 return false;
86 }
87
88
89 BaseObjectData* skin = NULL;
90 if (!PluginFunctions::getObject(skinId, skin)) {
91 emit log(LOGERR, "Could not retrieve skin");
92 return false;
93 }
94
95 detachSkin(skin, skeleton);
96
97 return true;
98}
99
101 BaseObjectData* skeleton = NULL;
102 if (!PluginFunctions::getObject(skeletonId, skeleton)) {
103 emit log(LOGERR, "Could not retrieve skeleton");
104 return false;
105 }
106
107 clearSkins(skeleton);
108
109 return true;
110}
111
113
114 for (unsigned int i=0; i < activeSkeletons_.size(); i++){
115
116 //get active skeleton
117 BaseObjectData* baseObject = 0;
119
120 if ( baseObject == 0 )
121 continue;
122
123 SkeletonObject* skeletonObject = dynamic_cast<SkeletonObject*>(baseObject);
124
125 AnimationHandle hAni = skeletonObject->skeletonNode()->activePose();
126 UpdateSkins(skeletonObject, hAni);
127 }
128}
@ LOGERR
A handle used to refer to an animation or to a specific frame in an animation.
virtual void setSlotDescription(QString _slotName, QString _slotDescription, QStringList _parameters, QStringList _descriptions)
Set a description for a public slot.
std::vector< int > activeSkeletons_
A pointer to the toolbox widget.
bool clearSkins(int skeletonId)
Returns the number of frames in the currently active animation.
void setDescriptions()
Returns the number of frames in the currently active animation.
void UpdateSkins(BaseObjectData *_pSkeletonObject, AnimationHandle &_hAni)
Changes the mesh's pose to represent the frame given by the animation handle.
bool detachSkin(int skeletonId, int skinId)
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.
void updateSkins()
Returns the number of frames in the currently active animation.
ACG::SceneGraph::SkeletonNodeT< Skeleton > * skeletonNode()
Returns the skeleton scenegraph node.
bool getObject(const int _identifier, BaseObject *&_object)
Get the object which has the given identifier.