Developer Documentation
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 }
virtual void setSlotDescription(QString _slotName, QString _slotDescription, QStringList _parameters, QStringList _descriptions)
Set a description for a public slot.
bool getObject(int _identifier, BSplineCurveObject *&_object)
bool clearSkins(int skeletonId)
Returns the number of frames in the currently active animation.
void updateSkins()
Returns the number of frames in the currently active animation.
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.
void UpdateSkins(BaseObjectData *_pSkeletonObject, AnimationHandle &_hAni)
Changes the mesh&#39;s pose to represent the frame given by the animation handle.
ACG::SceneGraph::SkeletonNodeT< Skeleton > * skeletonNode()
Returns the skeleton scenegraph node.
bool attachSkin(int skeletonId, int skinId)
Returns the number of frames in the currently active animation.