Developer Documentation
SkeletalAnimationScripting.cc
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41 
42 
43 #include "SkeletalAnimationPlugin.hh"
44 
48 
49 void SkeletalAnimationPlugin::setDescriptions(){
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 
63 bool 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 
81 bool 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;
118  PluginFunctions::getObject(activeSkeletons_[i], baseObject);
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 }
ACG::SceneGraph::SkeletonNodeT< Skeleton > * skeletonNode()
Returns the skeleton scenegraph node.
virtual void setSlotDescription(QString _slotName, QString _slotDescription, QStringList _parameters, QStringList _descriptions)
Set a description for a public slot.
bool getObject(const int _identifier, BaseObject *&_object)
Get the object which has the given identifier.
bool clearSkins(int skeletonId)
Returns the number of frames in the currently active animation.
void UpdateSkins(BaseObjectData *_pSkeletonObject, AnimationHandle &_hAni)
Changes the mesh&#39;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.
A handle used to refer to an animation or to a specific frame in an animation.
void updateSkins()
Returns the number of frames in the currently active animation.