220 lines
7.2 KiB
C++
220 lines
7.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_BONE_H
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#define NL_BONE_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/transformable.h"
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#include "nel/3d/channel_mixer.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/bsphere.h"
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namespace NL3D
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{
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// ***************************************************************************
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class IAnimCtrl;
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class CSkeletonModel;
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// ***************************************************************************
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/**
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* This is a bone default value. This object is stored in the SkeletonShape, and is serialised.
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* For hierarchy of bones, it contains the id of his father.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CBoneBase : public NLMISC::CRefCount
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{
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public:
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/// Name of this bone, for Animation access.
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std::string Name;
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/// The Inverse of bindpos for this bone.
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CMatrix InvBindPos;
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/// The Father of this bone. -1 means no one.
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sint32 FatherId;
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/// true if unheritScale from father (default==true).
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bool UnheritScale;
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/// Default tracks.
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CTrackDefaultVector DefaultPos;
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CTrackDefaultVector DefaultRotEuler;
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CTrackDefaultQuat DefaultRotQuat;
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CTrackDefaultVector DefaultScale;
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CTrackDefaultVector DefaultPivot;
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/// The distance at which the bone is disabled in the skeleton. If 0, never disable.
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float LodDisableDistance;
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/** Additionally to the standard scale, you can multiply the effect on the skin with a special SkinScale
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* This scale is applied only on the skin (even son bones positions won't be affected)
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* Default to (1,1,1)
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*/
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CVector SkinScale;
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public:
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/// ctor, with default pos as NULL (but scale as 1,1,1).
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CBoneBase();
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/// save/load.
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void serial(NLMISC::IStream &f);
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};
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// ***************************************************************************
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/**
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* This is a bone, for skeleton animation, with information for result WorldMatrix.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CBone : public ITransformable
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{
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public:
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/** Constructor. build a bone from a CBoneBase*.
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* By default, a bone is in RotQuat transform mode.
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* This ctor:
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* - store a RefPtr on the bonebase (for getDefaultTracks() method). the refptr is just for nlassert.
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* - copy the bonebase default track value into Animated Values Pos/Rot etc....
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*/
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CBone(CBoneBase *boneBase);
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/// retrieve the boneName from BoneBase.
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const std::string &getBoneName() const {nlassert(_BoneBase); return _BoneBase->Name;}
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/// retrieve the fatherId from BoneBase.
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sint32 getFatherId() const {nlassert(_BoneBase); return _BoneBase->FatherId;}
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/// retrieve the boneBase
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CBoneBase &getBoneBase() const {nlassert(_BoneBase); return *_BoneBase;}
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/// \name Herited from ITransformable
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// @{
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/// retrieve the default track from skeleton shape.
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virtual ITrack* getDefaultTrack (uint valueId);
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/// register the ITransformable channels as detailled channels.
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virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix);
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// @}
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/** Compute the LocalSkeletonMatrix, the WorldMatrix, and the BoneSkinMatrix (for skinning).
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* NB: the result localSkeletonMatrix depends on BoneBase::UnheritScale. \n
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* NB: the result worldMatrix depends on BoneBase::UnheritScale. \n
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* NB: the result boneSkinMatrix depends on BoneBase::InvBindPos. \n
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* \param parent the parent of this bone (maybe NULL if root). His WorldMatrix is used, so it should be computed before.
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* \param rootMatrix is used as father worldmatrix if parent==NULL. Useful for computing WorldMatrix.
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* \param skeletonForAnimCtrl if NULL, no AnimCtrl is performed, else skeletonForAnimCtrl->getWorldMAtrix() should be == to rootMatrix
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*/
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void compute(CBone *parent, const CMatrix &rootMatrix, CSkeletonModel *skeletonForAnimCtrl);
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/** Interpolate the current result of _BoneSkinMatrix with otherMatrix.
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* when interp==0.f, _BoneSkinMatrix= otherMatrix.
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* NB: the interpolation is made on per-vector basis => bad matrix interpolation.
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*/
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void interpolateBoneSkinMatrix(const CMatrix &otherMatrix, float interp);
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/// retrieve the matrix local to the skeleton, computed in compute().
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const CMatrix &getLocalSkeletonMatrix() const {return _LocalSkeletonMatrix;}
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/// retrieve the WorldMatrix computed in compute().
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const CMatrix &getWorldMatrix() const {return _WorldMatrix;}
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/// retrieve the BoneSkinMatrix computed in compute().
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const CMatrix &getBoneSkinMatrix() const {return _BoneSkinMatrix;}
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/// enable the channels (lodEnable) associated to this bone in the channelMixer.
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void lodEnableChannels(CChannelMixer *chanMixer, bool enable);
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/** Force to eval the animation of that bone
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* Useful when a bone position is needed, and if the father skeleton has been clipped (and thus not detail-animated)
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* \param chanMixer the channel mixer to which that bone has been registered
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*/
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inline void forceAnimate(CChannelMixer &chanMixer);
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/** Additionally to the standard scale, you can multiply the effect on the skin with a special SkinScale
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* This scale is applied only on the skin (even son bones positions won't be affected)
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* Default to (1,1,1)
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*/
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void setSkinScale(CVector &skinScale);
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const CVector &getSkinScale() const {return _SkinScale;}
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// *************************
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public:
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// Private to SkeletonModel. You should not set this ptr directly. see CSkeletonModel::setBoneAnimCtrl()
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// The extra controller (IK...) on this bone
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IAnimCtrl *_AnimCtrl;
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// Private to SkeletonModel. This represent the max sphere for all skins around this bone
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NLMISC::CBSphere _MaxSphere;
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private:
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// the boneBase of the skeletonShape which create this bone..
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NLMISC::CRefPtr<CBoneBase> _BoneBase;
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// The result Matrix, local to the skeleton.
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CMatrix _LocalSkeletonMatrix;
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// The result WorldMatrix.
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CMatrix _WorldMatrix;
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// The result Disaplcement _LocalSkeletonMatrix, local to the skeleton.
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CMatrix _BoneSkinMatrix;
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// The bkuped channelIds for each channel of the bone. -1 if not registered (or no tracks in animationSet).
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sint _PosChannelId;
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sint _RotEulerChannelId;
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sint _RotQuatChannelId;
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sint _ScaleChannelId;
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sint _PivotChannelId;
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// see setSkinScale()
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CVector _SkinScale;
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};
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/////////////
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// INLINES //
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/////////////
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inline void CBone::forceAnimate(CChannelMixer &chanMixer)
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{
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sint ids[] =
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{
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_PosChannelId,
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_RotEulerChannelId,
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_RotQuatChannelId,
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_ScaleChannelId,
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_PivotChannelId
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};
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chanMixer.evalChannels(ids, sizeof(ids) / sizeof(ids[0]));
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}
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} // NL3D
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#endif // NL_BONE_H
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/* End of bone.h */
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