101 lines
3.2 KiB
C++
101 lines
3.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#ifndef NL_TARGET_ANIM_CTRL_H
|
|
#define NL_TARGET_ANIM_CTRL_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/matrix.h"
|
|
#include "nel/misc/quat.h"
|
|
#include "nel/3d/anim_ctrl.h"
|
|
|
|
|
|
namespace NL3D {
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* AnimCtrl used to constraint a bone to follow a target, either given by Position or Direction. Typical use for Head control
|
|
* Use TargetMode is better than computing Direction from Previous rendered Bone WorldMatrix (one frame late).
|
|
* The ctrl support AngleBlocking, and MaxBoneAngularSpeed (avoid strange head pop).
|
|
* The Bone must be in RotQuat mode, else the ctrl does nothing.
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2003
|
|
*/
|
|
class CTargetAnimCtrl : public IAnimCtrl
|
|
{
|
|
public:
|
|
|
|
enum TMode {TargetMode=0, DirectionMode, NumMode};
|
|
|
|
public:
|
|
/// Target controled or direction controled. Default to DirectionMode
|
|
TMode Mode;
|
|
|
|
/// \name Target and Direction specific
|
|
// @{
|
|
/// For TargetMode, the world Position of the target.
|
|
CVector WorldTarget;
|
|
/// For TargetMode only, the Pos of eyes relative to the bone controlled. Default to (0,0,0)
|
|
CVector EyePos;
|
|
/// For DirectionMode, the WorldRotation to apply to the bone. NB: modified in execute() if TargetMode
|
|
CQuat CurrentWorldDirection;
|
|
// @}
|
|
|
|
/// \name Common
|
|
// @{
|
|
/** This enable or disable the ctrl. When disabled or enabled, the ctrl ensure
|
|
* that the movement does not "pop", respecting MaxAngularVelocity. Default to true.
|
|
*/
|
|
bool Enabled;
|
|
/// This give The World Orientation when the Mesh is in bind Pos (default to "LookBack").
|
|
CQuat DefaultWorldDirection;
|
|
/// The Maximum angle of rotation that can be performed between the Default Direction and Current Direction. Default to Pi/3
|
|
float MaxAngle;
|
|
/// The Maximum Angular Velocity the ctrl can perform. Default to 2*Pi per second.
|
|
float MaxAngularVelocity;
|
|
// @}
|
|
|
|
|
|
public:
|
|
/// Constructor
|
|
CTargetAnimCtrl();
|
|
virtual ~CTargetAnimCtrl();
|
|
|
|
/// Called at compute() time.
|
|
virtual void execute(CSkeletonModel *model, CBone *bone);
|
|
|
|
|
|
private:
|
|
|
|
/// The last rotation computed (in LocalSkeleton Space). Used to smooth transition
|
|
CQuat _LastLSRotation;
|
|
|
|
/// This tells that a Enable/Disable transition is in progress.
|
|
bool _LastEnabled;
|
|
bool _EnableToDisableTransition;
|
|
|
|
CQuat getCurrentLSRotationFromBone(CSkeletonModel *model, CBone *bone);
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_TARGET_ANIM_CTRL_H
|
|
|
|
/* End of target_anim_ctrl.h */
|