khanat-code-old/code/nel/include/nel/3d/u_transformable.h
2015-12-13 20:23:08 +01:00

181 lines
5.5 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_U_TRANSFORMABLE_H
#define NL_U_TRANSFORMABLE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/matrix.h"
#include "nel/misc/quat.h"
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CMatrix;
using NLMISC::CQuat;
// ***************************************************************************
/**
* Base interface for manipulating Movable Objects: camera, bones, lights, instances etc...
* By default Transformmode is RotQuat.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class UTransformable
{
protected:
public:
// Enum should be the same than in ITransformable.
// Matrix mode.
enum TTransformMode
{
DirectMatrix, // DirectMatrixMode .
RotEuler, // Matrix is computed from sperated composantes, with euler rotation.
RotQuat, // Matrix is computed from sperated composantes, with quat rotation (default).
TransformModeCount
};
public:
/// \name Position set
// @{
/// Change the transform mode. Components or matrix are not reseted.
void setTransformMode(TTransformMode mode, CMatrix::TRotOrder ro= CMatrix::ZXY);
/// Work only in Rot* mode(nlassert).
void setPos(const CVector &pos);
/// Work only in Rot* mode(nlassert).
void setPos(float px, float py, float pz) {setPos(CVector(px, py, pz));}
/// Work only in RotEuler mode(nlassert).
void setRotEuler(const CVector &rot);
/// Work only in RotEuler mode(nlassert).
void setRotEuler(float rx, float ry, float rz) {setRotEuler(CVector(rx, ry, rz));}
/// Work only in RotQuat mode (nlassert).
void setRotQuat(const CQuat &quat);
/** Work only in RotQuat mode (nlassert).
* Build a quaternion from a forward direction (a J vector). there is no roll... jdir do not need to be noramlized.
*/
void setRotQuat(const CVector &jdir);
/** Work only in RotQuat mode (nlassert).
* Build a quaternion from a forward direction (a J vector). the roll is determined with help of the vector up vup... vectors do not need to be noramlized.
*/
void setRotQuat(const CVector &jdir, const CVector &vup);
/// Work only in Rot* mode (nlassert).
void setScale(const CVector &scale);
/// Work only in Rot* mode (nlassert).
void setScale(float sx, float sy, float sz) {setScale(CVector(sx, sy, sz));}
/// Work only in Rot* mode (nlassert).
void setPivot(const CVector &pivot);
/// Work only in Rot* mode (nlassert).
void setPivot(float px, float py, float pz) {setPivot(CVector(px, py, pz));}
/// Work only in DirecTMatrix mode (nlassert).
void setMatrix(const CMatrix &mat);
// @}
/// \name Position get
// @{
/// get the current transform mode.
TTransformMode getTransformMode();
/// get the current rotorder (information vlaid only when RotEuler mode).
CMatrix::TRotOrder getRotOrder();
/// Get the matrix, compute her if necessary (work in all modes).
const CMatrix &getMatrix() const ;
/// Work only in Rot* mode(nlassert).
void getPos(CVector &pos);
/// Work only in RotEuler mode(nlassert).
void getRotEuler(CVector &rot);
/// Work only in RotQuat mode (nlassert).
void getRotQuat(CQuat &quat);
/// Work only in Rot* mode (nlassert).
void getScale(CVector &scale);
/// Work only in Rot* mode (nlassert).
void getPivot(CVector &pivot);
/// Work only in Rot* mode(nlassert).
CVector getPos();
/// Work only in RotEuler mode(nlassert).
CVector getRotEuler();
/// Work only in RotQuat mode (nlassert).
CQuat getRotQuat();
/// Work only in Rot* mode (nlassert).
CVector getScale();
/// Work only in Rot* mode (nlassert).
CVector getPivot();
// @}
/// \name Misc
// @{
/**
* Setup Matrix by the lookAt method. Work only in DirectMatrix mode and RotQuat mode (not euler...).
*
* \param eye is the coordinate of the object.
* \param target is the point the object look at.
* \param roll is the roll angle in radian along the object's Y axis.
*/
void lookAt (const CVector& eye, const CVector& target, float roll=0.f);
// @}
/// \name Channel name
// @{
static const char *getPosValueName ();
static const char *getRotEulerValueName();
static const char *getRotQuatValueName();
static const char *getScaleValueName();
static const char *getPivotValueName();
// @}
/// Proxy interface
/// Constructors
UTransformable() {_Object = NULL;}
UTransformable(class ITransformable *object) : _Object (object) {}
/// Attach an object to this proxy
void attach(class ITransformable *object) { _Object = object; }
/// Detach the object
void detach() { _Object = NULL; }
/// Return true if the proxy is empty() (not attached)
bool empty() const {return _Object==NULL;}
/// For advanced usage, get the internal object ptr
class ITransformable *getObjectPtr() const {return _Object;}
protected:
ITransformable *_Object;
};
} // NL3D
#endif // NL_U_TRANSFORMABLE_H
/* End of u_transformable.h */