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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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233 lines
6 KiB
C++
233 lines
6 KiB
C++
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// 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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#include "std3d.h"
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#include "nel/3d/u_transformable.h"
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#include "nel/3d/transformable.h"
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namespace NL3D
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{
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// ***************************************************************************
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const char *UTransformable::getPosValueName ()
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{
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return ITransformable::getPosValueName ();
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}
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// ***************************************************************************
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const char *UTransformable::getRotEulerValueName()
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{
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return ITransformable::getRotEulerValueName();
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}
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// ***************************************************************************
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const char *UTransformable::getRotQuatValueName()
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{
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return ITransformable::getRotQuatValueName();
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}
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// ***************************************************************************
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const char *UTransformable::getScaleValueName()
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{
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return ITransformable::getScaleValueName();
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}
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// ***************************************************************************
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const char *UTransformable::getPivotValueName()
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{
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return ITransformable::getPivotValueName();
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}
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// ***************************************************************************
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void UTransformable::setMatrix(const CMatrix &mat)
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{
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_Object->setMatrix(mat);
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}
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// ***************************************************************************
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const CMatrix &UTransformable::getMatrix() const
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{
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return _Object->getMatrix();
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}
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// ***************************************************************************
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void UTransformable::setTransformMode(TTransformMode mode, CMatrix::TRotOrder ro)
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{
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_Object->setTransformMode((ITransformable::TTransformMode)(uint)mode, ro);
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}
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// ***************************************************************************
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void UTransformable::setPos(const CVector &pos)
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{
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_Object->setPos(pos);
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}
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// ***************************************************************************
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void UTransformable::setRotEuler(const CVector &rot)
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{
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_Object->setRotEuler(rot);
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}
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// ***************************************************************************
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void UTransformable::setRotQuat(const CQuat &quat)
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{
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_Object->setRotQuat(quat);
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}
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// ***************************************************************************
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void UTransformable::setRotQuat(const CVector &jdir)
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{
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CMatrix mat;
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mat.setRot(CVector::I, jdir, CVector::K);
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mat.normalize(CMatrix::YZX);
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setRotQuat(mat.getRot());
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}
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// ***************************************************************************
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void UTransformable::setRotQuat(const CVector &jdir, const CVector &vup)
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{
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CMatrix mat;
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mat.setRot(CVector::I, jdir, vup);
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mat.normalize(CMatrix::YZX);
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setRotQuat(mat.getRot());
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}
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// ***************************************************************************
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void UTransformable::setScale(const CVector &scale)
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{
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_Object->setScale(scale);
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}
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// ***************************************************************************
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void UTransformable::setPivot(const CVector &pivot)
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{
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_Object->setPivot(pivot);
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}
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// ***************************************************************************
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UTransformable::TTransformMode UTransformable::getTransformMode()
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{
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return (TTransformMode)(uint)_Object->getTransformMode();
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}
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// ***************************************************************************
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CMatrix::TRotOrder UTransformable::getRotOrder()
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{
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return _Object->getRotOrder();
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}
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// ***************************************************************************
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void UTransformable::getPos(CVector &pos)
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{
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_Object->getPos(pos);
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}
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// ***************************************************************************
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void UTransformable::getRotEuler(CVector &rot)
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{
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_Object->getRotEuler(rot);
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}
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// ***************************************************************************
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void UTransformable::getRotQuat(CQuat &quat)
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{
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_Object->getRotQuat(quat);
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}
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// ***************************************************************************
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void UTransformable::getScale(CVector &scale)
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{
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_Object->getScale(scale);
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}
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// ***************************************************************************
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void UTransformable::getPivot(CVector &pivot)
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{
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_Object->getPivot(pivot);
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}
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// ***************************************************************************
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CVector UTransformable::getPos()
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{
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return _Object->getPos();
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}
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// ***************************************************************************
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CVector UTransformable::getRotEuler()
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{
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return _Object->getRotEuler();
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}
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// ***************************************************************************
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CQuat UTransformable::getRotQuat()
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{
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return _Object->getRotQuat();
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}
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// ***************************************************************************
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CVector UTransformable::getScale()
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{
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return _Object->getScale();
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}
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// ***************************************************************************
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CVector UTransformable::getPivot()
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{
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return _Object->getPivot();
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}
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// ***************************************************************************
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void UTransformable::lookAt (const CVector& eye, const CVector& target, float roll)
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{
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_Object->lookAt(eye, target, roll);
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}
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// ***************************************************************************
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} // NL3D
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