// NeL - MMORPG Framework
// 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 .
#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 */