khanat-opennel-code/code/nel/include/nel/3d/u_bone.h

83 lines
2.8 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_BONE_H
#define NL_U_BONE_H
#include "nel/misc/types_nl.h"
#include "u_transformable.h"
namespace NL3D
{
// ***************************************************************************
/**
* Base interface for manipulating Bones.
* see UTransformable. A bone comes from a USkeleton.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class UBone : public UTransformable
{
public:
/// \name Special feature
// @{
/** get the last world matrix computed in last render().
* NB: this WM is computed in last render() only if the object was not clipped. So use it wisely.
*
* NB: this WM may also not be computed in last render() for "Lod skeleton" reason. ie if the skeleton
* is too far, the engine may not compute a bone (for speed). To avoid problem, you should ask the artist what
* bones have such a scheme, or you could stickObject() a dummy (eg a UTransform) onto this bone, because
* in this case, this bone will always be computed.
*
*/
const CMatrix &getLastWorldMatrixComputed() const;
/** Additionally to the standard scale, you can multiply the effect on the skin with a special SkinScale
* This scale is applied only on the skin (even son bones positions won't be affected)
* Default to (1,1,1)
*/
void setSkinScale(CVector &skinScale);
const CVector &getSkinScale() const;
// @}
/// Proxy interface
/// Constructors
UBone() { _Object = NULL; }
UBone(class CBone *object) { _Object = (ITransformable*)object; };
/// Attach an object to this proxy
void attach(class CBone *object) { _Object = (ITransformable*)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 CBone *getObjectPtr() const {return (CBone*)_Object;}
};
} // NL3D
#endif // NL_U_BONE_H
/* End of u_bone.h */