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