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

71 lines
2.6 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_ANIM_CTRL_H
#define NL_ANIM_CTRL_H
#include "nel/misc/types_nl.h"
namespace NL3D
{
// ***************************************************************************
class CBone;
class CSkeletonModel;
// ***************************************************************************
/**
* This is a handler for extra Animation behavior on Skeleton Models.
* When a bone has ended his compute, if it has an attached AnimCtrl, it calls its ::execute() code
* The AnimCtrl may modify all or part of the skeleton, knowing that the sons of the bone animCtrled are still not
* computed.
* Typically, animCtrls should modify the matrix parts of the bone, and then call bone->compute(..,..,NULL)
*
* Note: for convenience, when execute() is called on a bone, the LocalSkeletonMatrix and WorldMatrix
* of this bone are already computed.
*
* Important Note about Bone Loding:
* - AnimCtrl are not called if the bone is loded (ie not animated/computed)
* - AnimCtrl is called BEFORE Bone Lod interpolation, resulting in the excepted behavior.
*
* Note about UserInterface logic: CSkeletonModel and CBone appears here but are used only for the derivers of this
* class (that are still in 3D), so the UserInterface don't need and don't use it.
* Therefore, there is no way (for now) with the strict UserInterface scheme to implements new AnimCtrls.
* But the user is allowed to use the Layer2 (ie CScene, CSkeletonModel etc classes) to create its own AnimCtrls.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2003
*/
class IAnimCtrl
{
public:
virtual ~IAnimCtrl() {}
/// Called at compute() time.
virtual void execute(CSkeletonModel *model, CBone *bone) =0;
};
} // NL3D
#endif // NL_ANIM_CTRL_H
/* End of anim_ctrl.h */