181 lines
5.5 KiB
C++
181 lines
5.5 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_TRANSFORMABLE_H
|
|
#define NL_U_TRANSFORMABLE_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/matrix.h"
|
|
#include "nel/misc/quat.h"
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
using NLMISC::CVector;
|
|
using NLMISC::CMatrix;
|
|
using NLMISC::CQuat;
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* Base interface for manipulating Movable Objects: camera, bones, lights, instances etc...
|
|
* By default Transformmode is RotQuat.
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class UTransformable
|
|
{
|
|
protected:
|
|
|
|
public:
|
|
// Enum should be the same than in ITransformable.
|
|
|
|
// Matrix mode.
|
|
enum TTransformMode
|
|
{
|
|
DirectMatrix, // DirectMatrixMode .
|
|
RotEuler, // Matrix is computed from sperated composantes, with euler rotation.
|
|
RotQuat, // Matrix is computed from sperated composantes, with quat rotation (default).
|
|
|
|
TransformModeCount
|
|
};
|
|
|
|
|
|
public:
|
|
|
|
|
|
/// \name Position set
|
|
// @{
|
|
/// Change the transform mode. Components or matrix are not reseted.
|
|
void setTransformMode(TTransformMode mode, CMatrix::TRotOrder ro= CMatrix::ZXY);
|
|
/// Work only in Rot* mode(nlassert).
|
|
void setPos(const CVector &pos);
|
|
/// Work only in Rot* mode(nlassert).
|
|
void setPos(float px, float py, float pz) {setPos(CVector(px, py, pz));}
|
|
/// Work only in RotEuler mode(nlassert).
|
|
void setRotEuler(const CVector &rot);
|
|
/// Work only in RotEuler mode(nlassert).
|
|
void setRotEuler(float rx, float ry, float rz) {setRotEuler(CVector(rx, ry, rz));}
|
|
/// Work only in RotQuat mode (nlassert).
|
|
void setRotQuat(const CQuat &quat);
|
|
/** Work only in RotQuat mode (nlassert).
|
|
* Build a quaternion from a forward direction (a J vector). there is no roll... jdir do not need to be noramlized.
|
|
*/
|
|
void setRotQuat(const CVector &jdir);
|
|
/** Work only in RotQuat mode (nlassert).
|
|
* Build a quaternion from a forward direction (a J vector). the roll is determined with help of the vector up vup... vectors do not need to be noramlized.
|
|
*/
|
|
void setRotQuat(const CVector &jdir, const CVector &vup);
|
|
/// Work only in Rot* mode (nlassert).
|
|
void setScale(const CVector &scale);
|
|
/// Work only in Rot* mode (nlassert).
|
|
void setScale(float sx, float sy, float sz) {setScale(CVector(sx, sy, sz));}
|
|
/// Work only in Rot* mode (nlassert).
|
|
void setPivot(const CVector &pivot);
|
|
/// Work only in Rot* mode (nlassert).
|
|
void setPivot(float px, float py, float pz) {setPivot(CVector(px, py, pz));}
|
|
|
|
/// Work only in DirecTMatrix mode (nlassert).
|
|
void setMatrix(const CMatrix &mat);
|
|
// @}
|
|
|
|
|
|
/// \name Position get
|
|
// @{
|
|
|
|
/// get the current transform mode.
|
|
TTransformMode getTransformMode();
|
|
/// get the current rotorder (information vlaid only when RotEuler mode).
|
|
CMatrix::TRotOrder getRotOrder();
|
|
|
|
/// Get the matrix, compute her if necessary (work in all modes).
|
|
const CMatrix &getMatrix() const ;
|
|
|
|
/// Work only in Rot* mode(nlassert).
|
|
void getPos(CVector &pos);
|
|
/// Work only in RotEuler mode(nlassert).
|
|
void getRotEuler(CVector &rot);
|
|
/// Work only in RotQuat mode (nlassert).
|
|
void getRotQuat(CQuat &quat);
|
|
/// Work only in Rot* mode (nlassert).
|
|
void getScale(CVector &scale);
|
|
/// Work only in Rot* mode (nlassert).
|
|
void getPivot(CVector &pivot);
|
|
|
|
/// Work only in Rot* mode(nlassert).
|
|
CVector getPos();
|
|
/// Work only in RotEuler mode(nlassert).
|
|
CVector getRotEuler();
|
|
/// Work only in RotQuat mode (nlassert).
|
|
CQuat getRotQuat();
|
|
/// Work only in Rot* mode (nlassert).
|
|
CVector getScale();
|
|
/// Work only in Rot* mode (nlassert).
|
|
CVector getPivot();
|
|
// @}
|
|
|
|
|
|
/// \name Misc
|
|
// @{
|
|
/**
|
|
* Setup Matrix by the lookAt method. Work only in DirectMatrix mode and RotQuat mode (not euler...).
|
|
*
|
|
* \param eye is the coordinate of the object.
|
|
* \param target is the point the object look at.
|
|
* \param roll is the roll angle in radian along the object's Y axis.
|
|
*/
|
|
void lookAt (const CVector& eye, const CVector& target, float roll=0.f);
|
|
// @}
|
|
|
|
|
|
|
|
/// \name Channel name
|
|
// @{
|
|
static const char *getPosValueName ();
|
|
static const char *getRotEulerValueName();
|
|
static const char *getRotQuatValueName();
|
|
static const char *getScaleValueName();
|
|
static const char *getPivotValueName();
|
|
// @}
|
|
|
|
/// Proxy interface
|
|
|
|
/// Constructors
|
|
UTransformable() {_Object = NULL;}
|
|
UTransformable(class ITransformable *object) : _Object (object) {}
|
|
/// Attach an object to this proxy
|
|
void attach(class ITransformable *object) { _Object = 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 ITransformable *getObjectPtr() const {return _Object;}
|
|
|
|
protected:
|
|
ITransformable *_Object;
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_U_TRANSFORMABLE_H
|
|
|
|
/* End of u_transformable.h */
|