khanat-opennel-code/code/ryzom/client/src/gabarit.h

108 lines
2.9 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 CL_GABARIT_H
#define CL_GABARIT_H
#include "game_share/people.h"
namespace NL3D
{
class USkeleton;
}
namespace NLMISC
{
class IProgressCallback;
}
/** This is a description of a skeleton gabarit
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002
*/
struct CSkeletonGabarit
{
enum { NumBones = 56 }; // 61
enum EBoneCategory { Arm = 0, Torso, Legs, Breast, Other, NumBoneCategory = Other};
// the scale for each bone
NLMISC::CVector BoneScale[NumBones];
// the Skin Scale for each bone
NLMISC::CVector BoneSkinScale[NumBones];
// height
float HeightScale;
// ctor
CSkeletonGabarit();
// build values from a skeleton
void buildFromSkeleton(NL3D::USkeleton src, const std::string &skelName, bool bMale);
// convert a bone ID to its name
static const char *boneIndexToName(uint id);
// convert a bone ID to its category
static EBoneCategory boneIndexToCategory(uint id);
};
/** This can load gabarit and blend them on a skeleton
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002
*/
class CGabaritSet
{
public:
enum { NumGender = 2, NumRace = 4, NumHeights = 3, NumWidths = 3 };
public:
// load all ryzom gabarits
void loadGabarits (NLMISC::IProgressCallback &progress);
/** Blend gabarits, and apply the result to the given skeleton
* \param height from -1 (smallest) to 1 (tallest)
* \param torsoWidth from -1 to 1
* \param legsWidth from -1 to 1
* \param finalHeightScale if not NULL, will be filled with height scale of the skeleton (factor)
*/
void applyGabarit(NL3D::USkeleton dest, uint gender, EGSPD::CPeople::TPeople race,
float height,
float torsoWidth,
float armsWidth,
float legsWidth,
float breastSize,
float *finalHeightScale
);
// get the reference (mean) size for a race
float getRefHeightScale(uint gender, EGSPD::CPeople::TPeople race);
private:
CSkeletonGabarit _Gabarit[NumGender][NumRace][NumHeights][NumWidths];
private:
sint peopleToIndex(EGSPD::CPeople::TPeople people);
};
// The gabarit set in ryzom
extern CGabaritSet GabaritSet;
#endif