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