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261 lines
10 KiB
C++
261 lines
10 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_SKELETON_H
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#define NL_U_SKELETON_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/aabbox.h"
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#include "u_transform.h"
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#include "animation_time.h"
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namespace NL3D
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{
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class UInstance;
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class UBone;
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class UPlayList;
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class IAnimCtrl;
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// ***************************************************************************
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/**
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* Game interface for manipulating Skeleton.
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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 USkeleton : public UTransform
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{
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public:
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/// \name Skin operation.
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// @{
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/** bind a MeshInstance skin to the skeleton. NB: ~UTransform() and ~USkeleton() call detachSkeletonSon().
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* NB: nlerror() if mi is not a UInstance. (ie a mesh instance).
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* NB: an object can't be skinned and sticked at same time :)
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* NB: replaced if already here.
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* NB: when a skin is binded, the command hide(), show(), ... have no effect on it, until it is detachSkeletonSon()-ed
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* \return false if mi is NULL or not skinnable, true otherwise
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*/
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bool bindSkin(UInstance mi);
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/** parent a CTransform to a bone of the skeleton. NB: ~CTransform() calls detachSkeletonSon().
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* This object will be visible only when the Skeleton is not clipped.
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* NB: an object can't be skinned and sticked at same time :)
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* NB: replaced if already here.
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*/
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void stickObject(UTransform mi, uint boneId);
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/** same method as stickObject(), but if you set forceCLod as true, then this object will be visible
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* even if the skeleton father is in CLod state (ie displayed with a CLodCharacterShape)
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* NB: if "mi" is a skeleton model, forceCLod is considerer true, whatever the value passed in.
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*/
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void stickObjectEx(UTransform mi, uint boneId, bool forceCLod);
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/** unparent a CTransform from a bone of the skeleton, or unbind a skin. No-op if not here.
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* NB: mi is placed at root of hierarchy.
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*/
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void detachSkeletonSon(UTransform mi);
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/** Get the array of sticked objects
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*/
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void getStickedObjects(std::vector<UTransform> &sticks);
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// @}
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/// \name Bone access.
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// @{
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/// retrieve the number of bones.
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uint getNumBones() const;
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/// retrieve the bone. nlerror if not here. (>=getNumBones())
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UBone getBone(uint boneId) const;
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/// retrieve the bone Id, by his name. -1 if not found.
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sint getBoneIdByName(const std::string &boneName) const;
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/// Tell if a bone has been computed in the last frame or not. false if boneId is invalid
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bool isBoneComputed(uint boneId) const;
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/// Force to compute a bone, even if object clipped. false if boneId is invalid
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bool forceComputeBone(uint boneId);
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// @}
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/// \name Bone Lod interaction / MRM
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// @{
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/// return the number of bones currently animated/computed (because of bindSkin()/stickObject() / Lod system).
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uint getNumBoneComputed() const;
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/** change the Lod Bone interpolation distance (in meters). If 0, interpolation is disabled.
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* The smaller this value is, the more Lod skeleton system will "pop". Default is 0.5 meters.
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*/
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void setInterpolationDistance(float dist);
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/// see setInterpolationDistance()
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float getInterpolationDistance() const;
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/** Change Max Display Skeleton distance. After this distance the shape won't be displayed.
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* setting <0 means -1 and so means DistMax = infinite (default in meshs but multilod meshes).
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* NB: This apply to the shape direclty!! ie All instances using same shape will be affected
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*
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* Note: If the skeleton himself is sticked to another skeleton, this setup is not taken into account.
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* ie the skeleton clip follow the ancestor skeleton clip result (ie the first skeleton in hierarchy
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* which is not sticked).
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*
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* Note (complex): same remark for QuadGridClipManager interaction with this function as in
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* UInstance::setShapeDistMax()
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*/
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void setShapeDistMax(float distMax);
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/// see setShapeDistMax()
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float getShapeDistMax() const;
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/** Special version for skins. NB: skins never follow their original MRM distance setup, but follow
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* this skeleton MRM setup. Default is 3-10-50.
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* NB: Unlike UInstance::changeMRMDistanceSetup(), this setup applies to the SkeletonModel, not the shape.
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* NB: no-op if distanceFinest<0, distanceMiddle<=distanceFinest or if distanceCoarsest<=distanceMiddle.
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* \param distanceFinest The MRM has its max faces when dist<=distanceFinest.
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* \param distanceMiddle The MRM has 50% of its faces at dist==distanceMiddle.
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* \param distanceCoarsest The MRM has faces/Divisor (ie near 0) when dist>=distanceCoarsest.
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*/
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void changeMRMDistanceSetup(float distanceFinest, float distanceMiddle, float distanceCoarsest);
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// @}
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/// \name CLod / Character Lod
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/** At a certain distance, the whole skeleton and all its skins may be replaced with a small Lod, animated
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* with a CLodCharacterManager.
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*/
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// @{
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/** Change the Character Lod shape Id. set -1 if want to disable the feature (default)
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*/
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void setLodCharacterShape(sint shapeId);
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/// see setLodCharacterShape
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sint getLodCharacterShape() const;
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/// enable/disable LOD
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void enableLOD(bool isEnable);
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/// Change/get the Character Lod anim setup.
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void setLodCharacterAnimId(uint animId);
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uint getLodCharacterAnimId() const;
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void setLodCharacterAnimTime(TGlobalAnimationTime time);
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TGlobalAnimationTime getLodCharacterAnimTime() const;
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/// tells if the animation must loop or clamp.
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void setLodCharacterWrapMode(bool wrapMode);
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bool getLodCharacterWrapMode() const;
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/** True if the skeleton model and his skins have been displayed with a CLodCharacterShape at last scene render
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*/
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bool isDisplayedAsLodCharacter() const;
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/** This is the distance at which the skeleton use a CLodCharacterShape to display himself
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* if 0, never display the skeleton as a CLodCharacterShape
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*/
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void setLodCharacterDistance(float dist);
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/// see setLodCharacterDistance. 0 if disabled
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float getLodCharacterDistance() const;
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/** Call it when you want the system to recompute the Lod texture
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* NB: Lod texturing is possible only in conjunction with AsyncTextureManager. Hence, instances skinned
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* to the skeleton should be in AsyncTextureMode.
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* For best result, you should wait that each of these instances are isAsyncTextureReady() (texture loaded)
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*/
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void computeLodTexture();
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/// Set the emissive of the skeleton model, when it is rendered in CLod form. Default to Black
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void setLodEmit(NLMISC::CRGBA emit);
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NLMISC::CRGBA getLodEmit() const;
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// @}
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/// \name Misc.
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// @{
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/** Retrieve the current approx BBox around the skeleton, computed in the last USene::render().
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* for all computed bones, extend the bbox with their pos
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* \param bbox return the bbox of the skinned skeleton, local to the skeleton. If the skeleton was clipped, the bbox
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* is not modified.
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* \param computeInWorld true if want to get the bbox in world.
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* \return true if the bbox is computed, false otherwise.
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*/
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bool computeRenderedBBox(NLMISC::CAABBox &bbox, bool computeInWorld= false);
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/** same as computeRenderedBBox(), always in world, but use the bone max sphere to enlarge the bbox
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* NB: sticked objects don't influence the result
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*/
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bool computeRenderedBBoxWithBoneSphere(NLMISC::CAABBox &bbox, bool computeInWorld= true);
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/** same as computeRenderedBBox() but force animation and compute of all bones => don't need render(), but slower.
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* for all used bones, extend the bbox with their pos
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* \param bbox return the bbox of the skinned skeleton, local to the skeleton. If the skeleton is not skinned/sticked
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* at all, bbox is not modified.
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* \param playList set NULL if no one, else this playList will be played at the time playTime
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* \param forceCompute force evaluation of bbox even if not skinned
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* \param computeInWorld true if want to get the bbox in world.
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* \return true if the bbox is computed, false otherwise.
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*/
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bool computeCurrentBBox(NLMISC::CAABBox &bbox, UPlayList *playList, double playTime=0, bool forceCompute = false, bool computeInWorld= false);
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/// SkeletonSpawnScript (SSS) special: World Spawned objects are still relative to this position (default: Null)
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void setSSSWOPos(const NLMISC::CVector &pos);
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const NLMISC::CVector &getSSSWOPos() const;
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/// SkeletonSpawnScript special: World Spawned objects are still relative to this direction (default: J)
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void setSSSWODir(const NLMISC::CVector &dir);
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const NLMISC::CVector &getSSSWODir() const;
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// get the shape name. empty if no instance bound
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const std::string &getShapeName() const;
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// @}
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/// \name AnimCtrl (IK...)
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// @{
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/** Set a special ctrl on a bone. see IAnimCtrl.
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* set to NULL if you want to reset this bone AnimCtrl.
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* No-op if Bad BoneId.
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*/
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void setBoneAnimCtrl(uint boneId, IAnimCtrl *ctrl);
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/// return NULL if bad BoneId
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IAnimCtrl *getBoneAnimCtrl(uint boneId) const;
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// @}
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// dynamic cast from a transform. empty if cast fail
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void cast(UTransform object);
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/// Proxy interface
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/// Constructors
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USkeleton() { _Object = NULL; }
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USkeleton(class CSkeletonModel *object) { _Object = (ITransformable*)object; };
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/// Attach an object to this proxy
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void attach(class CSkeletonModel *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 CSkeletonModel *getObjectPtr() const {return (CSkeletonModel*)_Object;}
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};
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} // NL3D
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#endif // NL_U_SKELETON_H
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/* End of u_skeleton.h */
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