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engines/grim/costume/head.h
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98
engines/grim/costume/head.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_HEAD_H
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#define GRIM_HEAD_H
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#include "math/matrix4.h"
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namespace Grim {
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class ModelNode;
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class SaveGame;
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class BaseHead {
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public:
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virtual ~BaseHead() {}
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virtual void lookAt(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix) = 0;
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virtual void saveState(SaveGame *state) const = 0;
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virtual void restoreState(SaveGame *state) = 0;
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virtual void loadJoints(ModelNode *nodes) = 0;
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};
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class Head : public BaseHead {
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public:
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class Joint {
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public:
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Joint();
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void init(ModelNode *node);
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void orientTowards(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix,
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float maxPitch, float maxYaw, float maxRoll, float constrain);
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void saveState(SaveGame *state) const;
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void restoreState(SaveGame *state);
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private:
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ModelNode *_node;
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Math::Angle _pitch;
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Math::Angle _yaw;
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Math::Angle _roll;
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};
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Head();
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void setJoints(int joint1, int joint2, int joint3);
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void loadJoints(ModelNode *nodes);
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void setMaxAngles(float maxPitch, float maxYaw, float maxRoll);
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void lookAt(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix);
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void saveState(SaveGame *state) const;
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void restoreState(SaveGame *state);
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int getJoint1() const { return _joint1Node; }
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int getJoint2() const { return _joint2Node; }
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int getJoint3() const { return _joint3Node; }
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private:
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int _joint1Node;
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int _joint2Node;
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int _joint3Node;
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float _maxRoll;
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float _maxPitch;
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float _maxYaw;
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// Specifies the three head joint bones of this character.
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// These joint bones are animated by the moveHead function to make
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// the characters face different directions.
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// Note that for some characters, these variables may all be equal.
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Joint _joint1;
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Joint _joint2;
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Joint _joint3;
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};
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} // end of namespace Grim
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#endif
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