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