163 lines
4.2 KiB
C++
163 lines
4.2 KiB
C++
/* 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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/Bone.h"
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#include "hpl1/engine/graphics/Skeleton.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/system/low_level_system.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cBone::cBone(const tString &asName, cSkeleton *apSkeleton) {
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msName = asName;
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mpSkeleton = apSkeleton;
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mpParent = NULL;
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mbNeedsUpdate = true;
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mlValue = 0;
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}
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//-----------------------------------------------------------------------
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cBone::~cBone() {
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STLDeleteAll(mlstChildren);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cBone *cBone::CreateChildBone(const tString &asName) {
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cBone *pBone = hplNew(cBone, (asName, mpSkeleton));
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pBone->mpParent = this;
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mlstChildren.push_back(pBone);
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mpSkeleton->AddBone(pBone);
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return pBone;
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}
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//-----------------------------------------------------------------------
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void cBone::SetTransform(const cMatrixf &a_mtxTransform) {
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m_mtxTransform = a_mtxTransform;
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NeedsUpdate();
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}
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//-----------------------------------------------------------------------
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const cMatrixf &cBone::GetLocalTransform() {
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return m_mtxTransform;
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}
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const cMatrixf &cBone::GetWorldTransform() {
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UpdateMatrix();
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return m_mtxWorldTransform;
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}
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const cMatrixf &cBone::GetInvWorldTransform() {
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UpdateMatrix();
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return m_mtxInvWorldTransform;
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}
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//-----------------------------------------------------------------------
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void cBone::Detach() {
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if (mpParent == NULL)
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return;
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tBoneListIt it = mpParent->mlstChildren.begin();
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for (; it != mpParent->mlstChildren.end(); it++) {
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if (*it == this) {
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mpParent->mlstChildren.erase(it);
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break;
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}
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}
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mpSkeleton->RemoveBone(this);
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}
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//-----------------------------------------------------------------------
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cBoneIterator cBone::GetChildIterator() {
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return cBoneIterator(&mlstChildren);
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}
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//-----------------------------------------------------------------------
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void cBone::UpdateMatrix() {
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if (mbNeedsUpdate == false)
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return;
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if (mpParent == NULL) {
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m_mtxWorldTransform = m_mtxTransform;
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} else {
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m_mtxWorldTransform = cMath::MatrixMul(mpParent->GetWorldTransform(), m_mtxTransform);
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}
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m_mtxInvWorldTransform = cMath::MatrixInverse(m_mtxWorldTransform);
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mbNeedsUpdate = false;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cBone::NeedsUpdate() {
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mbNeedsUpdate = true;
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tBoneListIt it = mlstChildren.begin();
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for (; it != mlstChildren.end(); it++) {
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cBone *pBone = *it;
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pBone->NeedsUpdate();
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}
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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