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108 lines
2.9 KiB
C++
108 lines
2.9 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_GABARIT_H
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#define CL_GABARIT_H
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#include "game_share/people.h"
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namespace NL3D
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{
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class USkeleton;
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}
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namespace NLMISC
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{
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class IProgressCallback;
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}
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/** This is a description of a skeleton gabarit
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2002
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*/
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struct CSkeletonGabarit
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{
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enum { NumBones = 56 }; // 61
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enum EBoneCategory { Arm = 0, Torso, Legs, Breast, Other, NumBoneCategory = Other};
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// the scale for each bone
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NLMISC::CVector BoneScale[NumBones];
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// the Skin Scale for each bone
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NLMISC::CVector BoneSkinScale[NumBones];
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// height
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float HeightScale;
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// ctor
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CSkeletonGabarit();
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// build values from a skeleton
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void buildFromSkeleton(NL3D::USkeleton src, const std::string &skelName, bool bMale);
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// convert a bone ID to its name
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static const char *boneIndexToName(uint id);
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// convert a bone ID to its category
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static EBoneCategory boneIndexToCategory(uint id);
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};
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/** This can load gabarit and blend them on a skeleton
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2002
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*/
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class CGabaritSet
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{
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public:
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enum { NumGender = 2, NumRace = 4, NumHeights = 3, NumWidths = 3 };
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public:
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// load all ryzom gabarits
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void loadGabarits (NLMISC::IProgressCallback &progress);
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/** Blend gabarits, and apply the result to the given skeleton
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* \param height from -1 (smallest) to 1 (tallest)
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* \param torsoWidth from -1 to 1
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* \param legsWidth from -1 to 1
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* \param finalHeightScale if not NULL, will be filled with height scale of the skeleton (factor)
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*/
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void applyGabarit(NL3D::USkeleton dest, uint gender, EGSPD::CPeople::TPeople race,
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float height,
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float torsoWidth,
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float armsWidth,
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float legsWidth,
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float breastSize,
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float *finalHeightScale
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);
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// get the reference (mean) size for a race
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float getRefHeightScale(uint gender, EGSPD::CPeople::TPeople race);
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private:
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CSkeletonGabarit _Gabarit[NumGender][NumRace][NumHeights][NumWidths];
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private:
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sint peopleToIndex(EGSPD::CPeople::TPeople people);
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};
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// The gabarit set in ryzom
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extern CGabaritSet GabaritSet;
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#endif
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