khanat-opennel-code/code/nel/include/nel/3d/transformable.h
2014-02-13 22:02:25 +01:00

338 lines
7.8 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TRANSFORMABLE_H
#define NL_TRANSFORMABLE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/matrix.h"
#include "nel/misc/quat.h"
#include "nel/3d/animatable.h"
#include "nel/3d/animated_value.h"
#include "nel/3d/track.h"
namespace NL3D
{
class CChannelMixer;
using NLMISC::CMatrix;
using NLMISC::CVector;
using NLMISC::CQuat;
/**
* Something which can be transformed in 3D space / animated.
* By default Transformmode is RotQuat.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class ITransformable : public IAnimatable
{
public:
enum TTransformMode
{
DirectMatrix=0, // DirectMatrixMode.
RotEuler, // Matrix is computed from sperated composantes, with euler rotation.
RotQuat, // Matrix is computed from sperated composantes, with quat rotation (default).
TransformModeCount
};
public:
/// Constructor. By default, RotQuat mode.
ITransformable();
virtual ~ITransformable() {}
/// Get the matrix, compute her if necessary (work in all modes).
const CMatrix &getMatrix() const {updateMatrix(); return _LocalMatrix;}
/** Tells if the LocalMatrix is newer than what caller except.
* This return true either if the matrix components (pos/rot etc...) are touched, or if matrix is newer than caller date.
*/
bool compareMatrixDate(uint64 callerDate) const
{
return callerDate<_LocalMatrixDate || needCompute();
}
/** return the last date of computed matrix. updateMatrix() if necessary.
*/
uint64 getMatrixDate() const
{
updateMatrix();
return _LocalMatrixDate;
}
/// \name Transform Mode.
//@{
/// Change the transform mode. Components or matrix are not reseted.
void setTransformMode(TTransformMode mode, CMatrix::TRotOrder ro= CMatrix::ZXY)
{
_Mode= mode;
_RotOrder= ro;
// just for information.
touch(PosValue, OwnerBit);
}
//@}
/// \name Matrix operations.
//@{
/// Work only in Rot* mode(nlassert).
void setPos(const CVector &pos)
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
_Pos.Value= pos;
touch(PosValue, OwnerBit);
}
/// Work only in Rot* mode(nlassert).
void setPos(float x, float y, float z)
{
setPos(CVector(x,y,z));
}
/// Work only in RotEuler mode(nlassert).
void setRotEuler(const CVector &rot)
{
nlassert(_Mode==RotEuler);
_RotEuler.Value= rot;
touch(RotEulerValue, OwnerBit);
}
/// Work only in RotEuler mode(nlassert).
void setRotEuler(float rotX, float rotY, float rotZ)
{
setRotEuler(CVector(rotX, rotY, rotZ));
}
/// Work only in RotQuat mode (nlassert).
void setRotQuat(const CQuat &quat)
{
nlassert(_Mode==RotQuat);
_RotQuat.Value= quat;
touch(RotQuatValue, OwnerBit);
}
/// Work only in Rot* mode (nlassert).
void setScale(const CVector &scale)
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
_Scale.Value= scale;
touch(ScaleValue, OwnerBit);
}
/// Work only in Rot* mode (nlassert).
void setScale(float scaleX, float scaleY, float scaleZ)
{
setScale(CVector(scaleX, scaleY, scaleZ));
}
/// Work only in Rot* mode (nlassert).
void setScale(float scale)
{
setScale(CVector(scale, scale, scale));
}
/// Work only in Rot* mode (nlassert).
void setPivot(const CVector &pivot)
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
_Pivot.Value= pivot;
touch(PivotValue, OwnerBit);
}
/// Work only in Rot* mode (nlassert).
void setPivot(float x, float y, float z)
{
setPivot(CVector(x, y, z));
}
/// Work only in DirecTMatrix mode (nlassert).
void setMatrix(const CMatrix &mat)
{
nlassert(_Mode==DirectMatrix);
_LocalMatrix= mat;
// The matrix has changed.
_LocalMatrixDate++;
}
//@}
/// \name Matrix Get operations.
//@{
/// get the current transform mode.
TTransformMode getTransformMode()
{
return _Mode;
}
/// get the current rotorder (information vlaid only when RotEuler mode).
CMatrix::TRotOrder getRotOrder()
{
return _RotOrder;
}
/// Work only in Rot* mode(nlassert).
void getPos(CVector &pos)
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
pos= _Pos.Value;
}
/// Work only in RotEuler mode(nlassert).
void getRotEuler(CVector &rot)
{
nlassert(_Mode==RotEuler);
rot= _RotEuler.Value;
}
/// Work only in RotQuat mode (nlassert).
void getRotQuat(CQuat &quat)
{
nlassert(_Mode==RotQuat);
quat= _RotQuat.Value;
}
/// Work only in Rot* mode (nlassert).
void getScale(CVector &scale)
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
scale= _Scale.Value;
}
/// Work only in Rot* mode (nlassert).
void getPivot(CVector &pivot)
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
pivot= _Pivot.Value;
}
/// Work only in Rot* mode(nlassert).
CVector getPos()
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
return _Pos.Value;
}
/// Work only in RotEuler mode(nlassert).
CVector getRotEuler()
{
nlassert(_Mode==RotEuler);
return _RotEuler.Value;
}
/// Work only in RotQuat mode (nlassert).
CQuat getRotQuat()
{
nlassert(_Mode==RotQuat);
return _RotQuat.Value;
}
/// Work only in Rot* mode (nlassert).
CVector getScale()
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
return _Scale.Value;
}
/// Work only in Rot* mode (nlassert).
CVector getPivot()
{
nlassert(_Mode==RotEuler || _Mode==RotQuat);
return _Pivot.Value;
}
//@}
/// \name Misc
// @{
/**
* Setup Matrix by the lookAt method. Work only in DirectMatrix mode and RotQuat mode (not euler...).
*
* \param eye is the coordinate of the object.
* \param target is the point the object look at.
* \param roll is the roll angle in radian along the object's Y axis.
*/
void lookAt (const CVector& eye, const CVector& target, float roll=0.f);
// @}
/// \name Herited from IAnimatable
// @{
/// Added values.
enum TAnimValues
{
OwnerBit= IAnimatable::AnimValueLast,
PosValue,
RotEulerValue,
RotQuatValue,
ScaleValue,
PivotValue,
AnimValueLast
};
/// From IAnimatable
virtual IAnimatedValue* getValue (uint valueId);
/// From IAnimatable
virtual const char *getValueName (uint valueId) const;
/// From IAnimatable. Deriver must implement this.
virtual ITrack* getDefaultTrack (uint valueId) =0;
/// From IAnimatable. Deriver must implement this (channels may be detail-ed or not).
virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix) =0;
// @}
static const char *getPosValueName ();
static const char *getRotEulerValueName();
static const char *getRotQuatValueName();
static const char *getScaleValueName();
static const char *getPivotValueName();
private:
// The computed matrix.
mutable CMatrix _LocalMatrix;
TTransformMode _Mode;
CMatrix::TRotOrder _RotOrder;
mutable uint64 _LocalMatrixDate;
// For animation, Pos, rot scale pivot animated values
CAnimatedValueVector _Pos;
CAnimatedValueVector _RotEuler;
CAnimatedValueQuat _RotQuat;
CAnimatedValueVector _Scale;
CAnimatedValueVector _Pivot;
// clear transform flags.
void clearTransformFlags() const;
// compute the matrix.
void updateMatrix() const;
/// Tells if the matrix needs to be computed, ie, if data are modified.
bool needCompute() const
{
return _Mode!=DirectMatrix && isTouched(OwnerBit);
}
};
} // NL3D
#endif // NL_TRANSFORMABLE_H
/* End of transformable.h */