scummvm/engines/grim/costume/head.h
2021-12-26 21:19:38 +01:00

99 lines
2.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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