ScummVM API documentation
head.h
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/* 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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#ifndef GRIM_HEAD_H
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#define GRIM_HEAD_H
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#include "math/matrix4.h"
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namespace
Grim
{
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class
ModelNode;
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class
SaveGame;
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class
BaseHead
{
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public
:
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virtual
~
BaseHead
() {}
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virtual
void
lookAt(
bool
entering,
const
Math::Vector3d &point,
float
rate,
const
Math::Matrix4 &matrix) = 0;
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virtual
void
saveState(
SaveGame
*state)
const
= 0;
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virtual
void
restoreState(
SaveGame
*state) = 0;
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virtual
void
loadJoints(
ModelNode
*nodes) = 0;
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};
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class
Head
:
public
BaseHead
{
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public
:
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class
Joint
{
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public
:
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Joint
();
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void
init(
ModelNode
*node);
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void
orientTowards(
bool
entering,
const
Math::Vector3d &point,
float
rate,
const
Math::Matrix4 &matrix,
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float
maxPitch,
float
maxYaw,
float
maxRoll,
float
constrain);
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void
saveState(
SaveGame
*state)
const
;
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void
restoreState(
SaveGame
*state);
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private
:
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ModelNode
*_node;
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Math::Angle _pitch;
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Math::Angle _yaw;
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Math::Angle _roll;
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};
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Head
();
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void
setJoints(
int
joint1,
int
joint2,
int
joint3);
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void
loadJoints(
ModelNode
*nodes);
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void
setMaxAngles(
float
maxPitch,
float
maxYaw,
float
maxRoll);
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void
lookAt(
bool
entering,
const
Math::Vector3d &point,
float
rate,
const
Math::Matrix4 &matrix);
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void
saveState(
SaveGame
*state)
const
;
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void
restoreState(
SaveGame
*state);
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int
getJoint1()
const
{
return
_joint1Node; }
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int
getJoint2()
const
{
return
_joint2Node; }
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int
getJoint3()
const
{
return
_joint3Node; }
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private
:
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int
_joint1Node;
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int
_joint2Node;
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int
_joint3Node;
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float
_maxRoll;
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float
_maxPitch;
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float
_maxYaw;
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// Specifies the three head joint bones of this character.
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// These joint bones are animated by the moveHead function to make
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// the characters face different directions.
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// Note that for some characters, these variables may all be equal.
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Joint
_joint1;
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Joint
_joint2;
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Joint
_joint3;
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};
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}
// end of namespace Grim
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#endif
Grim::BaseHead
Definition:
head.h:32
Grim::SaveGame
Definition:
savegame.h:33
Grim
Definition:
actor.h:33
Grim::Head::Joint
Definition:
head.h:44
Grim::Head
Definition:
head.h:42
Grim::ModelNode
Definition:
model.h:158
engines
grim
costume
head.h
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