Files
vb01/bone.h
T
devZoGok 4f4bc88956 attached objects follow their bones
model space positions are retrieved from bones
supported more than 4 bones
improved global and local orientation methods
improved vector angle method
2021-10-19 19:06:41 +03:00

37 lines
1.1 KiB
C++

#ifndef BONE_H
#define BONE_H
#include"node.h"
#include<string>
namespace vb01{
class Skeleton;
class Bone : public Node{
public:
Bone(std::string,float,Vector3=Vector3::VEC_ZERO,Quaternion=Quaternion::QUAT_W,Vector3=Vector3::VEC_ZERO);
void setPosePos(Vector3 p);
void setPoseRot(Quaternion r);
void setPoseScale(Vector3 s);
void lookAt(Vector3,Vector3,Node*);
Vector3 getModelSpacePos();
inline float getLength(){return length;}
inline void setSkeleton(Skeleton *sk){this->skeleton = sk;}
inline Vector3 getInitAxis(int i){return initAxis[i];}
inline std::string getName(){return name;}
inline Vector3 getRestPos(){return restPos;}
inline Quaternion getRestRot(){return restRot;}
inline Vector3 getRestScale(){return restScale;}
inline Vector3 getPosePos(){return posePos;}
inline Quaternion getPoseRot(){return poseRot;}
inline Vector3 getPoseScale(){return poseScale;}
private:
float length;
Skeleton *skeleton = nullptr;
Vector3 initAxis[3],restPos,posePos=Vector3::VEC_ZERO,restScale,poseScale=Vector3::VEC_IJK;
Quaternion restRot,poseRot=Quaternion::QUAT_W;
};
}
#endif