TagPoint.cs :  » Game » RealmForge » Axiom » Animating » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Animating » TagPoint.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library 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
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion


using System;
using Axiom.Core;
using Axiom.MathLib;

namespace Axiom.Animating{
  /// <summary>
  ///    A tagged point on a skeleton, which can be used to attach entities to on specific
  ///    other entities.
  /// </summary>
  /// <remarks>
  ///    A Skeleton, like a Mesh, is shared between Entity objects and simply updated as required
  ///    when it comes to rendering. However there are times when you want to attach another object
  ///    to an animated entity, and make sure that attachment follows the parent entity's animation
  ///    (for example, a character holding a gun in his / her hand). This class simply identifies
  ///    attachment points on a skeleton which can be used to attach child objects. 
  ///    <p/>
  ///    The child objects themselves are not physically attached to this class; as it's name suggests
  ///    this class just 'tags' the area. The actual child objects are attached to the Entity using the
  ///    skeleton which has this tag point. Use <see cref="Entity.AttachObjectToBone"/> to attach
  ///    the objects, which creates a new TagPoint on demand.
  /// </remarks>
  public class TagPoint : Bone {
    #region Fields

    /// <summary>
    ///    Reference to the entity that owns this tagpoint.
    /// </summary>
    protected Entity parentEntity;
    /// <summary>
    ///    Object attached to this tagpoint.
    /// </summary>
    protected SceneObject childObject;
    /// <summary>
    ///    Combined full local transform of this tagpoint.
    /// </summary>
    protected Matrix4 fullLocalTransform;

    #endregion Fields

    #region Constructor

    /// <summary>
    ///    Constructor.
    /// </summary>
    /// <param name="handle">Handle to use.</param>
    /// <param name="creator">Skeleton who created this tagpoint.</param>
    public TagPoint(ushort handle, Skeleton creator) : base(handle, creator) {
    }

    #endregion Constructor

    #region Properties

    /// <summary>
    ///    Gets/Sets the object attached to this tagpoint.
    /// </summary>
    public SceneObject ChildObject {
      get {
        return childObject;
      }
      set {
        childObject = value;
      }
    }

    /// <summary>
    ///    Gets/Sets the parent Entity that is using this tagpoint.  
    /// </summary>
    public Entity ParentEntity {
      get {
        return parentEntity;
      }
      set {
        parentEntity = value;
      }
    }

    /// <summary>
    ///    Gets the transform of this node just for the skeleton (not entity).
    /// </summary>
    public Matrix4 FullLocalTransform {
      get {
        return fullLocalTransform;
      }
    }

    /// <summary>
    ///    Transformation matrix of the parent entity.
    /// </summary>
    public Matrix4 ParentEntityTransform {
      get {
        return parentEntity.ParentNodeFullTransform;
      }
    }

    #endregion Properties

    #region Bone Members

    /// <summary>
    ///    Gets the transform of this node including the parent entity and skeleton.
    /// </summary>
    internal override Matrix4 FullTransform {
      get {
        return base.FullTransform;
      }
    }

    /// <summary>
    ///    Overridden to update parent entity.
    /// </summary>
    public override void NeedUpdate() {
      // // We need to tell parent entities node
      if(parentEntity != null) {
        Node n = parentEntity.ParentNode;

        if(n != null) {
          n.NeedUpdate();
        }
      }
    }

    internal override void UpdateFromParent() {
      base.UpdateFromParent();

      // Save transform for local skeleton
      MakeTransform(derivedPosition, derivedScale, derivedOrientation, ref fullLocalTransform);

      // Include Entity transform
      if (parentEntity != null) {
        Node entityParentNode = parentEntity.ParentNode;
        if (entityParentNode != null) {
          Quaternion parentQ = entityParentNode.DerivedOrientation;
          derivedOrientation = parentQ * derivedOrientation;

          // Change position vector based on parent's orientation
          derivedPosition = parentQ * derivedPosition;

          // Add altered position vector to parents
          derivedPosition += entityParentNode.DerivedPosition;
        }
      }
    }


    #endregion Bone Members
  }
}
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