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70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
#include "rotatecontroller.hpp"
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#include <osg/MatrixTransform>
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#include <osgAnimation/Bone>
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namespace MWRender
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{
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RotateController::RotateController(osg::Node* relativeTo)
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: mEnabled(true)
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, mRelativeTo(relativeTo)
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{
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}
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void RotateController::setEnabled(bool enabled)
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{
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mEnabled = enabled;
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}
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void RotateController::setRotate(const osg::Quat& rotate)
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{
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mRotate = rotate;
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}
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void RotateController::setOffset(const osg::Vec3f& offset)
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{
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mOffset = offset;
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}
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void RotateController::operator()(osg::MatrixTransform* node, osg::NodeVisitor* nv)
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{
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if (!mEnabled)
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{
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traverse(node, nv);
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return;
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}
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osg::Matrix matrix = node->getMatrix();
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osg::Quat worldOrient;
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osg::NodePathList nodepaths = node->getParentalNodePaths(mRelativeTo);
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if (!nodepaths.empty())
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{
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osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
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worldOrient = worldMat.getRotate();
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}
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osg::Quat worldOrientInverse = worldOrient.inverse();
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osg::Quat orient = worldOrient * mRotate * worldOrientInverse * matrix.getRotate();
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matrix.setRotate(orient);
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matrix.setTrans(matrix.getTrans() + worldOrientInverse * mOffset);
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node->setMatrix(matrix);
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// If we are linked to a bone we must call setMatrixInSkeletonSpace
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osgAnimation::Bone* b = dynamic_cast<osgAnimation::Bone*>(node);
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if (b)
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{
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osgAnimation::Bone* parent = b->getBoneParent();
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if (parent)
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matrix *= parent->getMatrixInSkeletonSpace();
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b->setMatrixInSkeletonSpace(matrix);
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}
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traverse(node, nv);
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}
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}
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