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OpenMW/apps/openmw/mwrender/rotatecontroller.cpp

70 lines
1.7 KiB
C++

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