// // ModelIK.cs - describes inverse kinematics information for a 3D model // // Author: // Michael Becker // // Copyright (c) 2013-2020 Mike Becker's Software // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . using System; using System.Collections.ObjectModel; namespace UniversalEditor.ObjectModels.Multimedia3D.Model { /// /// Describes inverse kinematics information for a 3D model. /// public class ModelIK : ICloneable { public class ModelIKCollection : Collection { private ModelObjectModel mvarParent = null; public ModelIKCollection(ModelObjectModel parent) { mvarParent = parent; } protected override void InsertItem(int index, ModelIK item) { base.InsertItem(index, item); item.Parent = mvarParent; item.BoneList.mvarParent = mvarParent; } protected override void RemoveItem(int index) { base.RemoveItem(index); this[index].Parent = null; this[index].BoneList.mvarParent = null; } } public ModelIK() { BoneList = new ModelBone.ModelBoneCollection(Parent); } public ModelObjectModel Parent { get; private set; } = null; public ModelBone TargetBone { get; set; } = null; public ModelBone EffBone { get; set; } = null; public ModelBone.ModelBoneCollection BoneList { get; } = null; public ushort Index { get; set; } = 0; public ushort LoopCount { get; set; } = 0; public float LimitOnce { get; set; } = 0f; public object Clone() { ModelIK clone = new ModelIK(); foreach (ModelBone bone in this.BoneList) { clone.BoneList.Add(bone); } clone.EffBone = this.EffBone; clone.Index = this.Index; clone.LimitOnce = this.LimitOnce; clone.LoopCount = this.LoopCount; clone.TargetBone = this.TargetBone; return clone; } } }