84 lines
2.4 KiB
C#

//
// ModelIK.cs - describes inverse kinematics information for a 3D model
//
// Author:
// Michael Becker <alcexhim@gmail.com>
//
// 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 <http://www.gnu.org/licenses/>.
using System;
using System.Collections.ObjectModel;
namespace UniversalEditor.ObjectModels.Multimedia3D.Model
{
/// <summary>
/// Describes inverse kinematics information for a 3D model.
/// </summary>
public class ModelIK : ICloneable
{
public class ModelIKCollection : Collection<ModelIK>
{
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;
}
}
}