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RenderableMD5Skeleton.h
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RenderableMD5Skeleton.h
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#pragma once
#include "irender.h"
#include "MD5Skeleton.h"
namespace md5
{
class RenderableMD5Skeleton :
public OpenGLRenderable
{
private:
const MD5Skeleton& _skeleton;
public:
RenderableMD5Skeleton(const MD5Skeleton& skeleton) :
_skeleton(skeleton)
{}
void render(const RenderInfo& info) const
{
if (_skeleton.size() == 0) return;
glBegin(GL_LINES);
std::size_t numJoints = _skeleton.size();
for (std::size_t i = 0; i < _skeleton.size(); ++i)
{
const IMD5Anim::Key& bone = _skeleton.getKey(i);
const Joint& joint = _skeleton.getJoint(i);
if (joint.parentId != -1)
{
const IMD5Anim::Key& parentBone = _skeleton.getKey(joint.parentId);
glVertex3dv(parentBone.origin);
glVertex3dv(bone.origin);
}
else
{
glVertex3d(0, 0, 0);
glVertex3dv(bone.origin);
}
}
for (std::size_t i = 0; i < numJoints; ++i)
{
const IMD5Anim::Key& joint = _skeleton.getKey(i);
Vector3 x(2,0,0);
Vector3 y(0,2,0);
Vector3 z(0,0,2);
x = joint.orientation.transformPoint(x);
y = joint.orientation.transformPoint(y);
z = joint.orientation.transformPoint(z);
Vector3 origin(joint.origin);
glColor3f(1, 0, 0);
glVertex3dv(origin);
glVertex3dv(origin + x);
glColor3f(0, 1, 0);
glVertex3dv(origin);
glVertex3dv(origin + y);
glColor3f(0, 0, 1);
glVertex3dv(origin);
glVertex3dv(origin + z);
}
glEnd();
}
};
} // namespace