1 | /**************************************************************************************** |
2 | |
3 | Copyright (C) 2015 Autodesk, Inc. |
4 | All rights reserved. |
5 | |
6 | Use of this software is subject to the terms of the Autodesk license agreement |
7 | provided at the time of installation or download, or which otherwise accompanies |
8 | this software in either electronic or hard copy form. |
9 | |
10 | ****************************************************************************************/ |
11 | |
12 | //! \file fbxconstraintaim.h |
13 | #ifndef _FBXSDK_SCENE_CONSTRAINT_AIM_H_ |
14 | #define _FBXSDK_SCENE_CONSTRAINT_AIM_H_ |
15 | |
16 | #include <fbxsdk/fbxsdk_def.h> |
17 | |
18 | #include <fbxsdk/scene/constraint/fbxconstraint.h> |
19 | |
20 | #include <fbxsdk/fbxsdk_nsbegin.h> |
21 | |
22 | /** An aim constraint governs an object's orientation so that the object points to other objects. |
23 | * For example, you can use the aim constraint to point a light at an object or group of objects. |
24 | * \nosubgrouping |
25 | */ |
26 | class FBXSDK_DLL FbxConstraintAim : public FbxConstraint |
27 | { |
28 | FBXSDK_OBJECT_DECLARE(FbxConstraintAim, FbxConstraint); |
29 | |
30 | public: |
31 | /** \enum EWorldUp Constraint world up type, which has the same meaning with Maya. |
32 | */ |
33 | enum EWorldUp |
34 | { |
35 | eAimAtSceneUp, //! Constraint scene up type. |
36 | eAimAtObjectUp, //! Constraint object up type. |
37 | eAimAtObjectRotationUp, //! Constraint object rotation up type. |
38 | eAimAtVector, //! Constraint vector type. |
39 | eAimAtNone, //! None constraint type. |
40 | eAimAtCount //! Constraint world up type count. |
41 | }; |
42 | |
43 | /** |
44 | * \name Properties |
45 | */ |
46 | //@{ |
47 | /** This property handles the rotation offset value. |
48 | * |
49 | * Default value is (0, 0, 0). |
50 | */ |
51 | FbxPropertyT<FbxDouble3> RotationOffset; |
52 | |
53 | /** This property provides access to the object or objects which are the targets. |
54 | */ |
55 | FbxPropertyT<FbxReference> AimAtObjects; |
56 | |
57 | /** This property provides access to the object being aimed. |
58 | */ |
59 | FbxPropertyT<FbxReference> ConstrainedObject; |
60 | |
61 | /** This property handles world up type. |
62 | */ |
63 | FbxPropertyT<FbxEnum> WorldUpType; |
64 | |
65 | /** This property handles world up object. |
66 | */ |
67 | FbxPropertyT<FbxReference> WorldUpObject; |
68 | |
69 | /** This property handles world up vector. |
70 | * |
71 | * Default value is (0, 1, 0). |
72 | */ |
73 | FbxPropertyT<FbxDouble3> WorldUpVector; |
74 | |
75 | /** This property handles up vector. |
76 | * |
77 | * Default value is (0, 1, 0). |
78 | */ |
79 | FbxPropertyT<FbxDouble3> UpVector; |
80 | |
81 | /** This property enables you set a specific axis for the constrained object to orient towards. |
82 | * |
83 | * Default value is (1, 0, 0). |
84 | */ |
85 | FbxPropertyT<FbxDouble3> AimVector; |
86 | |
87 | /** This property handles whether to affect the rotation around X axis. |
88 | * |
89 | * Default value is true. |
90 | */ |
91 | FbxPropertyT<FbxBool> AffectX; |
92 | |
93 | /** This property handles whether to affect the rotation around Y axis. |
94 | * |
95 | * Default value is true. |
96 | */ |
97 | FbxPropertyT<FbxBool> AffectY; |
98 | |
99 | /** This property handles whether to affect the rotation around Z axis. |
100 | * |
101 | * Default value is true. |
102 | */ |
103 | FbxPropertyT<FbxBool> AffectZ; |
104 | //@} |
105 | |
106 | /** Add a source to the constraint. |
107 | * \param pObject New source object. |
108 | * \param pWeight Weight of the source object. |
109 | */ |
110 | void AddConstraintSource(FbxObject* pObject, double pWeight = 100); |
111 | |
112 | /** Retrieve the constraint source count. |
113 | * \return Current constraint source count. |
114 | */ |
115 | int GetConstraintSourceCount() const; |
116 | |
117 | /** Retrieve a constraint source object. |
118 | * \param pIndex The specified index. |
119 | * \return Current source at the specified index. |
120 | */ |
121 | FbxObject* GetConstraintSource(int pIndex) const; |
122 | |
123 | /** Set the constrained object. |
124 | * \param pObject The constrained object. |
125 | */ |
126 | void SetConstrainedObject(FbxObject* pObject); |
127 | |
128 | /** Retrieve the constrained object. |
129 | * \return Current constrained object. |
130 | */ |
131 | FbxObject* GetConstrainedObject() const; |
132 | |
133 | /** Set the world up object. |
134 | * \param pObject The new world up object. |
135 | */ |
136 | void SetWorldUpObject(FbxObject* pObject); |
137 | |
138 | /** Retrieve the world up object. |
139 | * \return The current world up object. |
140 | */ |
141 | FbxObject* GetWorldUpObject() const; |
142 | |
143 | /***************************************************************************************************************************** |
144 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
145 | *****************************************************************************************************************************/ |
146 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
147 | protected: |
148 | virtual void ConstructProperties(bool pForceSet); |
149 | |
150 | virtual EType GetConstraintType() const; |
151 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
152 | }; |
153 | |
154 | inline EFbxType FbxTypeOf(const FbxConstraintAim::EWorldUp&){ return eFbxEnum; } |
155 | |
156 | #include <fbxsdk/fbxsdk_nsend.h> |
157 | |
158 | #endif /* _FBXSDK_SCENE_CONSTRAINT_AIM_H_ */ |
159 | |