69 lines
2.9 KiB
C++
69 lines
2.9 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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//
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// Paella
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// Copyright (C) 2015 - Thomas FORGIONE, Emilie JALRAS, Marion LENFANT, Thierry MALON, Amandine PAILLOUX
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// Authors :
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// Thomas FORGIONE
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// Emilie JALRAS
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// Marion LENFANT
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// Thierry MALON
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// Amandine PAILLOUX
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//
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// This file is part of the project Paella
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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////////////////////////////////////////////////////////////////////////////////
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#ifndef ANIMATION_HPP
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#define ANIMATION_HPP
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//////////////////////////////////////////////
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/// \defgroup animation Animation module
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///
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/// Contains all the classes and functions to animate a mesh
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///
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/// The main binary of this module is AnimatedMain. Its execution is in two steps
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/// - the subdivision of the skeleton
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/// - a window with the skeleton is opened. You might use your left click
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/// to add rotation points on the branch of the skeleton (for example, you may
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/// add elbows of knees to your skeleton)
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/// - once you're done, you should use your right click to select a root to the trees
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/// You should right click near an extremity of a skeleton (and not a junction)
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///
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/// - then, a new window is opened in fullscreen mode, with the OpenGL
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/// rendering of your skeletons. The colors of the mesh are chosen at
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/// random, and mapped to each part of the skeleton.
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/// On this new window, you will be able to control the camera, and the value of
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/// the angles for the rotations.
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///
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/// If a joystick is detected, it will be automatically used as a controller
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/// for the camera. Else, you should use your keyboard (Z,Q,S,D for moving
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/// and the mouse for changing camera angles).
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///
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/// You can use the key-arrows of your keyboard to move in the menu
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/// displayed on the upper-left part of the window, and + and - keys to change the value
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/// of the angles.
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///
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/// Note that this program is meant to be used with skeletons where the z component of each
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/// is 0.
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//////////////////////////////////////////////
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#include <Animation/AnimatedMesh.hpp>
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#include <Click.hpp>
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#include <Menu.hpp>
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#endif // ANIMATION_HPP
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