paella/include/Animation/Animation.hpp

69 lines
2.9 KiB
C++

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