Files
lace/4-high/gel/source/human/gel-human_v1.ads
2022-07-31 17:34:54 +10:00

328 lines
13 KiB
Ada

with
gel.Sprite,
gel.Joint,
gel.human_Types_v1,
physics.Model,
openGL.Model,
openGL.Program;
limited
with
gel.World;
private
with
collada.Library.visual_scenes;
package gel.Human_v1
--
-- Provides access to and control of a 'make_human' produced model.
--
is
type Item is tagged limited private;
type View is access all Item'Class;
type Views is array (math.Index range <>) of View;
procedure define (Self : in out Item; World : access gel .World.item'Class;
Model : access openGL .Model.item'Class;
physics_Model : access physics.Model.item'Class;
Mass : in math.Real := 0.0;
is_Kinematic : in Boolean := True);
type bone_Sprites is array (human_types_v1.bone_Id) of gel.Sprite.view;
procedure use_Model (Named : in String);
package Forge
is
function new_Human (World : access gel .World.item'Class;
Model : access openGL .Model.item'Class;
physics_Model : access physics.Model.item'Class;
Mass : in math.Real := 0.0;
is_Kinematic : in Boolean := False) return Human_v1.view;
function new_Human (bone_Sprites : in human_v1.bone_Sprites;
controller_Joints : in human_types_v1.controller_Joints;
Model : access openGL.Model.item'Class) return Human_v1.view;
end Forge;
procedure destroy (Self : in out Item);
procedure free (Self : in out View);
type motion_Mode is (Physics, Animation);
procedure motion_Mode_is (Self : in out Item; Now : in motion_Mode);
function skin_Sprite (Self : in Item'Class) return gel.Sprite.view;
function base_Sprite (Self : in Item'Class) return gel.Sprite.view;
function Sprite (Self : in Item'Class;
for_Bone : in human_types_v1.bone_Id) return gel.Sprite.view;
procedure controller_Joints_are (Self : in out Item'Class; Now : in human_types_v1.controller_Joints);
function controller_Joints (Self : in Item'Class) return human_types_v1.controller_Joints;
procedure evolve (Self : in out Item'Class; world_Age : in Duration);
-------------
--- Animation
--
type scene_joint_Id is (-- Armature,
Hips,
Thigh_L, Shin_L, Foot_L, Toe_L,
Thigh_R, Shin_R, Foot_R, Toe_R,
Spine, Chest,
Clavicle_R, upper_Arm_R, Forearm_R, Hand_R, Thumb_02_R, Thumb_03_R, F_ring_01_R, F_index_01_R,
Clavicle_L, upper_Arm_L, Forearm_L, Hand_L, Thumb_02_L, Thumb_03_L, F_ring_01_L, F_index_01_L,
Neck,
Head, Jaw, Eye_R, Eye_L);
-- type controller_joint_Id is (Eye_L, Eye_R,
-- Head,
-- Jaw,
-- Chest,
-- Clavicle_L, Clavicle_R,
-- Foot_L, Foot_R,
-- Forearm_L, Forearm_R,
-- Hips,
-- Neck,
-- Shin_L, Shin_R,
-- Spine,
-- Thigh_L, Thigh_R,
-- Toe_L, Toe_R,
-- upper_Arm_L, upper_Arm_R,
-- Finger_index_01_L, Finger_index_01_R,
-- Finger_ring_01_L, Finger_ring_01_R,
-- Hand_L, Hand_R,
-- Thumb_02_L, Thumb_02_R,
-- Thumb_03_L, Thumb_03_R);
-- type scene_joint_Id is (Armature,
-- MasterFloor,
-- Root,
-- Hips,
-- UpLeg_L, LoLeg_L, Foot_L, Toe_L,
-- UpLeg_R, LoLeg_R, Foot_R, Toe_R,
-- Spine1, Spine2, Spine3,
-- Neck, Head, Jaw,
-- TongueBase, TongueMid, TongueTip,
-- Eye_R, Eye_L,
-- UpLid_R, LoLid_R,
-- UpLid_L, LoLid_L,
--
-- Clavicle_L, UpArm_L, LoArm_L, Hand_L,
--
-- Wrist_1_L,
-- Palm_2_L, Finger_2_1_L, Finger_2_2_L, Finger_2_3_L,
-- Palm_3_L, Finger_3_1_L, Finger_3_2_L, Finger_3_3_L,
-- Wrist_2_L,
-- Palm_4_L, Finger_4_1_L, Finger_4_2_L, Finger_4_3_L,
-- Palm_5_L, Finger_5_1_L, Finger_5_2_L, Finger_5_3_L,
-- Palm_1_L, Finger_1_1_L, Finger_1_2_L, Finger_1_3_L,
--
-- Clavicle_R, UpArm_R, LoArm_R, Hand_R,
--
-- Wrist_1_R,
-- Palm_2_R, Finger_2_1_R, Finger_2_2_R, Finger_2_3_R,
-- Palm_3_R, Finger_3_1_R, Finger_3_2_R, Finger_3_3_R,
-- Wrist_2_R,
-- Palm_4_R, Finger_4_1_R, Finger_4_2_R, Finger_4_3_R,
-- Palm_5_R, Finger_5_1_R, Finger_5_2_R, Finger_5_3_R,
-- Palm_1_R, Finger_1_1_R, Finger_1_2_R, Finger_1_3_R,
--
-- Wrist_L, Wrist_R,
-- Ankle_L, Ankle_R);
type axis_Kind is (x_Axis, y_Axis, z_Axis);
procedure set_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
Axis : in Axis_Kind;
To : in math.Real);
procedure set_x_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
To : in math.Real);
procedure set_y_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
To : in math.Real);
procedure set_z_rotation_Angle (Self : in out Item'Class; for_Joint : in scene_joint_Id;
To : in math.Real);
procedure set_Location (Self : in out Item'Class; for_Joint : in scene_joint_Id;
To : in math.Vector_3);
procedure set_Transform (Self : in out Item'Class; for_Joint : in scene_joint_Id;
To : in math.Matrix_4x4);
procedure update_all_global_Transforms (Self : in out Item'Class);
procedure animate (Self : in out Item; world_Age : in Duration);
procedure reset_Animation (Self : in out Item);
----------------
--- Display Mode
--
type display_Mode is (Skin, Bones, Skin_and_Bones);
procedure Mode_is (Now : in display_Mode);
private
use Human_types_v1;
the_display_Mode : display_Mode := Skin;
type Joints is array (controller_joint_Id) of gel.Joint.view;
type scene_Joint is
record
Node : collada.Library.visual_scenes.Node_view;
Transform : math.Matrix_4x4;
end record;
type scene_Joints is array (scene_joint_Id) of scene_Joint;
type joint_Transforms is array (controller_joint_Id) of opengl.Matrix_4x4;
type skin_program_Parameters is new opengl.Program.Parameters with
record
bone_Transforms : human_v1.joint_Transforms := (others => opengl.math.Identity_4x4);
end record;
overriding
procedure enable (Self : in out skin_program_Parameters);
-------------
--- Animation
--
type channel_Id is new scene_joint_Id range Hips .. scene_joint_Id'Last;
-- type channel_Id is (root_loc, root_x, root_y, root_z,
-- -- hips_x, hips_y, hips_z,
-- spine_1_x, spine_1_y, spine_1_z,
-- spine_2_x, spine_2_y, spine_2_z,
-- spine_3_x, spine_3_y, spine_3_z,
-- neck_x, neck_y, neck_z,
-- head_x, head_y, head_z,
--
-- l_clavicle_x, l_clavicle_y, l_clavicle_z,
-- l_uparm_x, l_uparm_y, l_uparm_z,
-- l_loarm_x, l_loarm_y, l_loarm_z,
-- l_hand_x, l_hand_y, l_hand_z,
-- l_wrist_loc, l_wrist_x, l_wrist_y, l_wrist_z,
--
-- r_clavicle_x, r_clavicle_y, r_clavicle_z,
-- r_uparm_x, r_uparm_y, r_uparm_z,
-- r_loarm_x, r_loarm_y, r_loarm_z,
-- r_hand_x, r_hand_y, r_hand_z,
-- r_wrist_loc, r_wrist_x, r_wrist_y, r_wrist_z,
--
-- l_upleg_x, l_upleg_y, l_upleg_z,
-- l_loleg_x, l_loleg_y, l_loleg_z,
-- l_foot_x, l_foot_y, l_foot_z,
--
-- r_upleg_x, r_upleg_y, r_upleg_z,
-- r_loleg_x, r_loleg_y, r_loleg_z,
-- r_foot_x, r_foot_y, r_foot_z
-- );
type Transform is
record
Rotation : math.Quaternion;
Translation : math.Vector_3;
end record;
type Transforms is array (Positive range <>) of Transform;
type Transforms_view is access all Transforms;
type animation_Channel is
record
Target : access collada.Library.visual_scenes.Transform;
Times : access collada.float_Array;
Values : access collada.float_Array;
-- Transforms : access collada.Matrix_4x4_array;
Cursor : math.Index := 0; -- Current frame of the anmination.
initial_Angle : math.Real; -- For angle interpolation during 'rotation' animation.
current_Angle : math.Real := 0.0; --
interp_Delta : math.Real := 0.0; --
initial_Site : math.Vector_3; -- For location interpolation during 'translation' animation.
current_Site : math.Vector_3; --
site_interp_Delta : math.Vector_3; --
initial_Transform : Transform; -- For matrix interpolation during 'full_transform' animation.
current_Transform : Transform; --
slerp_Time : math.Real; -- Slerp Time (T) value in range 0.0 .. 1.0.
Transform_interp_Delta : math.Real; -- Rate at which the SLERP time parameter increases.
Transforms : Transforms_view;
end record;
type animation_Channels is array (channel_Id) of animation_Channel;
--------------
--- Human Item
--
type Item is tagged limited
record
Mode : human_v1.motion_Mode := Physics;
Space : gel.Sprite.physics_Space_view;
bone_Sprites : human_v1.bone_Sprites;
skin_Sprite : gel.Sprite.view;
Joints : human_v1.Joints;
controller_Joints : human_types_v1.controller_Joints;
scene_Joints : human_v1.scene_Joints;
root_Joint : collada.Library.visual_scenes.Node_view;
Model : access openGL.Model.item'class;
program_Parameters : aliased skin_program_Parameters;
Channels : animation_Channels;
start_Time : Duration := 0.0;
Graphics_enabled : Boolean := False;
-- animation_Origin : math.Matrix_4x4 := to_rotate_Matrix (y_Rotation_from (math.to_Radians (90.0))); -- math.Identity_4x4;
-- animation_Origin : math.Matrix_4x4 := to_transform_Matrix (math.Inverse (y_Rotation_from (math.to_Radians (-45.0))),
-- (0.0, 5.0, 0.0));
end record;
procedure enable_Graphics (Self : in out Item);
end gel.Human_v1;