mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-24 21:41:23 +00:00
120 lines
5.2 KiB
C++
120 lines
5.2 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __GAME_AF_H__
|
|
#define __GAME_AF_H__
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Articulated figure controller.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef struct jointConversion_s {
|
|
int bodyId; // id of the body
|
|
jointHandle_t jointHandle; // handle of joint this body modifies
|
|
AFJointModType_t jointMod; // modify joint axis, origin or both
|
|
idVec3 jointBodyOrigin; // origin of body relative to joint
|
|
idMat3 jointBodyAxis; // axis of body relative to joint
|
|
} jointConversion_t;
|
|
|
|
typedef struct afTouch_s {
|
|
idEntity * touchedEnt;
|
|
idClipModel * touchedClipModel;
|
|
idAFBody * touchedByBody;
|
|
} afTouch_t;
|
|
|
|
class idAF {
|
|
public:
|
|
idAF( void );
|
|
~idAF( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
void SetAnimator( idAnimator *a ) { animator = a; }
|
|
bool Load( idEntity *ent, const char *fileName );
|
|
bool IsLoaded( void ) const { return isLoaded && self != NULL; }
|
|
const char * GetName( void ) const { return name.c_str(); }
|
|
void SetupPose( idEntity *ent, int time );
|
|
void ChangePose( idEntity *ent, int time );
|
|
int EntitiesTouchingAF( afTouch_t touchList[ MAX_GENTITIES ] ) const;
|
|
void Start( void );
|
|
void StartFromCurrentPose( int inheritVelocityTime );
|
|
void Stop( void );
|
|
void Rest( void );
|
|
bool IsActive( void ) const { return isActive; }
|
|
void SetConstraintPosition( const char *name, const idVec3 &pos );
|
|
|
|
idPhysics_AF * GetPhysics( void ) { return &physicsObj; }
|
|
const idPhysics_AF * GetPhysics( void ) const { return &physicsObj; }
|
|
idBounds GetBounds( void ) const;
|
|
bool UpdateAnimation( void );
|
|
|
|
void GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) const;
|
|
void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
|
|
void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
|
|
void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
|
|
int BodyForClipModelId( int id ) const;
|
|
|
|
void SaveState( idDict &args ) const;
|
|
void LoadState( const idDict &args );
|
|
|
|
void AddBindConstraints( void );
|
|
void RemoveBindConstraints( void );
|
|
|
|
protected:
|
|
idStr name; // name of the loaded .af file
|
|
idPhysics_AF physicsObj; // articulated figure physics
|
|
idEntity * self; // entity using the animated model
|
|
idAnimator * animator; // animator on entity
|
|
int modifiedAnim; // anim to modify
|
|
idVec3 baseOrigin; // offset of base body relative to skeletal model origin
|
|
idMat3 baseAxis; // axis of base body relative to skeletal model origin
|
|
idList<jointConversion_t>jointMods; // list with transforms from skeletal model joints to articulated figure bodies
|
|
idList<int> jointBody; // table to find the nearest articulated figure body for a joint of the skeletal model
|
|
int poseTime; // last time the articulated figure was transformed to reflect the current animation pose
|
|
int restStartTime; // time the articulated figure came to rest
|
|
bool isLoaded; // true when the articulated figure is properly loaded
|
|
bool isActive; // true if the articulated figure physics is active
|
|
bool hasBindConstraints; // true if the bind constraints have been added
|
|
|
|
protected:
|
|
void SetBase( idAFBody *body, const idJointMat *joints );
|
|
void AddBody( idAFBody *body, const idJointMat *joints, const char *jointName, const AFJointModType_t mod );
|
|
|
|
bool LoadBody( const idDeclAF_Body *fb, const idJointMat *joints );
|
|
bool LoadConstraint( const idDeclAF_Constraint *fc );
|
|
|
|
bool TestSolid( void ) const;
|
|
};
|
|
|
|
#endif /* !__GAME_AF_H__ */
|