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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
127 lines
5.3 KiB
C++
127 lines
5.3 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_AF_H__
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#define __GAME_AF_H__
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#include "idlib/Parser.h"
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#include "framework/DeclAF.h"
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#include "renderer/Model.h"
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#include "physics/Physics_AF.h"
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#include "Entity.h"
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#include "anim/Anim.h"
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/*
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===============================================================================
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Articulated figure controller.
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===============================================================================
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*/
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typedef struct jointConversion_s {
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int bodyId; // id of the body
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jointHandle_t jointHandle; // handle of joint this body modifies
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AFJointModType_t jointMod; // modify joint axis, origin or both
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idVec3 jointBodyOrigin; // origin of body relative to joint
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idMat3 jointBodyAxis; // axis of body relative to joint
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} jointConversion_t;
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typedef struct afTouch_s {
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idEntity * touchedEnt;
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idClipModel * touchedClipModel;
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idAFBody * touchedByBody;
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} afTouch_t;
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class idAF {
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public:
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idAF( void );
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~idAF( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void SetAnimator( idAnimator *a ) { animator = a; }
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bool Load( idEntity *ent, const char *fileName );
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bool IsLoaded( void ) const { return isLoaded && self != NULL; }
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const char * GetName( void ) const { return name.c_str(); }
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void SetupPose( idEntity *ent, int time );
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void ChangePose( idEntity *ent, int time );
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int EntitiesTouchingAF( afTouch_t touchList[ MAX_GENTITIES ] ) const;
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void Start( void );
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void StartFromCurrentPose( int inheritVelocityTime );
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void Stop( void );
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void Rest( void );
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bool IsActive( void ) const { return isActive; }
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void SetConstraintPosition( const char *name, const idVec3 &pos );
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idPhysics_AF * GetPhysics( void ) { return &physicsObj; }
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const idPhysics_AF * GetPhysics( void ) const { return &physicsObj; }
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idBounds GetBounds( void ) const;
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bool UpdateAnimation( void );
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void GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) const;
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void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
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void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
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int BodyForClipModelId( int id ) const;
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void SaveState( idDict &args ) const;
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void LoadState( const idDict &args );
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void AddBindConstraints( void );
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void RemoveBindConstraints( void );
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protected:
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idStr name; // name of the loaded .af file
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idPhysics_AF physicsObj; // articulated figure physics
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idEntity * self; // entity using the animated model
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idAnimator * animator; // animator on entity
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int modifiedAnim; // anim to modify
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idVec3 baseOrigin; // offset of base body relative to skeletal model origin
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idMat3 baseAxis; // axis of base body relative to skeletal model origin
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idList<jointConversion_t>jointMods; // list with transforms from skeletal model joints to articulated figure bodies
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idList<int> jointBody; // table to find the nearest articulated figure body for a joint of the skeletal model
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int poseTime; // last time the articulated figure was transformed to reflect the current animation pose
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int restStartTime; // time the articulated figure came to rest
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bool isLoaded; // true when the articulated figure is properly loaded
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bool isActive; // true if the articulated figure physics is active
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bool hasBindConstraints; // true if the bind constraints have been added
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protected:
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void SetBase( idAFBody *body, const idJointMat *joints );
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void AddBody( idAFBody *body, const idJointMat *joints, const char *jointName, const AFJointModType_t mod );
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bool LoadBody( const idDeclAF_Body *fb, const idJointMat *joints );
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bool LoadConstraint( const idDeclAF_Constraint *fc );
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bool TestSolid( void ) const;
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};
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#endif /* !__GAME_AF_H__ */
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