/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition 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 BFG Edition 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();
~idAF();
void Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
void SetAnimator( idAnimator* a )
{
animator = a;
}
bool Load( idEntity* ent, const char* fileName );
bool IsLoaded() const
{
return isLoaded && self != NULL;
}
const char* GetName() 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 StartFromCurrentPose( int inheritVelocityTime );
void Stop();
void Rest();
bool IsActive() const
{
return isActive;
}
void SetConstraintPosition( const char* name, const idVec3& pos );
idPhysics_AF* GetPhysics()
{
return &physicsObj;
}
const idPhysics_AF* GetPhysics() const
{
return &physicsObj;
}
idBounds GetBounds() const;
bool UpdateAnimation();
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 RemoveBindConstraints();
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 jointMods; // list with transforms from skeletal model joints to articulated figure bodies
idList 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() const;
};
#endif /* !__GAME_AF_H__ */