/* =========================================================================== 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__ */