/* =========================================================================== 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_IK_H__ #define __GAME_IK_H__ /* =============================================================================== IK base class with a simple fast two bone solver. =============================================================================== */ #define IK_ANIM "ik_pose" class idIK { public: idIK(); virtual ~idIK(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); bool IsInitialized() const; virtual bool Init( idEntity* self, const char* anim, const idVec3& modelOffset ); virtual void Evaluate(); virtual void ClearJointMods(); bool SolveTwoBones( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, float len0, float len1, idVec3& jointPos ); float GetBoneAxis( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, idMat3& axis ); protected: bool initialized; bool ik_activate; idEntity* self; // entity using the animated model idAnimator* animator; // animator on entity int modifiedAnim; // animation modified by the IK idVec3 modelOffset; }; /* =============================================================================== IK controller for a walking character with an arbitrary number of legs. =============================================================================== */ class idIK_Walk : public idIK { public: idIK_Walk(); virtual ~idIK_Walk(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual bool Init( idEntity* self, const char* anim, const idVec3& modelOffset ); virtual void Evaluate(); virtual void ClearJointMods(); void EnableAll(); void DisableAll(); void EnableLeg( int num ); void DisableLeg( int num ); private: static const int MAX_LEGS = 8; idClipModel* footModel; int numLegs; int enabledLegs; jointHandle_t footJoints[MAX_LEGS]; jointHandle_t ankleJoints[MAX_LEGS]; jointHandle_t kneeJoints[MAX_LEGS]; jointHandle_t hipJoints[MAX_LEGS]; jointHandle_t dirJoints[MAX_LEGS]; jointHandle_t waistJoint; idVec3 hipForward[MAX_LEGS]; idVec3 kneeForward[MAX_LEGS]; float upperLegLength[MAX_LEGS]; float lowerLegLength[MAX_LEGS]; idMat3 upperLegToHipJoint[MAX_LEGS]; idMat3 lowerLegToKneeJoint[MAX_LEGS]; float smoothing; float waistSmoothing; float footShift; float waistShift; float minWaistFloorDist; float minWaistAnkleDist; float footUpTrace; float footDownTrace; bool tiltWaist; bool usePivot; // state int pivotFoot; float pivotYaw; idVec3 pivotPos; bool oldHeightsValid; float oldWaistHeight; float oldAnkleHeights[MAX_LEGS]; idVec3 waistOffset; }; /* =============================================================================== IK controller for reaching a position with an arm or leg. =============================================================================== */ class idIK_Reach : public idIK { public: idIK_Reach(); virtual ~idIK_Reach(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); virtual bool Init( idEntity* self, const char* anim, const idVec3& modelOffset ); virtual void Evaluate(); virtual void ClearJointMods(); private: static const int MAX_ARMS = 2; int numArms; int enabledArms; jointHandle_t handJoints[MAX_ARMS]; jointHandle_t elbowJoints[MAX_ARMS]; jointHandle_t shoulderJoints[MAX_ARMS]; jointHandle_t dirJoints[MAX_ARMS]; idVec3 shoulderForward[MAX_ARMS]; idVec3 elbowForward[MAX_ARMS]; float upperArmLength[MAX_ARMS]; float lowerArmLength[MAX_ARMS]; idMat3 upperArmToShoulderJoint[MAX_ARMS]; idMat3 lowerArmToElbowJoint[MAX_ARMS]; }; #endif /* !__GAME_IK_H__ */