mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
1234 lines
32 KiB
C++
1234 lines
32 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#include "precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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idIK
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===============================================================================
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*/
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/*
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================
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idIK::idIK
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================
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*/
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idIK::idIK()
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{
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ik_activate = false;
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initialized = false;
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self = NULL;
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animator = NULL;
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modifiedAnim = 0;
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modelOffset.Zero();
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}
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/*
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================
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idIK::~idIK
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================
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*/
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idIK::~idIK()
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{
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}
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/*
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================
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idIK::Save
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================
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*/
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void idIK::Save( idSaveGame* savefile ) const
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{
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savefile->WriteBool( initialized );
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savefile->WriteBool( ik_activate );
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savefile->WriteObject( self );
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savefile->WriteString( animator != NULL && animator->GetAnim( modifiedAnim ) ? animator->GetAnim( modifiedAnim )->Name() : "" );
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savefile->WriteVec3( modelOffset );
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}
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/*
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================
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idIK::Restore
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================
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*/
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void idIK::Restore( idRestoreGame* savefile )
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{
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idStr anim;
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savefile->ReadBool( initialized );
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savefile->ReadBool( ik_activate );
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savefile->ReadObject( reinterpret_cast<idClass*&>( self ) );
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savefile->ReadString( anim );
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savefile->ReadVec3( modelOffset );
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if( self )
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{
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animator = self->GetAnimator();
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if( animator == NULL || animator->ModelDef() == NULL )
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{
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gameLocal.Warning( "idIK::Restore: IK for entity '%s' at (%s) has no model set.",
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self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
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return;
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}
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modifiedAnim = animator->GetAnim( anim );
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if( modifiedAnim == 0 )
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{
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gameLocal.Warning( "idIK::Restore: IK for entity '%s' at (%s) has no modified animation.",
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self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
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}
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}
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else
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{
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animator = NULL;
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modifiedAnim = 0;
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}
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}
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/*
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================
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idIK::IsInitialized
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================
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*/
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bool idIK::IsInitialized() const
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{
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return initialized && ik_enable.GetBool();
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}
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/*
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================
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idIK::Init
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================
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*/
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bool idIK::Init( idEntity* self, const char* anim, const idVec3& modelOffset )
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{
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idRenderModel* model;
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if( self == NULL )
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{
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return false;
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}
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this->self = self;
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animator = self->GetAnimator();
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if( animator == NULL || animator->ModelDef() == NULL )
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{
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gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no model set.",
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self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
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return false;
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}
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if( animator->ModelDef()->ModelHandle() == NULL )
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{
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gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) uses default model.",
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self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
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return false;
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}
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model = animator->ModelHandle();
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if( model == NULL )
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{
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gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no model set.",
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self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
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return false;
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}
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modifiedAnim = animator->GetAnim( anim );
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if( modifiedAnim == 0 )
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{
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gameLocal.Warning( "idIK::Init: IK for entity '%s' at (%s) has no modified animation.",
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self->name.c_str(), self->GetPhysics()->GetOrigin().ToString( 0 ) );
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return false;
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}
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this->modelOffset = modelOffset;
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return true;
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}
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/*
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================
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idIK::Evaluate
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================
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*/
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void idIK::Evaluate()
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{
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}
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/*
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================
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idIK::ClearJointMods
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================
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*/
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void idIK::ClearJointMods()
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{
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ik_activate = false;
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}
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/*
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================
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idIK::SolveTwoBones
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================
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*/
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bool idIK::SolveTwoBones( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, float len0, float len1, idVec3& jointPos )
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{
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float length, lengthSqr, lengthInv, x, y;
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idVec3 vec0, vec1;
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vec0 = endPos - startPos;
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lengthSqr = vec0.LengthSqr();
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lengthInv = idMath::InvSqrt( lengthSqr );
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length = lengthInv * lengthSqr;
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// if the start and end position are too far out or too close to each other
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if( length > len0 + len1 || length < idMath::Fabs( len0 - len1 ) )
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{
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jointPos = startPos + 0.5f * vec0;
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return false;
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}
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vec0 *= lengthInv;
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vec1 = dir - vec0 * dir * vec0;
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vec1.Normalize();
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x = ( length * length + len0 * len0 - len1 * len1 ) * ( 0.5f * lengthInv );
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y = idMath::Sqrt( len0 * len0 - x * x );
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jointPos = startPos + x * vec0 + y * vec1;
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return true;
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}
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/*
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================
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idIK::GetBoneAxis
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================
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*/
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float idIK::GetBoneAxis( const idVec3& startPos, const idVec3& endPos, const idVec3& dir, idMat3& axis )
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{
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float length;
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axis[0] = endPos - startPos;
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length = axis[0].Normalize();
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axis[1] = dir - axis[0] * dir * axis[0];
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axis[1].Normalize();
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axis[2].Cross( axis[1], axis[0] );
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return length;
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}
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/*
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===============================================================================
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idIK_Walk
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===============================================================================
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*/
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/*
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================
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idIK_Walk::idIK_Walk
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================
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*/
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idIK_Walk::idIK_Walk()
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{
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int i;
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initialized = false;
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footModel = NULL;
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numLegs = 0;
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enabledLegs = 0;
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for( i = 0; i < MAX_LEGS; i++ )
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{
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footJoints[i] = INVALID_JOINT;
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ankleJoints[i] = INVALID_JOINT;
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kneeJoints[i] = INVALID_JOINT;
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hipJoints[i] = INVALID_JOINT;
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dirJoints[i] = INVALID_JOINT;
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hipForward[i].Zero();
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kneeForward[i].Zero();
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upperLegLength[i] = 0.0f;
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lowerLegLength[i] = 0.0f;
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upperLegToHipJoint[i].Identity();
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lowerLegToKneeJoint[i].Identity();
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oldAnkleHeights[i] = 0.0f;
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}
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waistJoint = INVALID_JOINT;
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smoothing = 0.75f;
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waistSmoothing = 0.5f;
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footShift = 0.0f;
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waistShift = 0.0f;
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minWaistFloorDist = 0.0f;
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minWaistAnkleDist = 0.0f;
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footUpTrace = 32.0f;
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footDownTrace = 32.0f;
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tiltWaist = false;
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usePivot = false;
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pivotFoot = -1;
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pivotYaw = 0.0f;
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pivotPos.Zero();
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oldHeightsValid = false;
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oldWaistHeight = 0.0f;
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waistOffset.Zero();
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}
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/*
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================
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idIK_Walk::~idIK_Walk
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================
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*/
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idIK_Walk::~idIK_Walk()
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{
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if( footModel )
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{
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delete footModel;
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}
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}
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/*
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================
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idIK_Walk::Save
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================
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*/
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void idIK_Walk::Save( idSaveGame* savefile ) const
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{
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int i;
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idIK::Save( savefile );
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savefile->WriteClipModel( footModel );
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savefile->WriteInt( numLegs );
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savefile->WriteInt( enabledLegs );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteInt( footJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteInt( ankleJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteInt( kneeJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteInt( hipJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteInt( dirJoints[i] );
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savefile->WriteInt( waistJoint );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteVec3( hipForward[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteVec3( kneeForward[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteFloat( upperLegLength[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteFloat( lowerLegLength[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteMat3( upperLegToHipJoint[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->WriteMat3( lowerLegToKneeJoint[i] );
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savefile->WriteFloat( smoothing );
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savefile->WriteFloat( waistSmoothing );
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savefile->WriteFloat( footShift );
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savefile->WriteFloat( waistShift );
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savefile->WriteFloat( minWaistFloorDist );
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savefile->WriteFloat( minWaistAnkleDist );
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savefile->WriteFloat( footUpTrace );
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savefile->WriteFloat( footDownTrace );
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savefile->WriteBool( tiltWaist );
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savefile->WriteBool( usePivot );
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savefile->WriteInt( pivotFoot );
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savefile->WriteFloat( pivotYaw );
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savefile->WriteVec3( pivotPos );
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savefile->WriteBool( oldHeightsValid );
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savefile->WriteFloat( oldWaistHeight );
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for( i = 0; i < MAX_LEGS; i++ )
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{
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savefile->WriteFloat( oldAnkleHeights[i] );
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}
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savefile->WriteVec3( waistOffset );
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}
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/*
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================
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idIK_Walk::Restore
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================
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*/
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void idIK_Walk::Restore( idRestoreGame* savefile )
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{
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int i;
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idIK::Restore( savefile );
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savefile->ReadClipModel( footModel );
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savefile->ReadInt( numLegs );
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savefile->ReadInt( enabledLegs );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadInt( ( int& )footJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadInt( ( int& )ankleJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadInt( ( int& )kneeJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadInt( ( int& )hipJoints[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadInt( ( int& )dirJoints[i] );
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savefile->ReadInt( ( int& )waistJoint );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadVec3( hipForward[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadVec3( kneeForward[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadFloat( upperLegLength[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadFloat( lowerLegLength[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadMat3( upperLegToHipJoint[i] );
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for( i = 0; i < MAX_LEGS; i++ )
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savefile->ReadMat3( lowerLegToKneeJoint[i] );
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savefile->ReadFloat( smoothing );
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savefile->ReadFloat( waistSmoothing );
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savefile->ReadFloat( footShift );
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savefile->ReadFloat( waistShift );
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savefile->ReadFloat( minWaistFloorDist );
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savefile->ReadFloat( minWaistAnkleDist );
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savefile->ReadFloat( footUpTrace );
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savefile->ReadFloat( footDownTrace );
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savefile->ReadBool( tiltWaist );
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savefile->ReadBool( usePivot );
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savefile->ReadInt( pivotFoot );
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savefile->ReadFloat( pivotYaw );
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savefile->ReadVec3( pivotPos );
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savefile->ReadBool( oldHeightsValid );
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savefile->ReadFloat( oldWaistHeight );
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for( i = 0; i < MAX_LEGS; i++ )
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{
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savefile->ReadFloat( oldAnkleHeights[i] );
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}
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savefile->ReadVec3( waistOffset );
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}
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/*
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================
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idIK_Walk::Init
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================
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*/
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bool idIK_Walk::Init( idEntity* self, const char* anim, const idVec3& modelOffset )
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{
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int i;
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float footSize;
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idVec3 verts[4];
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idTraceModel trm;
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const char* jointName;
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idVec3 dir, ankleOrigin, kneeOrigin, hipOrigin, dirOrigin;
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idMat3 axis, ankleAxis, kneeAxis, hipAxis;
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static idVec3 footWinding[4] =
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{
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idVec3( 1.0f, 1.0f, 0.0f ),
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idVec3( -1.0f, 1.0f, 0.0f ),
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idVec3( -1.0f, -1.0f, 0.0f ),
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idVec3( 1.0f, -1.0f, 0.0f )
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};
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if( !self )
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{
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return false;
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}
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numLegs = Min( self->spawnArgs.GetInt( "ik_numLegs", "0" ), MAX_LEGS );
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if( numLegs == 0 )
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{
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return true;
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}
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if( !idIK::Init( self, anim, modelOffset ) )
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{
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return false;
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}
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int numJoints = animator->NumJoints();
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idJointMat* joints = ( idJointMat* )_alloca16( numJoints * sizeof( joints[0] ) );
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// create the animation frame used to setup the IK
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gameEdit->ANIM_CreateAnimFrame( animator->ModelHandle(), animator->GetAnim( modifiedAnim )->MD5Anim( 0 ), numJoints, joints, 1, animator->ModelDef()->GetVisualOffset() + modelOffset, animator->RemoveOrigin() );
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enabledLegs = 0;
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// get all the joints
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for( i = 0; i < numLegs; i++ )
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{
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jointName = self->spawnArgs.GetString( va( "ik_foot%d", i + 1 ) );
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footJoints[i] = animator->GetJointHandle( jointName );
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if( footJoints[i] == INVALID_JOINT )
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{
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gameLocal.Error( "idIK_Walk::Init: invalid foot joint '%s'", jointName );
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}
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jointName = self->spawnArgs.GetString( va( "ik_ankle%d", i + 1 ) );
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ankleJoints[i] = animator->GetJointHandle( jointName );
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if( ankleJoints[i] == INVALID_JOINT )
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{
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gameLocal.Error( "idIK_Walk::Init: invalid ankle joint '%s'", jointName );
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}
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jointName = self->spawnArgs.GetString( va( "ik_knee%d", i + 1 ) );
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kneeJoints[i] = animator->GetJointHandle( jointName );
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if( kneeJoints[i] == INVALID_JOINT )
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{
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gameLocal.Error( "idIK_Walk::Init: invalid knee joint '%s'\n", jointName );
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}
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jointName = self->spawnArgs.GetString( va( "ik_hip%d", i + 1 ) );
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hipJoints[i] = animator->GetJointHandle( jointName );
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if( hipJoints[i] == INVALID_JOINT )
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{
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gameLocal.Error( "idIK_Walk::Init: invalid hip joint '%s'\n", jointName );
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}
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jointName = self->spawnArgs.GetString( va( "ik_dir%d", i + 1 ) );
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dirJoints[i] = animator->GetJointHandle( jointName );
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enabledLegs |= 1 << i;
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}
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|
|
jointName = self->spawnArgs.GetString( "ik_waist" );
|
|
waistJoint = animator->GetJointHandle( jointName );
|
|
if( waistJoint == INVALID_JOINT )
|
|
{
|
|
gameLocal.Error( "idIK_Walk::Init: invalid waist joint '%s'\n", jointName );
|
|
}
|
|
|
|
// get the leg bone lengths and rotation matrices
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
oldAnkleHeights[i] = 0.0f;
|
|
|
|
ankleAxis = joints[ ankleJoints[ i ] ].ToMat3();
|
|
ankleOrigin = joints[ ankleJoints[ i ] ].ToVec3();
|
|
|
|
kneeAxis = joints[ kneeJoints[ i ] ].ToMat3();
|
|
kneeOrigin = joints[ kneeJoints[ i ] ].ToVec3();
|
|
|
|
hipAxis = joints[ hipJoints[ i ] ].ToMat3();
|
|
hipOrigin = joints[ hipJoints[ i ] ].ToVec3();
|
|
|
|
// get the IK direction
|
|
if( dirJoints[i] != INVALID_JOINT )
|
|
{
|
|
dirOrigin = joints[ dirJoints[ i ] ].ToVec3();
|
|
dir = dirOrigin - kneeOrigin;
|
|
}
|
|
else
|
|
{
|
|
dir.Set( 1.0f, 0.0f, 0.0f );
|
|
}
|
|
|
|
hipForward[i] = dir * hipAxis.Transpose();
|
|
kneeForward[i] = dir * kneeAxis.Transpose();
|
|
|
|
// conversion from upper leg bone axis to hip joint axis
|
|
upperLegLength[i] = GetBoneAxis( hipOrigin, kneeOrigin, dir, axis );
|
|
upperLegToHipJoint[i] = hipAxis * axis.Transpose();
|
|
|
|
// conversion from lower leg bone axis to knee joint axis
|
|
lowerLegLength[i] = GetBoneAxis( kneeOrigin, ankleOrigin, dir, axis );
|
|
lowerLegToKneeJoint[i] = kneeAxis * axis.Transpose();
|
|
}
|
|
|
|
smoothing = self->spawnArgs.GetFloat( "ik_smoothing", "0.75" );
|
|
waistSmoothing = self->spawnArgs.GetFloat( "ik_waistSmoothing", "0.75" );
|
|
footShift = self->spawnArgs.GetFloat( "ik_footShift", "0" );
|
|
waistShift = self->spawnArgs.GetFloat( "ik_waistShift", "0" );
|
|
minWaistFloorDist = self->spawnArgs.GetFloat( "ik_minWaistFloorDist", "0" );
|
|
minWaistAnkleDist = self->spawnArgs.GetFloat( "ik_minWaistAnkleDist", "0" );
|
|
footUpTrace = self->spawnArgs.GetFloat( "ik_footUpTrace", "32" );
|
|
footDownTrace = self->spawnArgs.GetFloat( "ik_footDownTrace", "32" );
|
|
tiltWaist = self->spawnArgs.GetBool( "ik_tiltWaist", "0" );
|
|
usePivot = self->spawnArgs.GetBool( "ik_usePivot", "0" );
|
|
|
|
// setup a clip model for the feet
|
|
footSize = self->spawnArgs.GetFloat( "ik_footSize", "4" ) * 0.5f;
|
|
if( footSize > 0.0f )
|
|
{
|
|
for( i = 0; i < 4; i++ )
|
|
{
|
|
verts[i] = footWinding[i] * footSize;
|
|
}
|
|
trm.SetupPolygon( verts, 4 );
|
|
footModel = new( TAG_PHYSICS_CLIP ) idClipModel( trm );
|
|
}
|
|
|
|
initialized = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Walk::Evaluate
|
|
================
|
|
*/
|
|
void idIK_Walk::Evaluate()
|
|
{
|
|
int i, newPivotFoot = -1;
|
|
float modelHeight, jointHeight, lowestHeight, floorHeights[MAX_LEGS];
|
|
float shift, smallestShift, newHeight, step, newPivotYaw, height, largestAnkleHeight;
|
|
idVec3 modelOrigin, normal, hipDir, kneeDir, start, end, jointOrigins[MAX_LEGS];
|
|
idVec3 footOrigin, ankleOrigin, kneeOrigin, hipOrigin, waistOrigin;
|
|
idMat3 modelAxis, waistAxis, axis;
|
|
idMat3 hipAxis[MAX_LEGS], kneeAxis[MAX_LEGS], ankleAxis[MAX_LEGS];
|
|
trace_t results;
|
|
|
|
if( !self || !gameLocal.isNewFrame )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// if no IK enabled on any legs
|
|
if( !enabledLegs )
|
|
{
|
|
return;
|
|
}
|
|
|
|
normal = - self->GetPhysics()->GetGravityNormal();
|
|
modelOrigin = self->GetPhysics()->GetOrigin();
|
|
modelAxis = self->GetRenderEntity()->axis;
|
|
modelHeight = modelOrigin * normal;
|
|
|
|
modelOrigin += modelOffset * modelAxis;
|
|
|
|
// create frame without joint mods
|
|
animator->CreateFrame( gameLocal.time, false );
|
|
|
|
// get the joint positions for the feet
|
|
lowestHeight = idMath::INFINITY;
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
animator->GetJointTransform( footJoints[i], gameLocal.time, footOrigin, axis );
|
|
jointOrigins[i] = modelOrigin + footOrigin * modelAxis;
|
|
jointHeight = jointOrigins[i] * normal;
|
|
if( jointHeight < lowestHeight )
|
|
{
|
|
lowestHeight = jointHeight;
|
|
newPivotFoot = i;
|
|
}
|
|
}
|
|
|
|
if( usePivot )
|
|
{
|
|
|
|
newPivotYaw = modelAxis[0].ToYaw();
|
|
|
|
// change pivot foot
|
|
if( newPivotFoot != pivotFoot || idMath::Fabs( idMath::AngleNormalize180( newPivotYaw - pivotYaw ) ) > 30.0f )
|
|
{
|
|
pivotFoot = newPivotFoot;
|
|
pivotYaw = newPivotYaw;
|
|
animator->GetJointTransform( footJoints[pivotFoot], gameLocal.time, footOrigin, axis );
|
|
pivotPos = modelOrigin + footOrigin * modelAxis;
|
|
}
|
|
|
|
// keep pivot foot in place
|
|
jointOrigins[pivotFoot] = pivotPos;
|
|
}
|
|
|
|
// get the floor heights for the feet
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
|
|
if( !( enabledLegs & ( 1 << i ) ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
start = jointOrigins[i] + normal * footUpTrace;
|
|
end = jointOrigins[i] - normal * footDownTrace;
|
|
gameLocal.clip.Translation( results, start, end, footModel, mat3_identity, CONTENTS_SOLID | CONTENTS_IKCLIP, self );
|
|
floorHeights[i] = results.endpos * normal;
|
|
|
|
if( ik_debug.GetBool() && footModel )
|
|
{
|
|
idFixedWinding w;
|
|
for( int j = 0; j < footModel->GetTraceModel()->numVerts; j++ )
|
|
{
|
|
w += footModel->GetTraceModel()->verts[j];
|
|
}
|
|
gameRenderWorld->DebugWinding( colorRed, w, results.endpos, results.endAxis );
|
|
}
|
|
}
|
|
|
|
const idPhysics* phys = self->GetPhysics();
|
|
|
|
// test whether or not the character standing on the ground
|
|
bool onGround = phys->HasGroundContacts();
|
|
|
|
// test whether or not the character is standing on a plat
|
|
bool onPlat = false;
|
|
for( i = 0; i < phys->GetNumContacts(); i++ )
|
|
{
|
|
idEntity* ent = gameLocal.entities[ phys->GetContact( i ).entityNum ];
|
|
if( ent != NULL && ent->IsType( idPlat::Type ) )
|
|
{
|
|
onPlat = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// adjust heights of the ankles
|
|
smallestShift = idMath::INFINITY;
|
|
largestAnkleHeight = -idMath::INFINITY;
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
|
|
if( onGround && ( enabledLegs & ( 1 << i ) ) )
|
|
{
|
|
shift = floorHeights[i] - modelHeight + footShift;
|
|
}
|
|
else
|
|
{
|
|
shift = 0.0f;
|
|
}
|
|
|
|
if( shift < smallestShift )
|
|
{
|
|
smallestShift = shift;
|
|
}
|
|
|
|
animator->GetJointTransform( ankleJoints[i], gameLocal.time, ankleOrigin, ankleAxis[i] );
|
|
jointOrigins[i] = modelOrigin + ankleOrigin * modelAxis;
|
|
|
|
height = jointOrigins[i] * normal;
|
|
|
|
if( oldHeightsValid && !onPlat )
|
|
{
|
|
step = height + shift - oldAnkleHeights[i];
|
|
shift -= smoothing * step;
|
|
}
|
|
|
|
newHeight = height + shift;
|
|
if( newHeight > largestAnkleHeight )
|
|
{
|
|
largestAnkleHeight = newHeight;
|
|
}
|
|
|
|
oldAnkleHeights[i] = newHeight;
|
|
|
|
jointOrigins[i] += shift * normal;
|
|
}
|
|
|
|
animator->GetJointTransform( waistJoint, gameLocal.time, waistOrigin, waistAxis );
|
|
waistOrigin = modelOrigin + waistOrigin * modelAxis;
|
|
|
|
// adjust position of the waist
|
|
waistOffset = ( smallestShift + waistShift ) * normal;
|
|
|
|
// if the waist should be at least a certain distance above the floor
|
|
if( minWaistFloorDist > 0.0f && waistOffset * normal < 0.0f )
|
|
{
|
|
start = waistOrigin;
|
|
end = waistOrigin + waistOffset - normal * minWaistFloorDist;
|
|
gameLocal.clip.Translation( results, start, end, footModel, modelAxis, CONTENTS_SOLID | CONTENTS_IKCLIP, self );
|
|
height = ( waistOrigin + waistOffset - results.endpos ) * normal;
|
|
if( height < minWaistFloorDist )
|
|
{
|
|
waistOffset += ( minWaistFloorDist - height ) * normal;
|
|
}
|
|
}
|
|
|
|
// if the waist should be at least a certain distance above the ankles
|
|
if( minWaistAnkleDist > 0.0f )
|
|
{
|
|
height = ( waistOrigin + waistOffset ) * normal;
|
|
if( height - largestAnkleHeight < minWaistAnkleDist )
|
|
{
|
|
waistOffset += ( minWaistAnkleDist - ( height - largestAnkleHeight ) ) * normal;
|
|
}
|
|
}
|
|
|
|
if( oldHeightsValid )
|
|
{
|
|
// smoothly adjust height of waist
|
|
newHeight = ( waistOrigin + waistOffset ) * normal;
|
|
step = newHeight - oldWaistHeight;
|
|
waistOffset -= waistSmoothing * step * normal;
|
|
}
|
|
|
|
// save height of waist for smoothing
|
|
oldWaistHeight = ( waistOrigin + waistOffset ) * normal;
|
|
|
|
if( !oldHeightsValid )
|
|
{
|
|
oldHeightsValid = true;
|
|
return;
|
|
}
|
|
|
|
// solve IK
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
|
|
// get the position of the hip in world space
|
|
animator->GetJointTransform( hipJoints[i], gameLocal.time, hipOrigin, axis );
|
|
hipOrigin = modelOrigin + waistOffset + hipOrigin * modelAxis;
|
|
hipDir = hipForward[i] * axis * modelAxis;
|
|
|
|
// get the IK bend direction
|
|
animator->GetJointTransform( kneeJoints[i], gameLocal.time, kneeOrigin, axis );
|
|
kneeDir = kneeForward[i] * axis * modelAxis;
|
|
|
|
// solve IK and calculate knee position
|
|
SolveTwoBones( hipOrigin, jointOrigins[i], kneeDir, upperLegLength[i], lowerLegLength[i], kneeOrigin );
|
|
|
|
if( ik_debug.GetBool() )
|
|
{
|
|
gameRenderWorld->DebugLine( colorCyan, hipOrigin, kneeOrigin );
|
|
gameRenderWorld->DebugLine( colorRed, kneeOrigin, jointOrigins[i] );
|
|
gameRenderWorld->DebugLine( colorYellow, kneeOrigin, kneeOrigin + hipDir );
|
|
gameRenderWorld->DebugLine( colorGreen, kneeOrigin, kneeOrigin + kneeDir );
|
|
}
|
|
|
|
// get the axis for the hip joint
|
|
GetBoneAxis( hipOrigin, kneeOrigin, hipDir, axis );
|
|
hipAxis[i] = upperLegToHipJoint[i] * ( axis * modelAxis.Transpose() );
|
|
|
|
// get the axis for the knee joint
|
|
GetBoneAxis( kneeOrigin, jointOrigins[i], kneeDir, axis );
|
|
kneeAxis[i] = lowerLegToKneeJoint[i] * ( axis * modelAxis.Transpose() );
|
|
}
|
|
|
|
// set the joint mods
|
|
animator->SetJointAxis( waistJoint, JOINTMOD_WORLD_OVERRIDE, waistAxis );
|
|
animator->SetJointPos( waistJoint, JOINTMOD_WORLD_OVERRIDE, ( waistOrigin + waistOffset - modelOrigin ) * modelAxis.Transpose() );
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
animator->SetJointAxis( hipJoints[i], JOINTMOD_WORLD_OVERRIDE, hipAxis[i] );
|
|
animator->SetJointAxis( kneeJoints[i], JOINTMOD_WORLD_OVERRIDE, kneeAxis[i] );
|
|
animator->SetJointAxis( ankleJoints[i], JOINTMOD_WORLD_OVERRIDE, ankleAxis[i] );
|
|
}
|
|
|
|
ik_activate = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Walk::ClearJointMods
|
|
================
|
|
*/
|
|
void idIK_Walk::ClearJointMods()
|
|
{
|
|
int i;
|
|
|
|
if( !self || !ik_activate )
|
|
{
|
|
return;
|
|
}
|
|
|
|
animator->SetJointAxis( waistJoint, JOINTMOD_NONE, mat3_identity );
|
|
animator->SetJointPos( waistJoint, JOINTMOD_NONE, vec3_origin );
|
|
for( i = 0; i < numLegs; i++ )
|
|
{
|
|
animator->SetJointAxis( hipJoints[i], JOINTMOD_NONE, mat3_identity );
|
|
animator->SetJointAxis( kneeJoints[i], JOINTMOD_NONE, mat3_identity );
|
|
animator->SetJointAxis( ankleJoints[i], JOINTMOD_NONE, mat3_identity );
|
|
}
|
|
|
|
ik_activate = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Walk::EnableAll
|
|
================
|
|
*/
|
|
void idIK_Walk::EnableAll()
|
|
{
|
|
enabledLegs = ( 1 << numLegs ) - 1;
|
|
oldHeightsValid = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Walk::DisableAll
|
|
================
|
|
*/
|
|
void idIK_Walk::DisableAll()
|
|
{
|
|
enabledLegs = 0;
|
|
oldHeightsValid = false;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Walk::EnableLeg
|
|
================
|
|
*/
|
|
void idIK_Walk::EnableLeg( int num )
|
|
{
|
|
enabledLegs |= 1 << num;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Walk::DisableLeg
|
|
================
|
|
*/
|
|
void idIK_Walk::DisableLeg( int num )
|
|
{
|
|
enabledLegs &= ~( 1 << num );
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idIK_Reach
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::idIK_Reach
|
|
================
|
|
*/
|
|
idIK_Reach::idIK_Reach()
|
|
{
|
|
int i;
|
|
|
|
initialized = false;
|
|
numArms = 0;
|
|
enabledArms = 0;
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
{
|
|
handJoints[i] = INVALID_JOINT;
|
|
elbowJoints[i] = INVALID_JOINT;
|
|
shoulderJoints[i] = INVALID_JOINT;
|
|
dirJoints[i] = INVALID_JOINT;
|
|
shoulderForward[i].Zero();
|
|
elbowForward[i].Zero();
|
|
upperArmLength[i] = 0.0f;
|
|
lowerArmLength[i] = 0.0f;
|
|
upperArmToShoulderJoint[i].Identity();
|
|
lowerArmToElbowJoint[i].Identity();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::~idIK_Reach
|
|
================
|
|
*/
|
|
idIK_Reach::~idIK_Reach()
|
|
{
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::Save
|
|
================
|
|
*/
|
|
void idIK_Reach::Save( idSaveGame* savefile ) const
|
|
{
|
|
int i;
|
|
idIK::Save( savefile );
|
|
|
|
savefile->WriteInt( numArms );
|
|
savefile->WriteInt( enabledArms );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteInt( handJoints[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteInt( elbowJoints[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteInt( shoulderJoints[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteInt( dirJoints[i] );
|
|
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteVec3( shoulderForward[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteVec3( elbowForward[i] );
|
|
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteFloat( upperArmLength[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteFloat( lowerArmLength[i] );
|
|
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteMat3( upperArmToShoulderJoint[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->WriteMat3( lowerArmToElbowJoint[i] );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::Restore
|
|
================
|
|
*/
|
|
void idIK_Reach::Restore( idRestoreGame* savefile )
|
|
{
|
|
int i;
|
|
idIK::Restore( savefile );
|
|
|
|
savefile->ReadInt( numArms );
|
|
savefile->ReadInt( enabledArms );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadInt( ( int& )handJoints[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadInt( ( int& )elbowJoints[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadInt( ( int& )shoulderJoints[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadInt( ( int& )dirJoints[i] );
|
|
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadVec3( shoulderForward[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadVec3( elbowForward[i] );
|
|
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadFloat( upperArmLength[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadFloat( lowerArmLength[i] );
|
|
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadMat3( upperArmToShoulderJoint[i] );
|
|
for( i = 0; i < MAX_ARMS; i++ )
|
|
savefile->ReadMat3( lowerArmToElbowJoint[i] );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::Init
|
|
================
|
|
*/
|
|
bool idIK_Reach::Init( idEntity* self, const char* anim, const idVec3& modelOffset )
|
|
{
|
|
int i;
|
|
const char* jointName;
|
|
idTraceModel trm;
|
|
idVec3 dir, handOrigin, elbowOrigin, shoulderOrigin, dirOrigin;
|
|
idMat3 axis, handAxis, elbowAxis, shoulderAxis;
|
|
|
|
if( !self )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
numArms = Min( self->spawnArgs.GetInt( "ik_numArms", "0" ), MAX_ARMS );
|
|
if( numArms == 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if( !idIK::Init( self, anim, modelOffset ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int numJoints = animator->NumJoints();
|
|
idJointMat* joints = ( idJointMat* )_alloca16( numJoints * sizeof( joints[0] ) );
|
|
|
|
// create the animation frame used to setup the IK
|
|
gameEdit->ANIM_CreateAnimFrame( animator->ModelHandle(), animator->GetAnim( modifiedAnim )->MD5Anim( 0 ), numJoints, joints, 1, animator->ModelDef()->GetVisualOffset() + modelOffset, animator->RemoveOrigin() );
|
|
|
|
enabledArms = 0;
|
|
|
|
// get all the joints
|
|
for( i = 0; i < numArms; i++ )
|
|
{
|
|
|
|
jointName = self->spawnArgs.GetString( va( "ik_hand%d", i + 1 ) );
|
|
handJoints[i] = animator->GetJointHandle( jointName );
|
|
if( handJoints[i] == INVALID_JOINT )
|
|
{
|
|
gameLocal.Error( "idIK_Reach::Init: invalid hand joint '%s'", jointName );
|
|
}
|
|
|
|
jointName = self->spawnArgs.GetString( va( "ik_elbow%d", i + 1 ) );
|
|
elbowJoints[i] = animator->GetJointHandle( jointName );
|
|
if( elbowJoints[i] == INVALID_JOINT )
|
|
{
|
|
gameLocal.Error( "idIK_Reach::Init: invalid elbow joint '%s'\n", jointName );
|
|
}
|
|
|
|
jointName = self->spawnArgs.GetString( va( "ik_shoulder%d", i + 1 ) );
|
|
shoulderJoints[i] = animator->GetJointHandle( jointName );
|
|
if( shoulderJoints[i] == INVALID_JOINT )
|
|
{
|
|
gameLocal.Error( "idIK_Reach::Init: invalid shoulder joint '%s'\n", jointName );
|
|
}
|
|
|
|
jointName = self->spawnArgs.GetString( va( "ik_elbowDir%d", i + 1 ) );
|
|
dirJoints[i] = animator->GetJointHandle( jointName );
|
|
|
|
enabledArms |= 1 << i;
|
|
}
|
|
|
|
// get the arm bone lengths and rotation matrices
|
|
for( i = 0; i < numArms; i++ )
|
|
{
|
|
|
|
handAxis = joints[ handJoints[ i ] ].ToMat3();
|
|
handOrigin = joints[ handJoints[ i ] ].ToVec3();
|
|
|
|
elbowAxis = joints[ elbowJoints[ i ] ].ToMat3();
|
|
elbowOrigin = joints[ elbowJoints[ i ] ].ToVec3();
|
|
|
|
shoulderAxis = joints[ shoulderJoints[ i ] ].ToMat3();
|
|
shoulderOrigin = joints[ shoulderJoints[ i ] ].ToVec3();
|
|
|
|
// get the IK direction
|
|
if( dirJoints[i] != INVALID_JOINT )
|
|
{
|
|
dirOrigin = joints[ dirJoints[ i ] ].ToVec3();
|
|
dir = dirOrigin - elbowOrigin;
|
|
}
|
|
else
|
|
{
|
|
dir.Set( -1.0f, 0.0f, 0.0f );
|
|
}
|
|
|
|
shoulderForward[i] = dir * shoulderAxis.Transpose();
|
|
elbowForward[i] = dir * elbowAxis.Transpose();
|
|
|
|
// conversion from upper arm bone axis to should joint axis
|
|
upperArmLength[i] = GetBoneAxis( shoulderOrigin, elbowOrigin, dir, axis );
|
|
upperArmToShoulderJoint[i] = shoulderAxis * axis.Transpose();
|
|
|
|
// conversion from lower arm bone axis to elbow joint axis
|
|
lowerArmLength[i] = GetBoneAxis( elbowOrigin, handOrigin, dir, axis );
|
|
lowerArmToElbowJoint[i] = elbowAxis * axis.Transpose();
|
|
}
|
|
|
|
initialized = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::Evaluate
|
|
================
|
|
*/
|
|
void idIK_Reach::Evaluate()
|
|
{
|
|
int i;
|
|
idVec3 modelOrigin, shoulderOrigin, elbowOrigin, handOrigin, shoulderDir, elbowDir;
|
|
idMat3 modelAxis, axis;
|
|
idMat3 shoulderAxis[MAX_ARMS], elbowAxis[MAX_ARMS];
|
|
trace_t trace;
|
|
|
|
modelOrigin = self->GetRenderEntity()->origin;
|
|
modelAxis = self->GetRenderEntity()->axis;
|
|
|
|
// solve IK
|
|
for( i = 0; i < numArms; i++ )
|
|
{
|
|
|
|
// get the position of the shoulder in world space
|
|
animator->GetJointTransform( shoulderJoints[i], gameLocal.time, shoulderOrigin, axis );
|
|
shoulderOrigin = modelOrigin + shoulderOrigin * modelAxis;
|
|
shoulderDir = shoulderForward[i] * axis * modelAxis;
|
|
|
|
// get the position of the hand in world space
|
|
animator->GetJointTransform( handJoints[i], gameLocal.time, handOrigin, axis );
|
|
handOrigin = modelOrigin + handOrigin * modelAxis;
|
|
|
|
// get first collision going from shoulder to hand
|
|
gameLocal.clip.TracePoint( trace, shoulderOrigin, handOrigin, CONTENTS_SOLID, self );
|
|
handOrigin = trace.endpos;
|
|
|
|
// get the IK bend direction
|
|
animator->GetJointTransform( elbowJoints[i], gameLocal.time, elbowOrigin, axis );
|
|
elbowDir = elbowForward[i] * axis * modelAxis;
|
|
|
|
// solve IK and calculate elbow position
|
|
SolveTwoBones( shoulderOrigin, handOrigin, elbowDir, upperArmLength[i], lowerArmLength[i], elbowOrigin );
|
|
|
|
if( ik_debug.GetBool() )
|
|
{
|
|
gameRenderWorld->DebugLine( colorCyan, shoulderOrigin, elbowOrigin );
|
|
gameRenderWorld->DebugLine( colorRed, elbowOrigin, handOrigin );
|
|
gameRenderWorld->DebugLine( colorYellow, elbowOrigin, elbowOrigin + elbowDir );
|
|
gameRenderWorld->DebugLine( colorGreen, elbowOrigin, elbowOrigin + shoulderDir );
|
|
}
|
|
|
|
// get the axis for the shoulder joint
|
|
GetBoneAxis( shoulderOrigin, elbowOrigin, shoulderDir, axis );
|
|
shoulderAxis[i] = upperArmToShoulderJoint[i] * ( axis * modelAxis.Transpose() );
|
|
|
|
// get the axis for the elbow joint
|
|
GetBoneAxis( elbowOrigin, handOrigin, elbowDir, axis );
|
|
elbowAxis[i] = lowerArmToElbowJoint[i] * ( axis * modelAxis.Transpose() );
|
|
}
|
|
|
|
for( i = 0; i < numArms; i++ )
|
|
{
|
|
animator->SetJointAxis( shoulderJoints[i], JOINTMOD_WORLD_OVERRIDE, shoulderAxis[i] );
|
|
animator->SetJointAxis( elbowJoints[i], JOINTMOD_WORLD_OVERRIDE, elbowAxis[i] );
|
|
}
|
|
|
|
ik_activate = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idIK_Reach::ClearJointMods
|
|
================
|
|
*/
|
|
void idIK_Reach::ClearJointMods()
|
|
{
|
|
int i;
|
|
|
|
if( !self || !ik_activate )
|
|
{
|
|
return;
|
|
}
|
|
|
|
for( i = 0; i < numArms; i++ )
|
|
{
|
|
animator->SetJointAxis( shoulderJoints[i], JOINTMOD_NONE, mat3_identity );
|
|
animator->SetJointAxis( elbowJoints[i], JOINTMOD_NONE, mat3_identity );
|
|
animator->SetJointAxis( handJoints[i], JOINTMOD_NONE, mat3_identity );
|
|
}
|
|
|
|
ik_activate = false;
|
|
}
|