mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
621 lines
20 KiB
C++
621 lines
20 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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#ifndef __ANIM_H__
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#define __ANIM_H__
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//
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// animation channels
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// these can be changed by modmakers and licensees to be whatever they need.
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const int ANIM_NumAnimChannels = 5;
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const int ANIM_MaxAnimsPerChannel = 3;
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const int ANIM_MaxSyncedAnims = 3;
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//
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// animation channels. make sure to change script/doom_defs.script if you add any channels, or change their order
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//
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const int ANIMCHANNEL_ALL = 0;
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const int ANIMCHANNEL_TORSO = 1;
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const int ANIMCHANNEL_LEGS = 2;
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const int ANIMCHANNEL_HEAD = 3;
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const int ANIMCHANNEL_EYELIDS = 4;
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// for converting from 24 frames per second to milliseconds
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ID_INLINE int FRAME2MS( int framenum )
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{
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return ( framenum * 1000 ) / 24;
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}
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class idRenderModel;
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class idAnimator;
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class idAnimBlend;
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class function_t;
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class idEntity;
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class idSaveGame;
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class idRestoreGame;
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typedef struct
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{
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int cycleCount; // how many times the anim has wrapped to the begining (0 for clamped anims)
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int frame1;
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int frame2;
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float frontlerp;
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float backlerp;
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} frameBlend_t;
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typedef struct
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{
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int nameIndex;
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int parentNum;
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int animBits;
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int firstComponent;
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} jointAnimInfo_t;
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typedef struct
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{
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jointHandle_t num;
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jointHandle_t parentNum;
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int channel;
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} jointInfo_t;
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//
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// joint modifier modes. make sure to change script/doom_defs.script if you add any, or change their order.
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//
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typedef enum
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{
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JOINTMOD_NONE, // no modification
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JOINTMOD_LOCAL, // modifies the joint's position or orientation in joint local space
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JOINTMOD_LOCAL_OVERRIDE, // sets the joint's position or orientation in joint local space
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JOINTMOD_WORLD, // modifies joint's position or orientation in model space
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JOINTMOD_WORLD_OVERRIDE // sets the joint's position or orientation in model space
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} jointModTransform_t;
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typedef struct
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{
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jointHandle_t jointnum;
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idMat3 mat;
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idVec3 pos;
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jointModTransform_t transform_pos;
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jointModTransform_t transform_axis;
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} jointMod_t;
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#define ANIM_BIT_TX 0
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#define ANIM_BIT_TY 1
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#define ANIM_BIT_TZ 2
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#define ANIM_BIT_QX 3
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#define ANIM_BIT_QY 4
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#define ANIM_BIT_QZ 5
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#define ANIM_TX BIT( ANIM_BIT_TX )
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#define ANIM_TY BIT( ANIM_BIT_TY )
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#define ANIM_TZ BIT( ANIM_BIT_TZ )
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#define ANIM_QX BIT( ANIM_BIT_QX )
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#define ANIM_QY BIT( ANIM_BIT_QY )
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#define ANIM_QZ BIT( ANIM_BIT_QZ )
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typedef enum
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{
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FC_SCRIPTFUNCTION,
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FC_SCRIPTFUNCTIONOBJECT,
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FC_EVENTFUNCTION,
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FC_SOUND,
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FC_SOUND_VOICE,
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FC_SOUND_VOICE2,
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FC_SOUND_BODY,
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FC_SOUND_BODY2,
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FC_SOUND_BODY3,
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FC_SOUND_WEAPON,
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FC_SOUND_ITEM,
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FC_SOUND_GLOBAL,
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FC_SOUND_CHATTER,
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FC_SKIN,
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FC_TRIGGER,
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FC_TRIGGER_SMOKE_PARTICLE,
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FC_MELEE,
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FC_DIRECTDAMAGE,
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FC_BEGINATTACK,
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FC_ENDATTACK,
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FC_MUZZLEFLASH,
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FC_CREATEMISSILE,
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FC_LAUNCHMISSILE,
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FC_FIREMISSILEATTARGET,
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FC_FOOTSTEP,
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FC_LEFTFOOT,
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FC_RIGHTFOOT,
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FC_ENABLE_EYE_FOCUS,
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FC_DISABLE_EYE_FOCUS,
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FC_FX,
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FC_DISABLE_GRAVITY,
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FC_ENABLE_GRAVITY,
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FC_JUMP,
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FC_ENABLE_CLIP,
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FC_DISABLE_CLIP,
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FC_ENABLE_WALK_IK,
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FC_DISABLE_WALK_IK,
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FC_ENABLE_LEG_IK,
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FC_DISABLE_LEG_IK,
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FC_RECORDDEMO,
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FC_AVIGAME
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, FC_LAUNCH_PROJECTILE,
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FC_TRIGGER_FX,
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FC_START_EMITTER,
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FC_STOP_EMITTER,
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} frameCommandType_t;
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typedef struct
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{
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int num;
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int firstCommand;
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} frameLookup_t;
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typedef struct
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{
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frameCommandType_t type;
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idStr* string;
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union
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{
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const idSoundShader* soundShader;
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const function_t* function;
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const idDeclSkin* skin;
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int index;
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};
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} frameCommand_t;
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typedef struct
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{
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bool prevent_idle_override : 1;
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bool random_cycle_start : 1;
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bool ai_no_turn : 1;
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bool anim_turn : 1;
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} animFlags_t;
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/*
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==============================================================================================
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idMD5Anim
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==============================================================================================
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*/
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class idMD5Anim
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{
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private:
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int numFrames;
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int frameRate;
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int animLength;
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int numJoints;
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int numAnimatedComponents;
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idList<idBounds, TAG_MD5_ANIM> bounds;
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idList<jointAnimInfo_t, TAG_MD5_ANIM> jointInfo;
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idList<idJointQuat, TAG_MD5_ANIM> baseFrame;
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idList<float, TAG_MD5_ANIM> componentFrames;
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idStr name;
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idVec3 totaldelta;
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mutable int ref_count;
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public:
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idMD5Anim();
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~idMD5Anim();
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void Free();
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bool Reload();
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size_t Allocated() const;
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size_t Size() const
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{
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return sizeof( *this ) + Allocated();
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};
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bool LoadAnim( const char* filename );
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bool LoadBinary( idFile* file, ID_TIME_T sourceTimeStamp );
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void WriteBinary( idFile* file, ID_TIME_T sourceTimeStamp );
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void IncreaseRefs() const;
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void DecreaseRefs() const;
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int NumRefs() const;
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void CheckModelHierarchy( const idRenderModel* model ) const;
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void GetInterpolatedFrame( frameBlend_t& frame, idJointQuat* joints, const int* index, int numIndexes ) const;
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void GetSingleFrame( int framenum, idJointQuat* joints, const int* index, int numIndexes ) const;
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int Length() const;
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int NumFrames() const;
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int NumJoints() const;
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const idVec3& TotalMovementDelta() const;
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const char* Name() const;
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void GetFrameBlend( int framenum, frameBlend_t& frame ) const; // frame 1 is first frame
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void ConvertTimeToFrame( int time, int cyclecount, frameBlend_t& frame ) const;
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void GetOrigin( idVec3& offset, int currentTime, int cyclecount ) const;
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void GetOriginRotation( idQuat& rotation, int time, int cyclecount ) const;
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void GetBounds( idBounds& bounds, int currentTime, int cyclecount ) const;
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};
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/*
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==============================================================================================
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idAnim
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==============================================================================================
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*/
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class idAnim
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{
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private:
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const class idDeclModelDef* modelDef;
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const idMD5Anim* anims[ ANIM_MaxSyncedAnims ];
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int numAnims;
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idStr name;
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idStr realname;
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idList<frameLookup_t, TAG_ANIM> frameLookup;
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idList<frameCommand_t, TAG_ANIM> frameCommands;
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animFlags_t flags;
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public:
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idAnim();
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idAnim( const idDeclModelDef* modelDef, const idAnim* anim );
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~idAnim();
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void SetAnim( const idDeclModelDef* modelDef, const char* sourcename, const char* animname, int num, const idMD5Anim* md5anims[ ANIM_MaxSyncedAnims ] );
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const char* Name() const;
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const char* FullName() const;
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const idMD5Anim* MD5Anim( int num ) const;
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const idDeclModelDef* ModelDef() const;
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int Length() const;
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int NumFrames() const;
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int NumAnims() const;
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const idVec3& TotalMovementDelta() const;
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bool GetOrigin( idVec3& offset, int animNum, int time, int cyclecount ) const;
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bool GetOriginRotation( idQuat& rotation, int animNum, int currentTime, int cyclecount ) const;
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bool GetBounds( idBounds& bounds, int animNum, int time, int cyclecount ) const;
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const char* AddFrameCommand( const class idDeclModelDef* modelDef, int framenum, idLexer& src, const idDict* def );
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void CallFrameCommands( idEntity* ent, int from, int to ) const;
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bool HasFrameCommands() const;
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// returns first frame (zero based) that command occurs. returns -1 if not found.
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int FindFrameForFrameCommand( frameCommandType_t framecommand, const frameCommand_t** command ) const;
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void SetAnimFlags( const animFlags_t& animflags );
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const animFlags_t& GetAnimFlags() const;
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};
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/*
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==============================================================================================
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idDeclModelDef
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==============================================================================================
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*/
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class idDeclModelDef : public idDecl
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{
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public:
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idDeclModelDef();
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~idDeclModelDef();
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virtual size_t Size() const;
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virtual const char* DefaultDefinition() const;
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virtual bool Parse( const char* text, const int textLength, bool allowBinaryVersion );
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virtual void FreeData();
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void Touch() const;
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const idDeclSkin* GetDefaultSkin() const;
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const idJointQuat* GetDefaultPose() const;
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void SetupJoints( int* numJoints, idJointMat** jointList, idBounds& frameBounds, bool removeOriginOffset ) const;
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idRenderModel* ModelHandle() const;
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void GetJointList( const char* jointnames, idList<jointHandle_t>& jointList ) const;
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const jointInfo_t* FindJoint( const char* name ) const;
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int NumAnims() const;
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const idAnim* GetAnim( int index ) const;
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int GetSpecificAnim( const char* name ) const;
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int GetAnim( const char* name ) const;
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bool HasAnim( const char* name ) const;
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const idDeclSkin* GetSkin() const;
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const char* GetModelName() const;
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const idList<jointInfo_t>& Joints() const;
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const int* JointParents() const;
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int NumJoints() const;
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const jointInfo_t* GetJoint( int jointHandle ) const;
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const char* GetJointName( int jointHandle ) const;
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int NumJointsOnChannel( int channel ) const;
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const int* GetChannelJoints( int channel ) const;
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const idVec3& GetVisualOffset() const;
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private:
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void CopyDecl( const idDeclModelDef* decl );
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bool ParseAnim( idLexer& src, int numDefaultAnims );
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private:
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idVec3 offset;
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idList<jointInfo_t, TAG_ANIM> joints;
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idList<int, TAG_ANIM> jointParents;
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idList<int, TAG_ANIM> channelJoints[ ANIM_NumAnimChannels ];
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idRenderModel* modelHandle;
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idList<idAnim*, TAG_ANIM> anims;
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const idDeclSkin* skin;
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};
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/*
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==============================================================================================
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idAnimBlend
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==============================================================================================
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*/
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class idAnimBlend
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{
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private:
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const class idDeclModelDef* modelDef;
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int starttime;
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int endtime;
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int timeOffset;
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float rate;
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int blendStartTime;
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int blendDuration;
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float blendStartValue;
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float blendEndValue;
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float animWeights[ ANIM_MaxSyncedAnims ];
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short cycle;
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short frame;
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short animNum;
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bool allowMove;
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bool allowFrameCommands;
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friend class idAnimator;
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void Reset( const idDeclModelDef* _modelDef );
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void CallFrameCommands( idEntity* ent, int fromtime, int totime ) const;
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void SetFrame( const idDeclModelDef* modelDef, int animnum, int frame, int currenttime, int blendtime );
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void CycleAnim( const idDeclModelDef* modelDef, int animnum, int currenttime, int blendtime );
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void PlayAnim( const idDeclModelDef* modelDef, int animnum, int currenttime, int blendtime );
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bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat* blendFrame, float& blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const;
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void BlendOrigin( int currentTime, idVec3& blendPos, float& blendWeight, bool removeOriginOffset ) const;
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void BlendDelta( int fromtime, int totime, idVec3& blendDelta, float& blendWeight ) const;
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void BlendDeltaRotation( int fromtime, int totime, idQuat& blendDelta, float& blendWeight ) const;
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bool AddBounds( int currentTime, idBounds& bounds, bool removeOriginOffset ) const;
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public:
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idAnimBlend();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile, const idDeclModelDef* modelDef );
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const char* AnimName() const;
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const char* AnimFullName() const;
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float GetWeight( int currenttime ) const;
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float GetFinalWeight() const;
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void SetWeight( float newweight, int currenttime, int blendtime );
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int NumSyncedAnims() const;
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bool SetSyncedAnimWeight( int num, float weight );
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void Clear( int currentTime, int clearTime );
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bool IsDone( int currentTime ) const;
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bool FrameHasChanged( int currentTime ) const;
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int GetCycleCount() const;
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void SetCycleCount( int count );
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void SetPlaybackRate( int currentTime, float newRate );
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float GetPlaybackRate() const;
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void SetStartTime( int startTime );
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int GetStartTime() const;
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int GetEndTime() const;
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int GetFrameNumber( int currenttime ) const;
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int AnimTime( int currenttime ) const;
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int NumFrames() const;
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int Length() const;
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int PlayLength() const;
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void AllowMovement( bool allow );
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void AllowFrameCommands( bool allow );
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const idAnim* Anim() const;
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int AnimNum() const;
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};
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/*
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==============================================================================================
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idAFPoseJointMod
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==============================================================================================
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*/
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typedef enum
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{
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AF_JOINTMOD_AXIS,
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AF_JOINTMOD_ORIGIN,
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AF_JOINTMOD_BOTH
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} AFJointModType_t;
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class idAFPoseJointMod
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{
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public:
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idAFPoseJointMod();
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AFJointModType_t mod;
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idMat3 axis;
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idVec3 origin;
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};
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ID_INLINE idAFPoseJointMod::idAFPoseJointMod()
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{
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mod = AF_JOINTMOD_AXIS;
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axis.Identity();
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origin.Zero();
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}
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/*
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==============================================================================================
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idAnimator
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==============================================================================================
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*/
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class idAnimator
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{
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public:
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idAnimator();
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~idAnimator();
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size_t Allocated() const;
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size_t Size() const;
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void Save( idSaveGame* savefile ) const; // archives object for save game file
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void Restore( idRestoreGame* savefile ); // unarchives object from save game file
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void SetEntity( idEntity* ent );
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idEntity* GetEntity() const ;
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void RemoveOriginOffset( bool remove );
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bool RemoveOrigin() const;
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void GetJointList( const char* jointnames, idList<jointHandle_t>& jointList ) const;
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int NumAnims() const;
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const idAnim* GetAnim( int index ) const;
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int GetAnim( const char* name ) const;
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bool HasAnim( const char* name ) const;
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void ServiceAnims( int fromtime, int totime );
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bool IsAnimating( int currentTime ) const;
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void GetJoints( int* numJoints, idJointMat** jointsPtr );
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int NumJoints() const;
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jointHandle_t GetFirstChild( jointHandle_t jointnum ) const;
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jointHandle_t GetFirstChild( const char* name ) const;
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idRenderModel* SetModel( const char* modelname );
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idRenderModel* ModelHandle() const;
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const idDeclModelDef* ModelDef() const;
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void ForceUpdate();
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void ClearForceUpdate();
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bool CreateFrame( int animtime, bool force );
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bool FrameHasChanged( int animtime ) const;
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void GetDelta( int fromtime, int totime, idVec3& delta ) const;
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bool GetDeltaRotation( int fromtime, int totime, idMat3& delta ) const;
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void GetOrigin( int currentTime, idVec3& pos ) const;
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bool GetBounds( int currentTime, idBounds& bounds );
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idAnimBlend* CurrentAnim( int channelNum );
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void Clear( int channelNum, int currentTime, int cleartime );
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void SetFrame( int channelNum, int animnum, int frame, int currenttime, int blendtime );
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void CycleAnim( int channelNum, int animnum, int currenttime, int blendtime );
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void PlayAnim( int channelNum, int animnum, int currenttime, int blendTime );
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// copies the current anim from fromChannelNum to channelNum.
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// the copied anim will have frame commands disabled to avoid executing them twice.
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void SyncAnimChannels( int channelNum, int fromChannelNum, int currenttime, int blendTime );
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void SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3& pos );
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void SetJointAxis( jointHandle_t jointnum, jointModTransform_t transform_type, const idMat3& mat );
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void ClearJoint( jointHandle_t jointnum );
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void ClearAllJoints();
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void InitAFPose();
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void SetAFPoseJointMod( const jointHandle_t jointNum, const AFJointModType_t mod, const idMat3& axis, const idVec3& origin );
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void FinishAFPose( int animnum, const idBounds& bounds, const int time );
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void SetAFPoseBlendWeight( float blendWeight );
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bool BlendAFPose( idJointQuat* blendFrame ) const;
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void ClearAFPose();
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void ClearAllAnims( int currentTime, int cleartime );
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jointHandle_t GetJointHandle( const char* name ) const;
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const char* GetJointName( jointHandle_t handle ) const;
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int GetChannelForJoint( jointHandle_t joint ) const;
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bool GetJointTransform( jointHandle_t jointHandle, int currenttime, idVec3& offset, idMat3& axis );
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bool GetJointLocalTransform( jointHandle_t jointHandle, int currentTime, idVec3& offset, idMat3& axis );
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const animFlags_t GetAnimFlags( int animnum ) const;
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int NumFrames( int animnum ) const;
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int NumSyncedAnims( int animnum ) const;
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const char* AnimName( int animnum ) const;
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const char* AnimFullName( int animnum ) const;
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int AnimLength( int animnum ) const;
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const idVec3& TotalMovementDelta( int animnum ) const;
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private:
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void FreeData();
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void PushAnims( int channel, int currentTime, int blendTime );
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private:
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const idDeclModelDef* modelDef;
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idEntity* entity;
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idAnimBlend channels[ ANIM_NumAnimChannels ][ ANIM_MaxAnimsPerChannel ];
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idList<jointMod_t*, TAG_ANIM> jointMods;
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int numJoints;
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idJointMat* joints;
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mutable int lastTransformTime; // mutable because the value is updated in CreateFrame
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mutable bool stoppedAnimatingUpdate;
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bool removeOriginOffset;
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bool forceUpdate;
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idBounds frameBounds;
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float AFPoseBlendWeight;
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idList<int, TAG_ANIM> AFPoseJoints;
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idList<idAFPoseJointMod, TAG_ANIM> AFPoseJointMods;
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idList<idJointQuat, TAG_ANIM> AFPoseJointFrame;
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idBounds AFPoseBounds;
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int AFPoseTime;
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};
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/*
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==============================================================================================
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idAnimManager
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==============================================================================================
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*/
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class idAnimManager
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{
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public:
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idAnimManager();
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~idAnimManager();
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static bool forceExport;
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void Shutdown();
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idMD5Anim* GetAnim( const char* name );
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void Preload( const idPreloadManifest& manifest );
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void ReloadAnims();
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void ListAnims() const;
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int JointIndex( const char* name );
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const char* JointName( int index ) const;
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|
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void ClearAnimsInUse();
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void FlushUnusedAnims();
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private:
|
|
idHashTable<idMD5Anim*> animations;
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|
idStrList jointnames;
|
|
idHashIndex jointnamesHash;
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};
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#endif /* !__ANIM_H__ */
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