quake4-sdk/source/game/AF.h

98 lines
3.8 KiB
C
Raw Permalink Normal View History

2007-06-15 00:00:00 +00:00
#ifndef __GAME_AF_H__
#define __GAME_AF_H__
/*
===============================================================================
Articulated figure controller.
===============================================================================
*/
typedef struct jointConversion_s {
int bodyId; // id of the body
jointHandle_t jointHandle; // handle of joint this body modifies
AFJointModType_t jointMod; // modify joint axis, origin or both
idVec3 jointBodyOrigin; // origin of body relative to joint
idMat3 jointBodyAxis; // axis of body relative to joint
} jointConversion_t;
typedef struct afTouch_s {
idEntity * touchedEnt;
idClipModel * touchedClipModel;
idAFBody * touchedByBody;
} afTouch_t;
class idAF {
public:
idAF( void );
~idAF( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void SetAnimator( idAnimator *a ) { animator = a; }
// RAVEN BEGIN
// ddynerman: purge constraints/joints before loading a new one
bool Load( idEntity *ent, const char *fileName, bool purgeAF = false );
// RAVEN END
bool IsLoaded( void ) const { return isLoaded && self != NULL; }
const char * GetName( void ) const { return name.c_str(); }
void SetupPose( idEntity *ent, int time );
void ChangePose( idEntity *ent, int time );
int EntitiesTouchingAF( afTouch_t touchList[ MAX_GENTITIES ] ) const;
void Start( void );
void StartFromCurrentPose( int inheritVelocityTime );
void Stop( void );
void Rest( void );
bool IsActive( void ) const { return isActive; }
void SetConstraintPosition( const char *name, const idVec3 &pos );
idPhysics_AF * GetPhysics( void ) { return &physicsObj; }
const idPhysics_AF * GetPhysics( void ) const { return &physicsObj; }
idBounds GetBounds( void ) const;
bool UpdateAnimation( void );
void GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) const;
void GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
void AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
int BodyForClipModelId( int id ) const;
void SaveState( idDict &args ) const;
void LoadState( const idDict &args );
void AddBindConstraints( void );
void RemoveBindConstraints( void );
idPhysics_AF physicsObj; // articulated figure physics
bool TestSolid( void ) const;
protected:
idStr name; // name of the loaded .af file
idEntity * self; // entity using the animated model
idAnimator * animator; // animator on entity
int modifiedAnim; // anim to modify
idVec3 baseOrigin; // offset of base body relative to skeletal model origin
idMat3 baseAxis; // axis of base body relative to skeletal model origin
idList<jointConversion_t>jointMods; // list with transforms from skeletal model joints to articulated figure bodies
idList<int> jointBody; // table to find the nearest articulated figure body for a joint of the skeletal model
int poseTime; // last time the articulated figure was transformed to reflect the current animation pose
int restStartTime; // time the articulated figure came to rest
bool isLoaded; // true when the articulated figure is properly loaded
bool isActive; // true if the articulated figure physics is active
bool hasBindConstraints; // true if the bind constraints have been added
protected:
void SetBase( idAFBody *body, const idJointMat *joints );
void AddBody( idAFBody *body, const idJointMat *joints, const char *jointName, const AFJointModType_t mod );
bool LoadBody( const idDeclAF_Body *fb, const idJointMat *joints );
bool LoadConstraint( const idDeclAF_Constraint *fc );
};
#endif /* !__GAME_AF_H__ */