quake4-sdk/source/mpgame/anim/Anim.h

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2007-06-15 00:00:00 +00:00
// RAVEN BEGIN
// bdube: note that this file is no longer merged with Doom3 updates
//
// MERGE_DATE 09/30/2004
#ifndef __ANIM_H__
#define __ANIM_H__
//
// animation channels
// these can be changed by modmakers and licensees to be whatever they need.
const int ANIM_NumAnimChannels = 5;
const int ANIM_MaxAnimsPerChannel = 3;
const int ANIM_MaxSyncedAnims = 3;
//
// animation channels. make sure to change script/doom_defs.script if you add any channels, or change their order
//
const int ANIMCHANNEL_ALL = 0;
const int ANIMCHANNEL_TORSO = 1;
const int ANIMCHANNEL_LEGS = 2;
const int ANIMCHANNEL_HEAD = 3;
const int ANIMCHANNEL_EYELIDS = 4;
// for converting from 24 frames per second to milliseconds
ID_INLINE int FRAME2MS( int framenum ) {
return ( framenum * 1000 ) / 24;
}
class idRenderModel;
class idAnimator;
class idAnimBlend;
class function_t;
class idEntity;
class idSaveGame;
class idRestoreGame;
typedef struct {
int cycleCount; // how many times the anim has wrapped to the begining (0 for clamped anims)
int frame1;
int frame2;
float frontlerp;
float backlerp;
} frameBlend_t;
typedef struct {
int nameIndex;
int parentNum;
int animBits;
int firstComponent;
} jointAnimInfo_t;
typedef struct {
jointHandle_t num;
jointHandle_t parentNum;
int channel;
} jointInfo_t;
//
// joint modifier modes. make sure to change script/doom_defs.script if you add any, or change their order.
//
typedef enum {
JOINTMOD_NONE, // no modification
JOINTMOD_LOCAL, // modifies the joint's position or orientation in joint local space
JOINTMOD_LOCAL_OVERRIDE, // sets the joint's position or orientation in joint local space
JOINTMOD_WORLD, // modifies joint's position or orientation in model space
JOINTMOD_WORLD_OVERRIDE, // sets the joint's position or orientation in model space
JOINTMOD_COLLAPSE
} jointModTransform_t;
typedef struct {
jointHandle_t jointnum;
idMat3 mat;
idVec3 pos;
jointModTransform_t transform_pos;
jointModTransform_t transform_axis;
// RAVEN BEGIN
// bdube: added more features to programmer controlled joints
idInterpolateAccelDecelLinear<idAngles> angularVelocity;
int lastTime;
jointHandle_t collapseJoint;
// RAVEN END
} jointMod_t;
#define ANIM_TX BIT( 0 )
#define ANIM_TY BIT( 1 )
#define ANIM_TZ BIT( 2 )
#define ANIM_QX BIT( 3 )
#define ANIM_QY BIT( 4 )
#define ANIM_QZ BIT( 5 )
typedef enum {
FC_SCRIPTFUNCTION,
FC_SCRIPTFUNCTIONOBJECT,
FC_EVENTFUNCTION,
// RAVEN BEGIN
// abahr: event call with parms
FC_EVENTFUNCTION_ARGS,
// RAVEN END
FC_SOUND,
FC_SOUND_VOICE,
FC_SOUND_VOICE2,
FC_SOUND_BODY,
FC_SOUND_BODY2,
FC_SOUND_BODY3,
FC_SOUND_WEAPON,
FC_SOUND_ITEM,
FC_SOUND_GLOBAL,
FC_SOUND_CHATTER,
FC_SKIN,
FC_TRIGGER,
FC_DIRECTDAMAGE,
FC_MUZZLEFLASH,
FC_FOOTSTEP,
FC_LEFTFOOT,
FC_RIGHTFOOT,
FC_ENABLE_EYE_FOCUS,
FC_DISABLE_EYE_FOCUS,
FC_FX,
FC_DISABLE_GRAVITY,
FC_ENABLE_GRAVITY,
FC_JUMP,
FC_ENABLE_CLIP,
FC_DISABLE_CLIP,
FC_ENABLE_WALK_IK,
FC_DISABLE_WALK_IK,
FC_ENABLE_LEG_IK,
FC_DISABLE_LEG_IK,
FC_RECORDDEMO,
FC_AVIGAME,
FC_GUIEVENT,
FC_AI_ENABLE_PAIN,
FC_AI_DISABLE_PAIN,
FC_AI_ENABLE_DAMAGE,
FC_AI_DISABLE_DAMAGE,
FC_AI_LOCKENEMYORIGIN,
FC_AI_ATTACK,
FC_AI_ATTACK_MELEE,
FC_AI_SPEAK,
FC_AI_SPEAK_RANDOM,
// MCG: for attachment managing
FC_ACT_ATTACH_HIDE,
FC_ACT_ATTACH_SHOW,
FC_ENABLE_BLINKING,
FC_DISABLE_BLINKING,
FC_ENABLE_AUTOBLINK,
FC_DISABLE_AUTOBLINK,
FC_COUNT
} frameCommandType_t;
// RAVEN BEGIN
// rjohnson: new camera frame commands
extern struct frameCommandInfo_t
{
const char* name;
bool modview;
} frameCommandInfo[FC_COUNT];
// RAVEN END
typedef struct {
int num;
int firstCommand;
} frameLookup_t;
typedef struct {
frameCommandType_t type;
idStr* string;
// RAVEN BEGIN
// bdube: added joint
idStr* joint;
idStr* joint2;
// abahr:
idList<idStr>* parmList;
// RAVEN END
union {
const idSoundShader *soundShader;
const function_t *function;
const idDeclSkin *skin;
int index;
// RAVEN BEGIN
// bdube: effects
const idDecl *effect;
idStr* projectile;
idStr* melee;
// abahr:
const class idEventDef* event;
// RAVEN END
};
} frameCommand_t;
typedef struct {
bool prevent_idle_override : 1;
bool random_cycle_start : 1;
bool ai_no_turn : 1;
bool ai_no_look : 1;
bool ai_look_head_only : 1;
bool anim_turn : 1;
bool sync_cycle : 1;
} animFlags_t;
/*
==============================================================================================
idModelExport
==============================================================================================
*/
class idModelExport {
private:
void Reset( void );
bool ParseOptions( idLexer &lex );
int ParseExportSection( idParser &parser );
static bool CheckMayaInstall( void );
static void LoadMayaDll( void );
bool ConvertMayaToMD5( void );
static bool initialized;
public:
idStr commandLine;
idStr src;
idStr dest;
bool force;
idModelExport();
static void Shutdown( void );
int ExportDefFile( const char *filename );
bool ExportModel( const char *model );
bool ExportAnim( const char *anim );
int ExportModels( const char *pathname, const char *extension );
};
/*
==============================================================================================
idMD5Anim
==============================================================================================
*/
class idMD5Anim {
private:
int numFrames;
int frameRate;
int animLength;
int numJoints;
int numAnimatedComponents;
idList<idBounds> bounds;
idList<jointAnimInfo_t> jointInfo;
idList<idJointQuat> baseFrame;
idList<float> componentFrames;
idStr name;
idVec3 totaldelta;
mutable int ref_count;
public:
idMD5Anim();
~idMD5Anim();
void Free( void );
bool Reload( void );
size_t Allocated( void ) const;
size_t Size( void ) const { return sizeof( *this ) + Allocated(); };
bool LoadAnim( const char *filename );
void IncreaseRefs( void ) const;
void DecreaseRefs( void ) const;
int NumRefs( void ) const;
void CheckModelHierarchy( const idRenderModel *model ) const;
void GetInterpolatedFrame( const frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const;
void GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const;
int Length( void ) const;
int NumFrames( void ) const;
int NumJoints( void ) const;
const idVec3 &TotalMovementDelta( void ) const;
const char *Name( void ) const;
void ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const;
// RAVEN BEGIN
// jscott: for modview
int ConvertFrameToTime( frameBlend_t &frame ) const;
// RAVEN END
void GetOrigin( idVec3 &offset, int currentTime, int cyclecount ) const;
void GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const;
void GetBounds( idBounds &bounds, int currentTime, int cyclecount ) const;
};
/*
==============================================================================================
idAnim
==============================================================================================
*/
class idAnim {
private:
const class idDeclModelDef *modelDef;
const idMD5Anim *anims[ ANIM_MaxSyncedAnims ];
int numAnims;
idStr name;
idStr realname;
idList<frameLookup_t> frameLookup;
idList<frameCommand_t> frameCommands;
animFlags_t flags;
// RAVEN BEGIN
// bdube: added anim speed
float rate;
// RAVEN END
public:
idAnim();
idAnim( const idDeclModelDef *modelDef, const idAnim *anim );
~idAnim();
void SetAnim( const idDeclModelDef *modelDef, const char *sourcename, const char *animname, int num, const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ] );
const char *Name( void ) const;
const char *FullName( void ) const;
const idMD5Anim *MD5Anim( int num ) const;
const idDeclModelDef *ModelDef( void ) const;
int Length( void ) const;
int NumFrames( void ) const;
int NumAnims( void ) const;
const idVec3 &TotalMovementDelta( void ) const;
bool GetOrigin( idVec3 &offset, int animNum, int time, int cyclecount ) const;
bool GetOriginRotation( idQuat &rotation, int animNum, int currentTime, int cyclecount ) const;
bool GetBounds( idBounds &bounds, int animNum, int time, int cyclecount ) const;
// RAVEN BEGIN
// bdube: frame command function that takes a list of frames
const char *AddFrameCommand( const class idDeclModelDef *modelDef, const idList<int>& frames, idLexer &src, const idDict *def );
// RAVEN END
void CallFrameCommands( idEntity *ent, int from, int to ) const;
bool HasFrameCommands( void ) const;
// returns first frame (zero based) that command occurs. returns -1 if not found.
int FindFrameForFrameCommand( frameCommandType_t framecommand, const frameCommand_t **command ) const;
void SetAnimFlags( const animFlags_t &animflags );
const animFlags_t &GetAnimFlags( void ) const;
// RAVEN BEGIN
// bdube: added
void CallFrameCommandSound ( const frameCommand_t& command, idEntity* ent, const s_channelType channel ) const;
float GetPlaybackRate ( void ) const;
void SetPlaybackRate ( float rate );
// jsinger: to support binary serialization/deserialization of idAnims
#ifdef RV_BINARYDECLS
idAnim( idDeclModelDef const *def, SerialInputStream &stream );
void Write( SerialOutputStream &stream ) const;
#endif
// RAVEN END
};
// RAVEN BEGIN
// bdube: added configurable playback rate
ID_INLINE float idAnim::GetPlaybackRate ( void ) const {
return rate;
}
ID_INLINE void idAnim::SetPlaybackRate ( float _rate ) {
rate = _rate;
}
// RAVEN END
/*
==============================================================================================
idDeclModelDef
==============================================================================================
*/
// RAVEN BEGIN
// jsinger; allow support for serialization/deserialization of binary decls
#ifdef RV_BINARYDECLS
class idDeclModelDef : public idDecl, public Serializable<'DMD '> {
public:
virtual void Write( SerialOutputStream &stream ) const;
virtual void AddReferences() const;
idDeclModelDef( SerialInputStream &stream );
private:
int mNumChannels;
#else
class idDeclModelDef : public idDecl {
#endif
// RAVEN END
public:
idDeclModelDef();
~idDeclModelDef();
virtual size_t Size( void ) const;
virtual const char * DefaultDefinition( void ) const;
virtual bool Parse( const char *text, const int textLength, bool noCaching );
virtual void FreeData( void );
// RAVEN BEGIN
// jscott: to prevent a recursive crash
virtual bool RebuildTextSource( void ) { return( false ); }
// scork: for detailed error-reporting
virtual bool Validate( const char *psText, int iTextLength, idStr &strReportTo ) const;
// RAVEN END
void Touch( void ) const;
const idDeclSkin * GetDefaultSkin( void ) const;
const idJointQuat * GetDefaultPose( void ) const;
void SetupJoints( int *numJoints, idJointMat **jointList, idBounds &frameBounds, bool removeOriginOffset ) const;
idRenderModel * ModelHandle( void ) const;
void GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const;
const jointInfo_t * FindJoint( const char *name ) const;
int NumAnims( void ) const;
const idAnim * GetAnim( int index ) const;
int GetSpecificAnim( const char *name ) const;
int GetAnim( const char *name ) const;
bool HasAnim( const char *name ) const;
const idDeclSkin * GetSkin( void ) const;
const char * GetModelName( void ) const;
const idList<jointInfo_t> & Joints( void ) const;
const int * JointParents( void ) const;
int NumJoints( void ) const;
const jointInfo_t * GetJoint( int jointHandle ) const;
const char * GetJointName( int jointHandle ) const;
int NumJointsOnChannel( int channel ) const;
const int * GetChannelJoints( int channel ) const;
const idVec3 & GetVisualOffset( void ) const;
private:
void CopyDecl( const idDeclModelDef *decl );
bool ParseAnim( idLexer &src, int numDefaultAnims );
private:
idVec3 offset;
idList<jointInfo_t> joints;
idList<int> jointParents;
idList<int> channelJoints[ ANIM_NumAnimChannels ];
idRenderModel * modelHandle;
idList<idAnim *> anims;
const idDeclSkin * skin;
};
ID_INLINE const idAnim *idDeclModelDef::GetAnim( int index ) const {
if ( ( index < 1 ) || ( index > anims.Num() ) ) {
return NULL;
}
return anims[ index - 1 ];
}
/*
==============================================================================================
idAnimBlend
==============================================================================================
*/
class idAnimBlend {
private:
const class idDeclModelDef *modelDef;
int starttime;
int endtime;
int timeOffset;
float rate;
int blendStartTime;
int blendDuration;
float blendStartValue;
float blendEndValue;
float animWeights[ ANIM_MaxSyncedAnims ];
short cycle;
short animNum;
bool allowMove;
bool allowFrameCommands;
bool useFrameBlend;
frameBlend_t frameBlend;
friend class idAnimator;
void Reset( const idDeclModelDef *_modelDef );
void CallFrameCommands( idEntity *ent, int fromtime, int totime ) const;
// RAVEN BEGIN
// twhitaker & jscott: create new SetFrame that allows interpolation between arbitrary frames
void SetFrame( const idDeclModelDef *modelDef, int animnum, const frameBlend_t & frameBlend );
// jshepard: added rate parameter so we can speed up/slow down animations.
void CycleAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime, float rate );
void PlayAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime, float rate );
// RAVEN END
bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const;
void BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const;
void BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const;
void BlendDeltaRotation( int fromtime, int totime, idQuat &blendDelta, float &blendWeight ) const;
bool AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const;
public:
idAnimBlend();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile, const idDeclModelDef *modelDef );
const char *AnimName( void ) const;
const char *AnimFullName( void ) const;
float GetWeight( int currenttime ) const;
float GetFinalWeight( void ) const;
void SetWeight( float newweight, int currenttime, int blendtime );
int NumSyncedAnims( void ) const;
bool SetSyncedAnimWeight( int num, float weight );
void Clear( int currentTime, int clearTime );
bool IsDone( int currentTime ) const;
bool FrameHasChanged( int currentTime ) const;
int GetCycleCount( void ) const;
void SetCycleCount( int count );
void SetPlaybackRate( int currentTime, float newRate );
float GetPlaybackRate( void ) const;
void SetStartTime( int startTime );
int GetStartTime( void ) const;
int GetEndTime( void ) const;
int GetFrameNumber( int currenttime ) const;
int AnimTime( int currenttime ) const;
int NumFrames( void ) const;
int Length( void ) const;
int PlayLength( void ) const;
void AllowMovement( bool allow );
void AllowFrameCommands( bool allow );
const idAnim *Anim( void ) const;
int AnimNum( void ) const;
};
ID_INLINE const idAnim *idAnimBlend::Anim( void ) const {
if ( !modelDef ) {
return NULL;
}
return modelDef->GetAnim( animNum );
}
/*
==============================================================================================
idAFPoseJointMod
==============================================================================================
*/
typedef enum {
AF_JOINTMOD_AXIS,
AF_JOINTMOD_ORIGIN,
AF_JOINTMOD_BOTH
} AFJointModType_t;
class idAFPoseJointMod {
public:
idAFPoseJointMod( void );
AFJointModType_t mod;
idMat3 axis;
idVec3 origin;
};
ID_INLINE idAFPoseJointMod::idAFPoseJointMod( void ) {
mod = AF_JOINTMOD_AXIS;
axis.Identity();
origin.Zero();
}
/*
==============================================================================================
idAnimator
==============================================================================================
*/
class idAnimator{
public:
idAnimator();
~idAnimator();
size_t Allocated( void ) const;
size_t Size( void ) const;
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void SetEntity( idEntity *ent );
idEntity *GetEntity( void ) const ;
void RemoveOriginOffset( bool remove );
bool RemoveOrigin( void ) const;
void GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const;
int NumAnims( void ) const;
const idAnim *GetAnim( int index ) const;
int GetAnim( const char *name ) const;
bool HasAnim( const char *name ) const;
void ServiceAnims( int fromtime, int totime );
// RAVEN BEGIN
// rjohnson: added flag to ignore AF when checking for animation
bool IsAnimating ( int currentTime, bool IgnoreAF = false ) const;
bool IsBlending ( int channelNum, int currentTime ) const;
// RAVEN END
void GetJoints( int *numJoints, idJointMat **jointsPtr );
int NumJoints( void ) const;
jointHandle_t GetFirstChild( jointHandle_t jointnum ) const;
jointHandle_t GetFirstChild( const char *name ) const;
idRenderModel *SetModel( const char *modelname );
idRenderModel *ModelHandle( void ) const;
const idDeclModelDef *ModelDef( void ) const;
void ForceUpdate( void );
void ClearForceUpdate( void );
bool CreateFrame( int animtime, bool force );
bool FrameHasChanged( int animtime ) const;
void GetDelta( int fromtime, int totime, idVec3 &delta ) const;
bool GetDeltaRotation( int fromtime, int totime, idMat3 &delta ) const;
void GetOrigin( int currentTime, idVec3 &pos ) const;
bool GetBounds( int currentTime, idBounds &bounds );
idAnimBlend *CurrentAnim( int channelNum );
void Clear( int channelNum, int currentTime, int cleartime );
// twhitaker & jscott: create new SetFrame that allows interpolation between arbitrary frames
void SetFrame( int channelNum, int animnum, const frameBlend_t & frameBlend );
void CycleAnim( int channelNum, int animnum, int currenttime, int blendtime );
void PlayAnim( int channelNum, int animnum, int currenttime, int blendTime );
// copies the current anim from fromChannelNum to channelNum.
// the copied anim will have frame commands disabled to avoid executing them twice.
void SyncAnimChannels( int channelNum, int fromChannelNum, int currenttime, int blendTime );
void SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
void SetJointAxis( jointHandle_t jointnum, jointModTransform_t transform_type, const idMat3 &mat );
void GetJointAxis( jointHandle_t jointnum, idMat3 &mat );
void CollapseJoint ( jointHandle_t jointnum, jointHandle_t collapseTo );
void CollapseJoints ( const char* jointnames, jointHandle_t collapseJoint );
void ClearJoint( jointHandle_t jointnum );
void ClearAllJoints( void );
// RAVEN BEGIN
// bdube: more joint control functions
void AimJointAt ( jointHandle_t jointnum, const idVec3& pos, const int blendtime );
void SetJointAngularVelocity ( jointHandle_t jointnum, const idAngles& vel, const int currentTime, const int blendTime );
idAngles GetJointAngularVelocity ( jointHandle_t jointnum, const int currentTime );
void ClearJointAngularVelocity ( jointHandle_t jointnum );
// jshepard: rate of playback change
void SetPlaybackRate(float multiplier);
// abahr:
void SetPlaybackRate( const char* animName, float rate );
void SetPlaybackRate( int animHandle, float rate );
// RAVEN END
void InitAFPose( void );
void SetAFPoseJointMod( const jointHandle_t jointNum, const AFJointModType_t mod, const idMat3 &axis, const idVec3 &origin );
void FinishAFPose( int animnum, const idBounds &bounds, const int time );
void SetAFPoseBlendWeight( float blendWeight );
bool BlendAFPose( idJointQuat *blendFrame ) const;
void ClearAFPose( void );
void ClearAllAnims( int currentTime, int cleartime );
jointHandle_t GetJointHandle( const char *name ) const;
const char * GetJointName( jointHandle_t handle ) const;
int GetChannelForJoint( jointHandle_t joint ) const;
bool GetJointTransform( jointHandle_t jointHandle, int currenttime, idVec3 &offset, idMat3 &axis );
bool GetJointLocalTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis );
const animFlags_t GetAnimFlags( int animnum ) const;
int NumFrames( int animnum ) const;
int NumSyncedAnims( int animnum ) const;
const char *AnimName( int animnum ) const;
const char *AnimFullName( int animnum ) const;
// RAVEN BEGIN
// rjohnson: more output for animators
const char *AnimMD5Name( int animnum, int index ) const;
// RAVEN END
int AnimLength( int animnum ) const;
const idVec3 &TotalMovementDelta( int animnum ) const;
// RAVEN BEGIN
// nrausch: get the nearest joint to a segment - ignores joints behind the origin
// you can pass it a null jointList in order to test against all joints ( use NumJoints() for the count )
jointHandle_t GetNearestJoint( const idVec3 &start, const idVec3 &end, int time, jointHandle_t *jointList, int cnt );
//MCG
jointMod_t * FindExistingJointMod( jointHandle_t jointnum, int *index );
// RAVEN END
private:
// RAVEN BEGIN
// bdube: added methods
jointMod_t * FindJointMod ( jointHandle_t jointnum );
// RAVEN END
void FreeData( void );
void PushAnims( int channel, int currentTime, int blendTime );
private:
const idDeclModelDef * modelDef;
idEntity * entity;
idAnimBlend channels[ ANIM_NumAnimChannels ][ ANIM_MaxAnimsPerChannel ];
idList<jointMod_t *> jointMods;
int numJoints;
idJointMat * joints;
mutable int lastTransformTime; // mutable because the value is updated in CreateFrame
mutable bool stoppedAnimatingUpdate;
bool removeOriginOffset;
bool forceUpdate;
idBounds frameBounds;
float AFPoseBlendWeight;
idList<int> AFPoseJoints;
idList<idAFPoseJointMod> AFPoseJointMods;
idJointQuat * AFPoseJointFrame;
int AFPoseJointFrameSize;
idBounds AFPoseBounds;
int AFPoseTime;
// RAVEN BEGIN
// jshepard: multiplier for the animation rate for all anims under this animator
float rateMultiplier;
// RAVEN END
};
ID_INLINE void idAnimator::SetPlaybackRate ( float _rate ) {
rateMultiplier = _rate;
}
/*
==============================================================================================
idAnimManager
==============================================================================================
*/
class idAnimManager {
public:
idAnimManager();
~idAnimManager();
static bool forceExport;
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
#if defined(_RV_MEM_SYS_SUPPORT)
void BeginLevelLoad( void );
void EndLevelLoad( void );
#endif
// RAVEN END
void Shutdown( void );
idMD5Anim * GetAnim( const char *name );
void ReloadAnims( void );
void ListAnims( void ) const;
void PrintMemInfo( MemInfo *mi );
int JointIndex( const char *name );
const char * JointName( int index ) const;
void ClearAnimsInUse( void );
void FlushUnusedAnims( void );
private:
idHashTable<idMD5Anim *> animations;
idStrList jointnames;
idHashIndex jointnamesHash;
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
#if defined(_RV_MEM_SYS_SUPPORT)
bool insideLevelLoad;
#endif
// RAVEN END
};
#endif /* !__ANIM_H__ */
// RAVEN END