#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 idListjointMods; // list with transforms from skeletal model joints to articulated figure bodies idList 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__ */