#ifndef __GAME_IK_H__ #define __GAME_IK_H__ /* =============================================================================== IK base class with a simple fast two bone solver. =============================================================================== */ #define IK_ANIM "ik_pose" class idIK { public: idIK( void ); virtual ~idIK( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); bool IsInitialized( void ) const; virtual bool Init( idEntity *self, const char *anim, const idVec3 &modelOffset ); virtual void Evaluate( void ); virtual void ClearJointMods( void ); bool SolveTwoBones( const idVec3 &startPos, const idVec3 &endPos, const idVec3 &dir, float len0, float len1, idVec3 &jointPos ); float GetBoneAxis( const idVec3 &startPos, const idVec3 &endPos, const idVec3 &dir, idMat3 &axis ); protected: bool initialized; bool ik_activate; idEntity * self; // entity using the animated model idAnimator * animator; // animator on entity int modifiedAnim; // animation modified by the IK idVec3 modelOffset; }; /* =============================================================================== IK controller for a walking character with an arbitrary number of legs. =============================================================================== */ class idIK_Walk : public idIK { public: idIK_Walk( void ); virtual ~idIK_Walk( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual bool Init( idEntity *self, const char *anim, const idVec3 &modelOffset ); virtual void Evaluate( void ); virtual void ClearJointMods( void ); void EnableAll( void ); void DisableAll( void ); void EnableLeg( int num ); void DisableLeg( int num ); private: static const int MAX_LEGS = 8; idClipModel * footModel; int numLegs; int enabledLegs; jointHandle_t footJoints[MAX_LEGS]; jointHandle_t ankleJoints[MAX_LEGS]; jointHandle_t kneeJoints[MAX_LEGS]; jointHandle_t hipJoints[MAX_LEGS]; jointHandle_t dirJoints[MAX_LEGS]; jointHandle_t waistJoint; idVec3 hipForward[MAX_LEGS]; idVec3 kneeForward[MAX_LEGS]; float upperLegLength[MAX_LEGS]; float lowerLegLength[MAX_LEGS]; idMat3 upperLegToHipJoint[MAX_LEGS]; idMat3 lowerLegToKneeJoint[MAX_LEGS]; float smoothing; float waistSmoothing; float footShift; float waistShift; float minWaistFloorDist; float minWaistAnkleDist; float footUpTrace; float footDownTrace; bool tiltWaist; bool usePivot; // state int pivotFoot; float pivotYaw; idVec3 pivotPos; bool oldHeightsValid; float oldWaistHeight; float oldAnkleHeights[MAX_LEGS]; idVec3 waistOffset; }; /* =============================================================================== IK controller for reaching a position with an arm or leg. =============================================================================== */ class idIK_Reach : public idIK { public: idIK_Reach( void ); virtual ~idIK_Reach( void ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); virtual bool Init( idEntity *self, const char *anim, const idVec3 &modelOffset ); virtual void Evaluate( void ); virtual void ClearJointMods( void ); private: static const int MAX_ARMS = 2; int numArms; int enabledArms; jointHandle_t handJoints[MAX_ARMS]; jointHandle_t elbowJoints[MAX_ARMS]; jointHandle_t shoulderJoints[MAX_ARMS]; jointHandle_t dirJoints[MAX_ARMS]; idVec3 shoulderForward[MAX_ARMS]; idVec3 elbowForward[MAX_ARMS]; float upperArmLength[MAX_ARMS]; float lowerArmLength[MAX_ARMS]; idMat3 upperArmToShoulderJoint[MAX_ARMS]; idMat3 lowerArmToElbowJoint[MAX_ARMS]; }; #endif /* !__GAME_IK_H__ */