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