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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #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__ */
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