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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_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; }
- bool Load( idEntity *ent, const char *fileName );
- 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 );
- protected:
- idStr name; // name of the loaded .af file
- idPhysics_AF physicsObj; // articulated figure physics
- 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
- idList<jointConversion_t>jointMods; // list with transforms from skeletal model joints to articulated figure bodies
- idList<int> 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 );
- bool TestSolid( void ) const;
- };
- #endif /* !__GAME_AF_H__ */
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