DOOM-3-BFG

DOOM 3 BFG Edition
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IK.h (5495B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #ifndef __GAME_IK_H__
     30 #define __GAME_IK_H__
     31 
     32 /*
     33 ===============================================================================
     34 
     35   IK base class with a simple fast two bone solver.
     36 
     37 ===============================================================================
     38 */
     39 
     40 #define IK_ANIM				"ik_pose"
     41 
     42 class idIK {
     43 public:
     44 							idIK();
     45 	virtual					~idIK();
     46 
     47 	void					Save( idSaveGame *savefile ) const;
     48 	void					Restore( idRestoreGame *savefile );
     49 
     50 	bool					IsInitialized() const;
     51 
     52 	virtual bool			Init( idEntity *self, const char *anim, const idVec3 &modelOffset );
     53 	virtual void			Evaluate();
     54 	virtual void			ClearJointMods();
     55 
     56 	bool					SolveTwoBones( const idVec3 &startPos, const idVec3 &endPos, const idVec3 &dir, float len0, float len1, idVec3 &jointPos );
     57 	float					GetBoneAxis( const idVec3 &startPos, const idVec3 &endPos, const idVec3 &dir, idMat3 &axis );
     58 
     59 protected:
     60 	bool					initialized;
     61 	bool					ik_activate;
     62 	idEntity *				self;				// entity using the animated model
     63 	idAnimator *			animator;			// animator on entity
     64 	int						modifiedAnim;		// animation modified by the IK
     65 	idVec3					modelOffset;
     66 };
     67 
     68 
     69 /*
     70 ===============================================================================
     71 
     72   IK controller for a walking character with an arbitrary number of legs.	
     73 
     74 ===============================================================================
     75 */
     76 
     77 class idIK_Walk : public idIK {
     78 public:
     79 
     80 							idIK_Walk();
     81 	virtual					~idIK_Walk();
     82 
     83 	void					Save( idSaveGame *savefile ) const;
     84 	void					Restore( idRestoreGame *savefile );
     85 
     86 	virtual bool			Init( idEntity *self, const char *anim, const idVec3 &modelOffset );
     87 	virtual void			Evaluate();
     88 	virtual void			ClearJointMods();
     89 
     90 	void					EnableAll();
     91 	void					DisableAll();
     92 	void					EnableLeg( int num );
     93 	void					DisableLeg( int num );
     94 
     95 private:
     96 	static const int		MAX_LEGS		= 8;
     97 
     98 	idClipModel *			footModel;
     99 
    100 	int						numLegs;
    101 	int						enabledLegs;
    102 	jointHandle_t			footJoints[MAX_LEGS];
    103 	jointHandle_t			ankleJoints[MAX_LEGS];
    104 	jointHandle_t			kneeJoints[MAX_LEGS];
    105 	jointHandle_t			hipJoints[MAX_LEGS];
    106 	jointHandle_t			dirJoints[MAX_LEGS];
    107 	jointHandle_t			waistJoint;
    108 
    109 	idVec3					hipForward[MAX_LEGS];
    110 	idVec3					kneeForward[MAX_LEGS];
    111 
    112 	float					upperLegLength[MAX_LEGS];
    113 	float					lowerLegLength[MAX_LEGS];
    114 
    115 	idMat3					upperLegToHipJoint[MAX_LEGS];
    116 	idMat3					lowerLegToKneeJoint[MAX_LEGS];
    117 
    118 	float					smoothing;
    119 	float					waistSmoothing;
    120 	float					footShift;
    121 	float					waistShift;
    122 	float					minWaistFloorDist;
    123 	float					minWaistAnkleDist;
    124 	float					footUpTrace;
    125 	float					footDownTrace;
    126 	bool					tiltWaist;
    127 	bool					usePivot;
    128 
    129 	// state
    130 	int						pivotFoot;
    131 	float					pivotYaw;
    132 	idVec3					pivotPos;
    133 	bool					oldHeightsValid;
    134 	float					oldWaistHeight;
    135 	float					oldAnkleHeights[MAX_LEGS];
    136 	idVec3					waistOffset;
    137 };
    138 
    139 
    140 /*
    141 ===============================================================================
    142 
    143   IK controller for reaching a position with an arm or leg.
    144 
    145 ===============================================================================
    146 */
    147 
    148 class idIK_Reach : public idIK {
    149 public:
    150 
    151 							idIK_Reach();
    152 	virtual					~idIK_Reach();
    153 
    154 	void					Save( idSaveGame *savefile ) const;
    155 	void					Restore( idRestoreGame *savefile );
    156 
    157 	virtual bool			Init( idEntity *self, const char *anim, const idVec3 &modelOffset );
    158 	virtual void			Evaluate();
    159 	virtual void			ClearJointMods();
    160 
    161 private:
    162 
    163 	static const int		MAX_ARMS	= 2;
    164 
    165 	int						numArms;
    166 	int						enabledArms;
    167 	jointHandle_t			handJoints[MAX_ARMS];
    168 	jointHandle_t			elbowJoints[MAX_ARMS];
    169 	jointHandle_t			shoulderJoints[MAX_ARMS];
    170 	jointHandle_t			dirJoints[MAX_ARMS];
    171 
    172 	idVec3					shoulderForward[MAX_ARMS];
    173 	idVec3					elbowForward[MAX_ARMS];
    174 
    175 	float					upperArmLength[MAX_ARMS];
    176 	float					lowerArmLength[MAX_ARMS];
    177 
    178 	idMat3					upperArmToShoulderJoint[MAX_ARMS];
    179 	idMat3					lowerArmToElbowJoint[MAX_ARMS];
    180 };
    181 
    182 #endif /* !__GAME_IK_H__ */