Paranoia2/game_shared/jigglebones.h

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
2020-08-31 18:50:41 +02:00
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#ifndef JIGGLEBONES_H
#define JIGGLEBONES_H
#include <assert.h>
#include "mathlib.h"
#include "studio.h"
#include "utllinkedlist.h"
//-----------------------------------------------------------------------------
/**
* JiggleData is the instance-specific data for a jiggle bone
*/
struct JiggleData
{
void Init( int initBone, float currenttime, const Vector &initBasePos, const Vector &initTipPos )
{
bone = initBone;
lastUpdate = currenttime;
basePos = initBasePos;
baseLastPos = basePos;
baseVel.Init();
baseAccel.Init();
tipPos = initTipPos;
tipVel.Init();
tipAccel.Init();
lastLeft = Vector( 0, 0, 0 );
lastBoingPos = initBasePos;
boingDir = Vector( 0.0f, 0.0f, 1.0f );
boingVelDir.Init();
boingSpeed = 0.0f;
boingTime = 0.0f;
}
int bone;
float lastUpdate; // based on gpGlobals->realtime
Vector basePos; // position of the base of the jiggle bone
Vector baseLastPos;
Vector baseVel;
Vector baseAccel;
Vector tipPos; // position of the tip of the jiggle bone
Vector tipVel;
Vector tipAccel;
Vector lastLeft; // previous up vector
Vector lastBoingPos; // position of base of jiggle bone last update for tracking velocity
Vector boingDir; // current direction along which the boing effect is occurring
Vector boingVelDir; // current estimation of jiggle bone unit velocity vector for boing effect
float boingSpeed; // current estimation of jiggle bone speed for boing effect
float boingTime;
};
class CJiggleBones
{
public:
CJiggleBones() {}
~CJiggleBones() { m_jiggleBoneState.RemoveAll(); }
JiggleData *GetJiggleData( int bone, float currenttime, const Vector &initBasePos, const Vector &initTipPos );
void BuildJiggleTransformations( int boneIndex, float currentime, const mstudiojigglebone_t *jiggleParams, const matrix3x4 &goalMX, matrix3x4 &boneMX );
private:
CUtlLinkedList< JiggleData > m_jiggleBoneState;
};
extern bool CalcProceduralBone( const studiohdr_t *pStudioHdr, int iBone, matrix3x4 *bonetransform );
#endif // C_JIGGLEBONES_H