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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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/** \file plArmatureMod.h
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A modifier which manages multi-channel animation and has a physical body.
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Designed for avatars; also good for vehicles, creatures, etc.
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*/
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// PLARMATUREMOD
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//
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// An armature is an object with both a physical presence (physics behavior) and articulated animated parts.
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// (The parts are not themselves physical)
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// An avatar is a type of armature, as is a critter, and anything else that moves around.
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//
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// This modifier combines multi-channel animation with blending (inherited from plAGMasterMod)
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// with convenience functions for moving a physical body around and some specialized animation support
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#ifndef plArmatureMod_inc
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#define plArmatureMod_inc
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#include "plAnimation/plAGMasterMod.h"
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// other local
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#include "plAvDefs.h"
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#include "pnSceneObject/plSimulationInterface.h"
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#include "hsMatrix44.h"
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#include "plNetCommon/plNetCommon.h"
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#include <cfloat>
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// FORWARDS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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class hsQuat;
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class plMatrixChannel;
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class plAGModifier;
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class plAGMasterMod;
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class plAGChannel;
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class plClothingOutfit;
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class plClothingSDLModifier;
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class plAvatarSDLModifier;
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class plAvatarPhysicalSDLModifier;
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class plMatrixDelayedCorrectionApplicator;
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class plMatrixDifferenceApp;
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class plDebugText;
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class plArmatureEffectsMgr;
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class plAvBoneMap; // below
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class plDrawable;
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class plControlEventMsg;
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class plAvatarInputStateMsg;
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class plLayerLinkAnimation;
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class plPipeline;
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class plArmatureBrain;
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class plArmatureUpdateMsg;
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class plPhysicalControllerCore;
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typedef std::vector<plKey> plKeyVector;
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typedef std::vector<plArmatureBrain*> plBrainStack;
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class plArmatureModBase : public plAGMasterMod
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{
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public:
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plArmatureModBase();
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virtual ~plArmatureModBase();
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CLASSNAME_REGISTER( plArmatureModBase );
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GETINTERFACE_ANY( plArmatureModBase, plAGMasterMod );
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virtual bool MsgReceive(plMessage* msg);
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virtual void AddTarget(plSceneObject* so);
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virtual void RemoveTarget(plSceneObject* so);
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virtual bool IEval(double secs, float del, uint32_t dirty);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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plMatrixDifferenceApp *GetRootAnimator() { return fRootAnimator; }
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plPhysicalControllerCore* GetController() const { return fController; }
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plKey GetWorldKey() const;
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virtual bool ValidatePhysics();
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virtual bool ValidateMesh();
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virtual void PushBrain(plArmatureBrain *brain);
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virtual void PopBrain();
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plArmatureBrain *GetCurrentBrain() const;
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plDrawable *FindDrawable() const;
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virtual void LeaveAge();
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virtual bool IsFinal();
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// LOD stuff
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void AdjustLOD(); // see if we need to switch to a different resolution
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bool SetLOD(int newLOD); // switch to a different resolution
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void RefreshTree(); // Resend an LOD update to all our nodes (for when geometry changes)
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int AppendMeshKey(plKey meshKey);
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int AppendBoneVec(plKeyVector *boneVec);
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uint8_t GetNumLOD() const;
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// A collection of reasons (flags) that things might be disabled. When all flags are gone
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// The object is re-enabled.
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enum
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{
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kDisableReasonUnknown = 0x0001,
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kDisableReasonRelRegion = 0x0002,
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kDisableReasonLinking = 0x0004,
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kDisableReasonCCR = 0x0008,
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kDisableReasonVehicle = 0x0010,
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kDisableReasonGenericBrain = 0x0020,
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kDisableReasonKinematic = 0x0040
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};
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void EnablePhysics(bool status, uint16_t reason = kDisableReasonUnknown);
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void EnablePhysicsKinematic(bool status);
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void EnableDrawing(bool status, uint16_t reason = kDisableReasonUnknown);
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bool IsPhysicsEnabled() { return fDisabledPhysics == 0; }
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bool IsDrawEnabled() { return fDisabledDraw == 0; }
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static void AddressMessageToDescendants(const plCoordinateInterface * CI, plMessage *msg);
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static void EnableDrawingTree(const plSceneObject *object, bool status);
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static int fMinLOD; // throttle for lowest-indexed LOD
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static double fLODDistance; // Distance for first LOD switch 2nd is 2x this distance (for now)
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protected:
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virtual void IFinalize();
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virtual void ICustomizeApplicator();
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void IEnableBones(int lod, bool enable);
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// Some of these flags are only needed by derived classes, but I just want
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// the one waitFlags variable.
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enum
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{
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kNeedMesh = 0x01,
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kNeedPhysics = 0x02,
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kNeedAudio = 0x04,
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kNeedCamera = 0x08,
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kNeedSpawn = 0x10,
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kNeedApplicator = 0x20,
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kNeedBrainActivation = 0x40,
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};
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uint16_t fWaitFlags;
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int fCurLOD;
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plPhysicalControllerCore* fController;
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plKeyVector fMeshKeys;
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plBrainStack fBrains;
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plMatrixDifferenceApp *fRootAnimator;
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std::vector<plKeyVector*> fUnusedBones;
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uint16_t fDisabledPhysics;
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uint16_t fDisabledDraw;
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};
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class plArmatureMod : public plArmatureModBase
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{
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friend class plHBehavior;
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friend class plAvatarSDLModifier;
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friend class plAvatarPhysicalSDLModifier;
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friend class plClothingSDLModifier;
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friend class plAvOneShotLinkTask;
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public:
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plArmatureMod();
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virtual ~plArmatureMod();
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CLASSNAME_REGISTER( plArmatureMod );
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GETINTERFACE_ANY( plArmatureMod, plArmatureModBase );
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virtual bool MsgReceive(plMessage* msg);
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virtual void AddTarget(plSceneObject* so);
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virtual void RemoveTarget(plSceneObject* so);
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virtual bool IEval(double secs, float del, uint32_t dirty);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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virtual bool ValidatePhysics();
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virtual bool ValidateMesh();
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// Get or set the position of the avatar in simulation space. Set any
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// arguments you don't care about to nil.
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void SetPositionAndRotationSim(const hsPoint3* position, const hsQuat* rotation);
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void GetPositionAndRotationSim(hsPoint3* position, hsQuat* rotation);
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bool IsLocalAvatar();
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bool IsLocalAI();
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virtual const plSceneObject *FindBone(const plString & name) const;
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virtual const plSceneObject *FindBone(uint32_t id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID
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virtual void AddBoneMapping(uint32_t id, const plSceneObject *bone);
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plAGModifier *GetRootAGMod();
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plAGAnim *FindCustomAnim(const plString& baseName) const;
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virtual void Spawn(double timeNow);
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virtual void SpawnAt(int which, double timeNow);
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virtual void EnterAge(bool reSpawn);
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virtual void LeaveAge();
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virtual void PanicLink(bool playLinkOutAnim = true);
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virtual void PersonalLink();
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virtual bool ToggleDontPanicLinkFlag() { fDontPanicLink = fDontPanicLink ? false : true; return fDontPanicLink; }
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int GetBrainCount();
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plArmatureBrain *GetNextBrain(plArmatureBrain *brain);
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plArmatureBrain *GetBrain(int index) { if(index <= fBrains.size()) return fBrains.at(index); else return nil; }
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plArmatureBrain *FindBrainByClass(uint32_t classID) const;
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void TurnToPoint(hsPoint3 &point);
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void SuspendInput();
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void ResumeInput();
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uint8_t IsInputSuspended() { return fSuspendInputCount; }
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void IProcessQueuedInput();
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void PreserveInputState();
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void RestoreInputState();
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bool GetInputFlag(int f) const;
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void SetInputFlag(int which, bool status);
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void ClearInputFlags(bool saveAlwaysRun, bool clearBackup);
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bool HasMovementFlag() const; // Is any *movement* input flag on?
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float GetTurnStrength() const;
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float GetKeyTurnStrength() const;
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float GetAnalogTurnStrength() const;
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void SetReverseFBOnIdle(bool val);
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bool IsFBReversed();
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bool ForwardKeyDown() const;
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bool BackwardKeyDown() const;
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bool StrafeLeftKeyDown() const;
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bool StrafeRightKeyDown() const;
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bool StrafeKeyDown() const;
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bool FastKeyDown() const;
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bool TurnLeftKeyDown() const;
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bool TurnRightKeyDown() const;
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bool JumpKeyDown() const;
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bool ExitModeKeyDown() const;
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void SetForwardKeyDown();
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void SetBackwardKeyDown();
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void SetStrafeLeftKeyDown(bool on = true);
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void SetStrafeRightKeyDown(bool on = true);
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void SetFastKeyDown();
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void SetTurnLeftKeyDown(bool status = true);
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void SetTurnRightKeyDown(bool status = true);
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void SetJumpKeyDown();
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void DebugDumpMoveKeys(int &x, int &y, int lineHeight, plDebugText &debugTxt);
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plString GetMoveKeyString() const;
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void SynchIfLocal(double timeNow, int force); // Just physical state
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void SynchInputState(uint32_t rcvID = kInvalidPlayerID);
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bool DirtySynchState(const plString& SDLStateName, uint32_t synchFlags );
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bool DirtyPhysicalSynchState(uint32_t synchFlags);
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plClothingOutfit *GetClothingOutfit() const { return fClothingOutfit; }
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plClothingSDLModifier *GetClothingSDLMod() const { return fClothingSDLMod; }
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const plSceneObject *GetClothingSO(uint8_t lod) const;
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plArmatureEffectsMgr *GetArmatureEffects() const { return fEffects; }
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enum
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{
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kWalk,
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kRun,
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kTurn,
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kImpact,
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kSwim,
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};
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plString GetAnimRootName(const plString &name);
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int8_t AnimNameToIndex(const plString &name);
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void SetBodyType(int type) { fBodyType = type; }
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int GetBodyType(int type) { return fBodyType; }
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int GetCurrentGenericType();
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bool FindMatchingGenericBrain(const char *names[], int count);
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plString MakeAnimationName(const plString& baseName) const;
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plString GetRootName();
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void SetRootName(const plString &name);
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int RefreshDebugDisplay();
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void DumpToDebugDisplay(int &x, int &y, int lineHeight, plDebugText &debugTxt);
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void SetDebugState(bool state) { fDebugOn = (state != 0); }
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bool GetDebugState() { return fDebugOn; }
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virtual void RefreshTree() {}
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bool IsInStealthMode() const;
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int GetStealthLevel() const { return fStealthLevel; }
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bool IsOpaque();
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bool IsLinkedIn();
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bool IsMidLink();
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bool ConsumeJump(); // returns true if the jump keypress was available to consume
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void SendBehaviorNotify(uint32_t type, bool start = true) { IFireBehaviorNotify(type,start); }
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// Discovered a bug which makes these values horribly out of scale. So we do the rescale
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// in the Get/Set functions for backwards compatability.
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static void SetMouseTurnSensitivity(float val) { fMouseTurnSensitivity = val / 150.f; }
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static float GetMouseTurnSensitivity() { return fMouseTurnSensitivity * 150.f; }
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static void SetSpawnPointOverride(const plString &overrideObjName);
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static void WindowActivate(bool active);
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void SetFollowerParticleSystemSO(plSceneObject *follower);
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plSceneObject *GetFollowerParticleSystemSO();
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void RegisterForBehaviorNotify(plKey key);
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void UnRegisterForBehaviorNotify(plKey key);
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const hsBitVector& GetRelRegionCareAbout() const { return fRegionsICareAbout; }
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const hsBitVector& GetRelRegionImIn() const { return fRegionsImIn; }
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bool IsKILowestLevel();
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int GetKILevel();
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void SetLinkInAnim(const plString &animName);
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plKey GetLinkInAnimKey() const;
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enum
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{
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kSwapTargetShadow,
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kMaxSwapType
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};
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enum
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{
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kBoneBaseMale = 0,
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kBoneBaseFemale,
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kBoneBaseCritter, // AI controlled avatar
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kBoneBaseActor, // human controlled, non human avatar
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kMaxBoneBase
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};
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enum
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{
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kAvatarLOSGround,
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kAvatarLOSSwimSurface,
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};
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plMatrixDelayedCorrectionApplicator *fBoneRootAnimator;
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static const float kAvatarInputSynchThreshold;
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static bool fClickToTurn;
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static const char *BoneStrings[];
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void SetPhysicalDims(float height, float width) { fPhysHeight = height; fPhysWidth = width; }
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void SetBodyAgeName(const plString& ageName) { fBodyAgeName = ageName; }
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void SetBodyFootstepSoundPage(const plString& pageName) { fBodyFootstepSoundPage = pageName; }
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void SetAnimationPrefix(const plString& prefix) { fAnimationPrefix = prefix; }
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plString GetUserStr() const { return fUserStr; }
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protected:
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void IInitDefaults();
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virtual void IFinalize();
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virtual void ICustomizeApplicator();
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virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc);
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void NetworkSynch(double timeNow, int force = 0);
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bool IHandleControlMsg(plControlEventMsg* pMsg);
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void IFireBehaviorNotify(uint32_t type, bool behaviorStart = true);
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void IHandleInputStateMsg(plAvatarInputStateMsg *msg);
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void ILinkToPersonalAge();
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int IFindSpawnOverride(void);
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void ISetTransparentDrawOrder(bool val);
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plLayerLinkAnimation *IFindLayerLinkAnim();
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plString fRootName; // the name of the player root (from the max file)
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hsBitVector fMoveFlags; // which keys/buttons are currently pressed
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hsBitVector fMoveFlagsBackup; // a copy of fMoveFlags
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typedef std::vector<plControlEventMsg*> CtrlMessageVec;
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CtrlMessageVec fQueuedCtrlMessages; // input messages we haven't processed
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float fMouseFrameTurnStrength; // Sum turnage from mouse delta messages since last eval.
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plKey fFootSoundSOKey; // The Scene Object we attach to targets for footstep sounds
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plKey fLinkSoundSOKey; // Same thing for linking... wwwwawAWAWAwawa...
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plKey fLinkInAnimKey; // Set when we link out, this is the anim to play (backwards) when we link in.
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static float fMouseTurnSensitivity;
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plArmatureUpdateMsg *fUpdateMsg;
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// Trying to be a good lad here and align all our bools and bytes...
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bool fIsLinkedIn; // We have finished playing the LinkEffects and are properly in the age
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bool fMidLink; // We're in between a LeaveAge and an EnterAge
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bool fAlreadyPanicLinking; // Cleared when you enter an age. Prevents spamming the server with panic link requests.
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bool fUnconsumedJump; // We've pressed the jump key, but haven't jumped yet
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bool fReverseFBOnIdle; // see set/getters for comments
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bool fPendingSynch;
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bool fDebugOn;
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bool fOpaque;
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uint8_t fSuspendInputCount;
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uint8_t fStealthMode;
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int fStealthLevel; // you are invisible to other players/CCRs of lower stealthLevel
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plAGModifier * fRootAGMod;
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plAvBoneMap * fBoneMap; // uses id codes to look up bones. set up by the brain as needed.
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double fLastSynch;
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int fBodyType;
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plClothingOutfit *fClothingOutfit;
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plClothingSDLModifier *fClothingSDLMod;
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plAvatarSDLModifier *fAvatarSDLMod;
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plAvatarPhysicalSDLModifier *fAvatarPhysicalSDLMod;
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hsTArray<const plSceneObject*> fClothToSOMap;
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plArmatureEffectsMgr *fEffects;
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plSceneObject *fFollowerParticleSystemSO;
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static plString fSpawnPointOverride;
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// These vectors are used with relevance regions for culling out other objects
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hsBitVector fRegionsImIn;
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hsBitVector fRegionsICareAbout;
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hsBitVector fOldRegionsImIn;
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hsBitVector fOldRegionsICareAbout;
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hsTArray<plKey> fNotifyKeys;
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// Extra info for creating our special physical at runtime
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float fPhysHeight;
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float fPhysWidth;
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bool fDontPanicLink;
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// strings for animations, age names, footstep sounds, etc
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plString fBodyAgeName;
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plString fBodyFootstepSoundPage;
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plString fAnimationPrefix;
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// user-defined string assigned to this avatar
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plString fUserStr;
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};
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// PLARMATURELOD
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// This class has been phased into plArmatureModBase. It's left behind
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// for backwards compatability.
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class plArmatureLODMod : public plArmatureMod
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{
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public:
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// tors
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plArmatureLODMod();
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plArmatureLODMod(const plString & root_name);
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virtual ~plArmatureLODMod();
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CLASSNAME_REGISTER( plArmatureLODMod );
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GETINTERFACE_ANY( plArmatureLODMod, plArmatureMod );
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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};
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class plAvBoneMap
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{
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public:
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plAvBoneMap();
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virtual ~plAvBoneMap();
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const plSceneObject * FindBone(uint32_t boneID); // you probably want to use plAvBrainHuman::BoneID;
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void AddBoneMapping(uint32_t boneID, const plSceneObject *SO);
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protected:
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class BoneMapImp; // forward declaration to keep the header clean: see .cpp for implementation
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BoneMapImp *fImp; // the thing that actually holds our map
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};
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#define TWO_PI (M_PI * 2)
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#endif //plArmatureMod_inc
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