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Change all CRLF-text files to LF-text files
to match H'uru for patching
This commit is contained in:
@ -1,488 +1,488 @@
|
||||
/*==LICENSE==*
|
||||
|
||||
CyanWorlds.com Engine - MMOG client, server and tools
|
||||
Copyright (C) 2011 Cyan Worlds, Inc.
|
||||
|
||||
This program 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.
|
||||
|
||||
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Additional permissions under GNU GPL version 3 section 7
|
||||
|
||||
If you modify this Program, or any covered work, by linking or
|
||||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||||
(or a modified version of those libraries),
|
||||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||||
licensors of this Program grant you additional
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
non-source form of such a combination shall include the source code for
|
||||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||||
work.
|
||||
|
||||
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||||
or by snail mail at:
|
||||
Cyan Worlds, Inc.
|
||||
14617 N Newport Hwy
|
||||
Mead, WA 99021
|
||||
|
||||
*==LICENSE==*/
|
||||
/** \file plArmatureMod.h
|
||||
A modifier which manages multi-channel animation and has a physical body.
|
||||
Designed for avatars; also good for vehicles, creatures, etc.
|
||||
*/
|
||||
|
||||
// PLARMATUREMOD
|
||||
//
|
||||
// An armature is an object with both a physical presence (physics behavior) and articulated animated parts.
|
||||
// (The parts are not themselves physical)
|
||||
// An avatar is a type of armature, as is a critter, and anything else that moves around.
|
||||
//
|
||||
// This modifier combines multi-channel animation with blending (inherited from plAGMasterMod)
|
||||
// with convenience functions for moving a physical body around and some specialized animation support
|
||||
|
||||
#ifndef plArmatureMod_inc
|
||||
#define plArmatureMod_inc
|
||||
|
||||
#include "plAGMasterMod.h"
|
||||
|
||||
// other local
|
||||
#include "plAvDefs.h"
|
||||
|
||||
#include "../pnSceneObject/plSimulationInterface.h"
|
||||
|
||||
#include "hsMatrix44.h"
|
||||
#include "../plNetCommon/plNetCommon.h"
|
||||
|
||||
#include <float.h>
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FORWARDS
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class hsQuat;
|
||||
class plMatrixChannel;
|
||||
class plAGModifier;
|
||||
class plAGMasterMod;
|
||||
class plAGChannel;
|
||||
class plClothingOutfit;
|
||||
class plClothingSDLModifier;
|
||||
class plAvatarSDLModifier;
|
||||
class plMatrixDelayedCorrectionApplicator;
|
||||
class plMatrixDifferenceApp;
|
||||
class plDebugText;
|
||||
class plArmatureEffectsMgr;
|
||||
class plAvBoneMap; // below
|
||||
class plDrawable;
|
||||
class plControlEventMsg;
|
||||
class plAvatarInputStateMsg;
|
||||
class plLayerLinkAnimation;
|
||||
class plPipeline;
|
||||
class plArmatureBrain;
|
||||
class plArmatureUpdateMsg;
|
||||
class plPhysicalControllerCore;
|
||||
|
||||
typedef std::vector<plKey> plKeyVector;
|
||||
typedef std::vector<plArmatureBrain*> plBrainStack;
|
||||
|
||||
class plArmatureModBase : public plAGMasterMod
|
||||
{
|
||||
public:
|
||||
plArmatureModBase();
|
||||
virtual ~plArmatureModBase();
|
||||
|
||||
CLASSNAME_REGISTER( plArmatureModBase );
|
||||
GETINTERFACE_ANY( plArmatureModBase, plAGMasterMod );
|
||||
|
||||
virtual hsBool MsgReceive(plMessage* msg);
|
||||
virtual void AddTarget(plSceneObject* so);
|
||||
virtual void RemoveTarget(plSceneObject* so);
|
||||
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
|
||||
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
||||
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
||||
|
||||
plMatrixDifferenceApp *GetRootAnimator() { return fRootAnimator; }
|
||||
plPhysicalControllerCore* GetController() const { return fController; }
|
||||
plKey GetWorldKey() const;
|
||||
virtual hsBool ValidatePhysics();
|
||||
virtual hsBool ValidateMesh();
|
||||
virtual void PushBrain(plArmatureBrain *brain);
|
||||
virtual void PopBrain();
|
||||
plArmatureBrain *GetCurrentBrain() const;
|
||||
plDrawable *FindDrawable() const;
|
||||
virtual void LeaveAge();
|
||||
virtual hsBool IsFinal();
|
||||
|
||||
// LOD stuff
|
||||
void AdjustLOD(); // see if we need to switch to a different resolution
|
||||
hsBool SetLOD(int newLOD); // switch to a different resolution
|
||||
void RefreshTree(); // Resend an LOD update to all our nodes (for when geometry changes)
|
||||
int AppendMeshKey(plKey meshKey);
|
||||
int AppendBoneVec(plKeyVector *boneVec);
|
||||
UInt8 GetNumLOD() const;
|
||||
|
||||
// A collection of reasons (flags) that things might be disabled. When all flags are gone
|
||||
// The object is re-enabled.
|
||||
enum
|
||||
{
|
||||
kDisableReasonUnknown = 0x0001,
|
||||
kDisableReasonRelRegion = 0x0002,
|
||||
kDisableReasonLinking = 0x0004,
|
||||
kDisableReasonCCR = 0x0008,
|
||||
kDisableReasonVehicle = 0x0010,
|
||||
kDisableReasonGenericBrain = 0x0020,
|
||||
kDisableReasonKinematic = 0x0040
|
||||
};
|
||||
void EnablePhysics(hsBool status, UInt16 reason = kDisableReasonUnknown);
|
||||
void EnablePhysicsKinematic(hsBool status);
|
||||
void EnableDrawing(hsBool status, UInt16 reason = kDisableReasonUnknown);
|
||||
hsBool IsPhysicsEnabled() { return fDisabledPhysics == 0; }
|
||||
hsBool IsDrawEnabled() { return fDisabledDraw == 0; }
|
||||
|
||||
|
||||
static void AddressMessageToDescendants(const plCoordinateInterface * CI, plMessage *msg);
|
||||
static void EnableDrawingTree(const plSceneObject *object, hsBool status);
|
||||
|
||||
static int fMinLOD; // throttle for lowest-indexed LOD
|
||||
static double fLODDistance; // Distance for first LOD switch 2nd is 2x this distance (for now)
|
||||
|
||||
protected:
|
||||
virtual void IFinalize();
|
||||
virtual void ICustomizeApplicator();
|
||||
void IEnableBones(int lod, hsBool enable);
|
||||
|
||||
// Some of these flags are only needed by derived classes, but I just want
|
||||
// the one waitFlags variable.
|
||||
enum
|
||||
{
|
||||
kNeedMesh = 0x01,
|
||||
kNeedPhysics = 0x02,
|
||||
kNeedAudio = 0x04,
|
||||
kNeedCamera = 0x08,
|
||||
kNeedSpawn = 0x10,
|
||||
kNeedApplicator = 0x20,
|
||||
kNeedBrainActivation = 0x40,
|
||||
};
|
||||
UInt16 fWaitFlags;
|
||||
|
||||
int fCurLOD;
|
||||
plPhysicalControllerCore* fController;
|
||||
plKeyVector fMeshKeys;
|
||||
plBrainStack fBrains;
|
||||
plMatrixDifferenceApp *fRootAnimator;
|
||||
std::vector<plKeyVector*> fUnusedBones;
|
||||
UInt16 fDisabledPhysics;
|
||||
UInt16 fDisabledDraw;
|
||||
};
|
||||
|
||||
class plArmatureMod : public plArmatureModBase
|
||||
{
|
||||
friend class plHBehavior;
|
||||
friend class plAvatarSDLModifier;
|
||||
friend class plAvatarPhysicalSDLModifier;
|
||||
friend class plClothingSDLModifier;
|
||||
friend class plAvOneShotLinkTask;
|
||||
|
||||
public:
|
||||
plArmatureMod();
|
||||
virtual ~plArmatureMod();
|
||||
|
||||
CLASSNAME_REGISTER( plArmatureMod );
|
||||
GETINTERFACE_ANY( plArmatureMod, plArmatureModBase );
|
||||
|
||||
virtual hsBool MsgReceive(plMessage* msg);
|
||||
virtual void AddTarget(plSceneObject* so);
|
||||
virtual void RemoveTarget(plSceneObject* so);
|
||||
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
|
||||
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
||||
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
||||
|
||||
virtual hsBool ValidatePhysics();
|
||||
virtual hsBool ValidateMesh();
|
||||
|
||||
// Get or set the position of the avatar in simulation space. Set any
|
||||
// arguments you don't care about to nil.
|
||||
void SetPositionAndRotationSim(const hsPoint3* position, const hsQuat* rotation);
|
||||
void GetPositionAndRotationSim(hsPoint3* position, hsQuat* rotation);
|
||||
|
||||
hsBool IsLocalAvatar();
|
||||
hsBool IsLocalAI();
|
||||
virtual const plSceneObject *FindBone(const char * name) const;
|
||||
virtual const plSceneObject *FindBone(UInt32 id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID
|
||||
virtual void AddBoneMapping(UInt32 id, const plSceneObject *bone);
|
||||
plAGModifier *GetRootAGMod();
|
||||
plAGAnim *FindCustomAnim(const char *baseName) const;
|
||||
|
||||
virtual void Spawn(double timeNow);
|
||||
virtual void SpawnAt(int which, double timeNow);
|
||||
virtual void EnterAge(hsBool reSpawn);
|
||||
virtual void LeaveAge();
|
||||
virtual void PanicLink(hsBool playLinkOutAnim = true);
|
||||
virtual void PersonalLink();
|
||||
|
||||
virtual bool ToggleDontPanicLinkFlag() { fDontPanicLink = fDontPanicLink ? false : true; return fDontPanicLink; }
|
||||
|
||||
int GetBrainCount();
|
||||
plArmatureBrain *GetNextBrain(plArmatureBrain *brain);
|
||||
plArmatureBrain *GetBrain(int index) { if(index <= fBrains.size()) return fBrains.at(index); else return nil; }
|
||||
plArmatureBrain *FindBrainByClass(UInt32 classID) const;
|
||||
|
||||
void TurnToPoint(hsPoint3 &point);
|
||||
void SuspendInput();
|
||||
void ResumeInput();
|
||||
|
||||
UInt8 IsInputSuspended() { return fSuspendInputCount; }
|
||||
void IProcessQueuedInput();
|
||||
void PreserveInputState();
|
||||
void RestoreInputState();
|
||||
hsBool GetInputFlag(int f) const;
|
||||
void SetInputFlag(int which, hsBool status);
|
||||
void ClearInputFlags(bool saveAlwaysRun, bool clearBackup);
|
||||
hsBool HasMovementFlag() const; // Is any *movement* input flag on?
|
||||
hsScalar GetTurnStrength() const;
|
||||
hsScalar GetKeyTurnStrength() const;
|
||||
hsScalar GetAnalogTurnStrength() const;
|
||||
void SetReverseFBOnIdle(bool val);
|
||||
hsBool IsFBReversed();
|
||||
|
||||
bool ForwardKeyDown() const;
|
||||
bool BackwardKeyDown() const;
|
||||
bool StrafeLeftKeyDown() const;
|
||||
bool StrafeRightKeyDown() const;
|
||||
bool StrafeKeyDown() const;
|
||||
bool FastKeyDown() const;
|
||||
bool TurnLeftKeyDown() const;
|
||||
bool TurnRightKeyDown() const;
|
||||
bool JumpKeyDown() const;
|
||||
bool ExitModeKeyDown() const;
|
||||
void SetForwardKeyDown();
|
||||
void SetBackwardKeyDown();
|
||||
void SetStrafeLeftKeyDown(bool on = true);
|
||||
void SetStrafeRightKeyDown(bool on = true);
|
||||
void SetFastKeyDown();
|
||||
void SetTurnLeftKeyDown(bool status = true);
|
||||
void SetTurnRightKeyDown(bool status = true);
|
||||
void SetJumpKeyDown();
|
||||
void DebugDumpMoveKeys(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
|
||||
void GetMoveKeyString(char *buff);
|
||||
|
||||
void SynchIfLocal(double timeNow, int force); // Just physical state
|
||||
void SynchInputState(UInt32 rcvID = kInvalidPlayerID);
|
||||
hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags );
|
||||
hsBool DirtyPhysicalSynchState(UInt32 synchFlags);
|
||||
plClothingOutfit *GetClothingOutfit() const { return fClothingOutfit; }
|
||||
plClothingSDLModifier *GetClothingSDLMod() const { return fClothingSDLMod; }
|
||||
const plSceneObject *GetClothingSO(UInt8 lod) const;
|
||||
plArmatureEffectsMgr *GetArmatureEffects() const { return fEffects; }
|
||||
|
||||
enum
|
||||
{
|
||||
kWalk,
|
||||
kRun,
|
||||
kTurn,
|
||||
kImpact,
|
||||
kSwim,
|
||||
};
|
||||
|
||||
const char *plArmatureMod::GetAnimRootName(const char *name);
|
||||
Int8 AnimNameToIndex(const char *name);
|
||||
void SetBodyType(int type) { fBodyType = type; }
|
||||
int GetBodyType(int type) { return fBodyType; }
|
||||
int GetCurrentGenericType();
|
||||
bool FindMatchingGenericBrain(const char *names[], int count);
|
||||
char *MakeAnimationName(const char * baseName) const;
|
||||
char *GetRootName();
|
||||
void SetRootName(const char *name);
|
||||
|
||||
int RefreshDebugDisplay();
|
||||
void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
|
||||
void SetDebugState(hsBool state) { fDebugOn = (state != 0); }
|
||||
bool GetDebugState() { return fDebugOn; }
|
||||
|
||||
virtual void RefreshTree() {}
|
||||
hsBool IsInStealthMode() const;
|
||||
int GetStealthLevel() const { return fStealthLevel; }
|
||||
|
||||
bool IsOpaque();
|
||||
/*==LICENSE==*
|
||||
|
||||
CyanWorlds.com Engine - MMOG client, server and tools
|
||||
Copyright (C) 2011 Cyan Worlds, Inc.
|
||||
|
||||
This program 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.
|
||||
|
||||
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Additional permissions under GNU GPL version 3 section 7
|
||||
|
||||
If you modify this Program, or any covered work, by linking or
|
||||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||||
(or a modified version of those libraries),
|
||||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||||
licensors of this Program grant you additional
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
non-source form of such a combination shall include the source code for
|
||||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||||
work.
|
||||
|
||||
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||||
or by snail mail at:
|
||||
Cyan Worlds, Inc.
|
||||
14617 N Newport Hwy
|
||||
Mead, WA 99021
|
||||
|
||||
*==LICENSE==*/
|
||||
/** \file plArmatureMod.h
|
||||
A modifier which manages multi-channel animation and has a physical body.
|
||||
Designed for avatars; also good for vehicles, creatures, etc.
|
||||
*/
|
||||
|
||||
// PLARMATUREMOD
|
||||
//
|
||||
// An armature is an object with both a physical presence (physics behavior) and articulated animated parts.
|
||||
// (The parts are not themselves physical)
|
||||
// An avatar is a type of armature, as is a critter, and anything else that moves around.
|
||||
//
|
||||
// This modifier combines multi-channel animation with blending (inherited from plAGMasterMod)
|
||||
// with convenience functions for moving a physical body around and some specialized animation support
|
||||
|
||||
#ifndef plArmatureMod_inc
|
||||
#define plArmatureMod_inc
|
||||
|
||||
#include "plAGMasterMod.h"
|
||||
|
||||
// other local
|
||||
#include "plAvDefs.h"
|
||||
|
||||
#include "../pnSceneObject/plSimulationInterface.h"
|
||||
|
||||
#include "hsMatrix44.h"
|
||||
#include "../plNetCommon/plNetCommon.h"
|
||||
|
||||
#include <float.h>
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FORWARDS
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class hsQuat;
|
||||
class plMatrixChannel;
|
||||
class plAGModifier;
|
||||
class plAGMasterMod;
|
||||
class plAGChannel;
|
||||
class plClothingOutfit;
|
||||
class plClothingSDLModifier;
|
||||
class plAvatarSDLModifier;
|
||||
class plMatrixDelayedCorrectionApplicator;
|
||||
class plMatrixDifferenceApp;
|
||||
class plDebugText;
|
||||
class plArmatureEffectsMgr;
|
||||
class plAvBoneMap; // below
|
||||
class plDrawable;
|
||||
class plControlEventMsg;
|
||||
class plAvatarInputStateMsg;
|
||||
class plLayerLinkAnimation;
|
||||
class plPipeline;
|
||||
class plArmatureBrain;
|
||||
class plArmatureUpdateMsg;
|
||||
class plPhysicalControllerCore;
|
||||
|
||||
typedef std::vector<plKey> plKeyVector;
|
||||
typedef std::vector<plArmatureBrain*> plBrainStack;
|
||||
|
||||
class plArmatureModBase : public plAGMasterMod
|
||||
{
|
||||
public:
|
||||
plArmatureModBase();
|
||||
virtual ~plArmatureModBase();
|
||||
|
||||
CLASSNAME_REGISTER( plArmatureModBase );
|
||||
GETINTERFACE_ANY( plArmatureModBase, plAGMasterMod );
|
||||
|
||||
virtual hsBool MsgReceive(plMessage* msg);
|
||||
virtual void AddTarget(plSceneObject* so);
|
||||
virtual void RemoveTarget(plSceneObject* so);
|
||||
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
|
||||
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
||||
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
||||
|
||||
plMatrixDifferenceApp *GetRootAnimator() { return fRootAnimator; }
|
||||
plPhysicalControllerCore* GetController() const { return fController; }
|
||||
plKey GetWorldKey() const;
|
||||
virtual hsBool ValidatePhysics();
|
||||
virtual hsBool ValidateMesh();
|
||||
virtual void PushBrain(plArmatureBrain *brain);
|
||||
virtual void PopBrain();
|
||||
plArmatureBrain *GetCurrentBrain() const;
|
||||
plDrawable *FindDrawable() const;
|
||||
virtual void LeaveAge();
|
||||
virtual hsBool IsFinal();
|
||||
|
||||
// LOD stuff
|
||||
void AdjustLOD(); // see if we need to switch to a different resolution
|
||||
hsBool SetLOD(int newLOD); // switch to a different resolution
|
||||
void RefreshTree(); // Resend an LOD update to all our nodes (for when geometry changes)
|
||||
int AppendMeshKey(plKey meshKey);
|
||||
int AppendBoneVec(plKeyVector *boneVec);
|
||||
UInt8 GetNumLOD() const;
|
||||
|
||||
// A collection of reasons (flags) that things might be disabled. When all flags are gone
|
||||
// The object is re-enabled.
|
||||
enum
|
||||
{
|
||||
kDisableReasonUnknown = 0x0001,
|
||||
kDisableReasonRelRegion = 0x0002,
|
||||
kDisableReasonLinking = 0x0004,
|
||||
kDisableReasonCCR = 0x0008,
|
||||
kDisableReasonVehicle = 0x0010,
|
||||
kDisableReasonGenericBrain = 0x0020,
|
||||
kDisableReasonKinematic = 0x0040
|
||||
};
|
||||
void EnablePhysics(hsBool status, UInt16 reason = kDisableReasonUnknown);
|
||||
void EnablePhysicsKinematic(hsBool status);
|
||||
void EnableDrawing(hsBool status, UInt16 reason = kDisableReasonUnknown);
|
||||
hsBool IsPhysicsEnabled() { return fDisabledPhysics == 0; }
|
||||
hsBool IsDrawEnabled() { return fDisabledDraw == 0; }
|
||||
|
||||
|
||||
static void AddressMessageToDescendants(const plCoordinateInterface * CI, plMessage *msg);
|
||||
static void EnableDrawingTree(const plSceneObject *object, hsBool status);
|
||||
|
||||
static int fMinLOD; // throttle for lowest-indexed LOD
|
||||
static double fLODDistance; // Distance for first LOD switch 2nd is 2x this distance (for now)
|
||||
|
||||
protected:
|
||||
virtual void IFinalize();
|
||||
virtual void ICustomizeApplicator();
|
||||
void IEnableBones(int lod, hsBool enable);
|
||||
|
||||
// Some of these flags are only needed by derived classes, but I just want
|
||||
// the one waitFlags variable.
|
||||
enum
|
||||
{
|
||||
kNeedMesh = 0x01,
|
||||
kNeedPhysics = 0x02,
|
||||
kNeedAudio = 0x04,
|
||||
kNeedCamera = 0x08,
|
||||
kNeedSpawn = 0x10,
|
||||
kNeedApplicator = 0x20,
|
||||
kNeedBrainActivation = 0x40,
|
||||
};
|
||||
UInt16 fWaitFlags;
|
||||
|
||||
int fCurLOD;
|
||||
plPhysicalControllerCore* fController;
|
||||
plKeyVector fMeshKeys;
|
||||
plBrainStack fBrains;
|
||||
plMatrixDifferenceApp *fRootAnimator;
|
||||
std::vector<plKeyVector*> fUnusedBones;
|
||||
UInt16 fDisabledPhysics;
|
||||
UInt16 fDisabledDraw;
|
||||
};
|
||||
|
||||
class plArmatureMod : public plArmatureModBase
|
||||
{
|
||||
friend class plHBehavior;
|
||||
friend class plAvatarSDLModifier;
|
||||
friend class plAvatarPhysicalSDLModifier;
|
||||
friend class plClothingSDLModifier;
|
||||
friend class plAvOneShotLinkTask;
|
||||
|
||||
public:
|
||||
plArmatureMod();
|
||||
virtual ~plArmatureMod();
|
||||
|
||||
CLASSNAME_REGISTER( plArmatureMod );
|
||||
GETINTERFACE_ANY( plArmatureMod, plArmatureModBase );
|
||||
|
||||
virtual hsBool MsgReceive(plMessage* msg);
|
||||
virtual void AddTarget(plSceneObject* so);
|
||||
virtual void RemoveTarget(plSceneObject* so);
|
||||
virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
|
||||
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
||||
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
||||
|
||||
virtual hsBool ValidatePhysics();
|
||||
virtual hsBool ValidateMesh();
|
||||
|
||||
// Get or set the position of the avatar in simulation space. Set any
|
||||
// arguments you don't care about to nil.
|
||||
void SetPositionAndRotationSim(const hsPoint3* position, const hsQuat* rotation);
|
||||
void GetPositionAndRotationSim(hsPoint3* position, hsQuat* rotation);
|
||||
|
||||
hsBool IsLocalAvatar();
|
||||
hsBool IsLocalAI();
|
||||
virtual const plSceneObject *FindBone(const char * name) const;
|
||||
virtual const plSceneObject *FindBone(UInt32 id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID
|
||||
virtual void AddBoneMapping(UInt32 id, const plSceneObject *bone);
|
||||
plAGModifier *GetRootAGMod();
|
||||
plAGAnim *FindCustomAnim(const char *baseName) const;
|
||||
|
||||
virtual void Spawn(double timeNow);
|
||||
virtual void SpawnAt(int which, double timeNow);
|
||||
virtual void EnterAge(hsBool reSpawn);
|
||||
virtual void LeaveAge();
|
||||
virtual void PanicLink(hsBool playLinkOutAnim = true);
|
||||
virtual void PersonalLink();
|
||||
|
||||
virtual bool ToggleDontPanicLinkFlag() { fDontPanicLink = fDontPanicLink ? false : true; return fDontPanicLink; }
|
||||
|
||||
int GetBrainCount();
|
||||
plArmatureBrain *GetNextBrain(plArmatureBrain *brain);
|
||||
plArmatureBrain *GetBrain(int index) { if(index <= fBrains.size()) return fBrains.at(index); else return nil; }
|
||||
plArmatureBrain *FindBrainByClass(UInt32 classID) const;
|
||||
|
||||
void TurnToPoint(hsPoint3 &point);
|
||||
void SuspendInput();
|
||||
void ResumeInput();
|
||||
|
||||
UInt8 IsInputSuspended() { return fSuspendInputCount; }
|
||||
void IProcessQueuedInput();
|
||||
void PreserveInputState();
|
||||
void RestoreInputState();
|
||||
hsBool GetInputFlag(int f) const;
|
||||
void SetInputFlag(int which, hsBool status);
|
||||
void ClearInputFlags(bool saveAlwaysRun, bool clearBackup);
|
||||
hsBool HasMovementFlag() const; // Is any *movement* input flag on?
|
||||
hsScalar GetTurnStrength() const;
|
||||
hsScalar GetKeyTurnStrength() const;
|
||||
hsScalar GetAnalogTurnStrength() const;
|
||||
void SetReverseFBOnIdle(bool val);
|
||||
hsBool IsFBReversed();
|
||||
|
||||
bool ForwardKeyDown() const;
|
||||
bool BackwardKeyDown() const;
|
||||
bool StrafeLeftKeyDown() const;
|
||||
bool StrafeRightKeyDown() const;
|
||||
bool StrafeKeyDown() const;
|
||||
bool FastKeyDown() const;
|
||||
bool TurnLeftKeyDown() const;
|
||||
bool TurnRightKeyDown() const;
|
||||
bool JumpKeyDown() const;
|
||||
bool ExitModeKeyDown() const;
|
||||
void SetForwardKeyDown();
|
||||
void SetBackwardKeyDown();
|
||||
void SetStrafeLeftKeyDown(bool on = true);
|
||||
void SetStrafeRightKeyDown(bool on = true);
|
||||
void SetFastKeyDown();
|
||||
void SetTurnLeftKeyDown(bool status = true);
|
||||
void SetTurnRightKeyDown(bool status = true);
|
||||
void SetJumpKeyDown();
|
||||
void DebugDumpMoveKeys(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
|
||||
void GetMoveKeyString(char *buff);
|
||||
|
||||
void SynchIfLocal(double timeNow, int force); // Just physical state
|
||||
void SynchInputState(UInt32 rcvID = kInvalidPlayerID);
|
||||
hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags );
|
||||
hsBool DirtyPhysicalSynchState(UInt32 synchFlags);
|
||||
plClothingOutfit *GetClothingOutfit() const { return fClothingOutfit; }
|
||||
plClothingSDLModifier *GetClothingSDLMod() const { return fClothingSDLMod; }
|
||||
const plSceneObject *GetClothingSO(UInt8 lod) const;
|
||||
plArmatureEffectsMgr *GetArmatureEffects() const { return fEffects; }
|
||||
|
||||
enum
|
||||
{
|
||||
kWalk,
|
||||
kRun,
|
||||
kTurn,
|
||||
kImpact,
|
||||
kSwim,
|
||||
};
|
||||
|
||||
const char *plArmatureMod::GetAnimRootName(const char *name);
|
||||
Int8 AnimNameToIndex(const char *name);
|
||||
void SetBodyType(int type) { fBodyType = type; }
|
||||
int GetBodyType(int type) { return fBodyType; }
|
||||
int GetCurrentGenericType();
|
||||
bool FindMatchingGenericBrain(const char *names[], int count);
|
||||
char *MakeAnimationName(const char * baseName) const;
|
||||
char *GetRootName();
|
||||
void SetRootName(const char *name);
|
||||
|
||||
int RefreshDebugDisplay();
|
||||
void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
|
||||
void SetDebugState(hsBool state) { fDebugOn = (state != 0); }
|
||||
bool GetDebugState() { return fDebugOn; }
|
||||
|
||||
virtual void RefreshTree() {}
|
||||
hsBool IsInStealthMode() const;
|
||||
int GetStealthLevel() const { return fStealthLevel; }
|
||||
|
||||
bool IsOpaque();
|
||||
bool IsLinkedIn();
|
||||
bool IsMidLink();
|
||||
hsBool ConsumeJump(); // returns true if the jump keypress was available to consume
|
||||
|
||||
void SendBehaviorNotify(UInt32 type, hsBool start = true) { IFireBehaviorNotify(type,start); }
|
||||
// Discovered a bug which makes these values horribly out of scale. So we do the rescale
|
||||
// in the Get/Set functions for backwards compatability.
|
||||
static void SetMouseTurnSensitivity(hsScalar val) { fMouseTurnSensitivity = val / 150.f; }
|
||||
static hsScalar GetMouseTurnSensitivity() { return fMouseTurnSensitivity * 150.f; }
|
||||
|
||||
static void SetSpawnPointOverride( const char *overrideObjName );
|
||||
static void WindowActivate(bool active);
|
||||
void SetFollowerParticleSystemSO(plSceneObject *follower);
|
||||
plSceneObject *GetFollowerParticleSystemSO();
|
||||
void RegisterForBehaviorNotify(plKey key);
|
||||
void UnRegisterForBehaviorNotify(plKey key);
|
||||
const hsBitVector& GetRelRegionCareAbout() const { return fRegionsICareAbout; }
|
||||
const hsBitVector& GetRelRegionImIn() const { return fRegionsImIn; }
|
||||
|
||||
bool IsKILowestLevel();
|
||||
int GetKILevel();
|
||||
void SetLinkInAnim(const char *animName);
|
||||
plKey GetLinkInAnimKey() const;
|
||||
|
||||
enum
|
||||
{
|
||||
kSwapTargetShadow,
|
||||
kMaxSwapType
|
||||
};
|
||||
enum
|
||||
{
|
||||
kBoneBaseMale = 0,
|
||||
kBoneBaseFemale,
|
||||
kBoneBaseCritter, // AI controlled avatar
|
||||
kBoneBaseActor, // human controlled, non human avatar
|
||||
kMaxBoneBase
|
||||
};
|
||||
enum
|
||||
{
|
||||
kAvatarLOSGround,
|
||||
kAvatarLOSSwimSurface,
|
||||
};
|
||||
plMatrixDelayedCorrectionApplicator *fBoneRootAnimator;
|
||||
|
||||
static const hsScalar kAvatarInputSynchThreshold;
|
||||
static hsBool fClickToTurn;
|
||||
static const char *BoneStrings[];
|
||||
|
||||
void SetPhysicalDims(hsScalar height, hsScalar width) { fPhysHeight = height; fPhysWidth = width; }
|
||||
|
||||
void SetBodyAgeName(const char* ageName) {if (ageName) fBodyAgeName = ageName; else fBodyAgeName = "";}
|
||||
void SetBodyFootstepSoundPage(const char* pageName) {if (pageName) fBodyFootstepSoundPage = pageName; else fBodyFootstepSoundPage = "";}
|
||||
void SetAnimationPrefix(const char* prefix) {if (prefix) fAnimationPrefix = prefix; else fAnimationPrefix = "";}
|
||||
|
||||
const char* GetUserStr() {return fUserStr.c_str();}
|
||||
|
||||
protected:
|
||||
void IInitDefaults();
|
||||
virtual void IFinalize();
|
||||
virtual void ICustomizeApplicator();
|
||||
virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc);
|
||||
|
||||
void NetworkSynch(double timeNow, int force = 0);
|
||||
hsBool IHandleControlMsg(plControlEventMsg* pMsg);
|
||||
void IFireBehaviorNotify(UInt32 type, hsBool behaviorStart = true);
|
||||
void IHandleInputStateMsg(plAvatarInputStateMsg *msg);
|
||||
void ILinkToPersonalAge();
|
||||
int IFindSpawnOverride(void);
|
||||
void ISetTransparentDrawOrder(bool val);
|
||||
plLayerLinkAnimation *IFindLayerLinkAnim();
|
||||
|
||||
char *fRootName; // the name of the player root (from the max file)
|
||||
hsBitVector fMoveFlags; // which keys/buttons are currently pressed
|
||||
hsBitVector fMoveFlagsBackup; // a copy of fMoveFlags
|
||||
typedef std::vector<plControlEventMsg*> CtrlMessageVec;
|
||||
CtrlMessageVec fQueuedCtrlMessages; // input messages we haven't processed
|
||||
hsScalar fMouseFrameTurnStrength; // Sum turnage from mouse delta messages since last eval.
|
||||
plKey fFootSoundSOKey; // The Scene Object we attach to targets for footstep sounds
|
||||
plKey fLinkSoundSOKey; // Same thing for linking... wwwwawAWAWAwawa...
|
||||
plKey fLinkInAnimKey; // Set when we link out, this is the anim to play (backwards) when we link in.
|
||||
static hsScalar fMouseTurnSensitivity;
|
||||
plArmatureUpdateMsg *fUpdateMsg;
|
||||
|
||||
// Trying to be a good lad here and align all our bools and UInt8s...
|
||||
bool IsMidLink();
|
||||
hsBool ConsumeJump(); // returns true if the jump keypress was available to consume
|
||||
|
||||
void SendBehaviorNotify(UInt32 type, hsBool start = true) { IFireBehaviorNotify(type,start); }
|
||||
// Discovered a bug which makes these values horribly out of scale. So we do the rescale
|
||||
// in the Get/Set functions for backwards compatability.
|
||||
static void SetMouseTurnSensitivity(hsScalar val) { fMouseTurnSensitivity = val / 150.f; }
|
||||
static hsScalar GetMouseTurnSensitivity() { return fMouseTurnSensitivity * 150.f; }
|
||||
|
||||
static void SetSpawnPointOverride( const char *overrideObjName );
|
||||
static void WindowActivate(bool active);
|
||||
void SetFollowerParticleSystemSO(plSceneObject *follower);
|
||||
plSceneObject *GetFollowerParticleSystemSO();
|
||||
void RegisterForBehaviorNotify(plKey key);
|
||||
void UnRegisterForBehaviorNotify(plKey key);
|
||||
const hsBitVector& GetRelRegionCareAbout() const { return fRegionsICareAbout; }
|
||||
const hsBitVector& GetRelRegionImIn() const { return fRegionsImIn; }
|
||||
|
||||
bool IsKILowestLevel();
|
||||
int GetKILevel();
|
||||
void SetLinkInAnim(const char *animName);
|
||||
plKey GetLinkInAnimKey() const;
|
||||
|
||||
enum
|
||||
{
|
||||
kSwapTargetShadow,
|
||||
kMaxSwapType
|
||||
};
|
||||
enum
|
||||
{
|
||||
kBoneBaseMale = 0,
|
||||
kBoneBaseFemale,
|
||||
kBoneBaseCritter, // AI controlled avatar
|
||||
kBoneBaseActor, // human controlled, non human avatar
|
||||
kMaxBoneBase
|
||||
};
|
||||
enum
|
||||
{
|
||||
kAvatarLOSGround,
|
||||
kAvatarLOSSwimSurface,
|
||||
};
|
||||
plMatrixDelayedCorrectionApplicator *fBoneRootAnimator;
|
||||
|
||||
static const hsScalar kAvatarInputSynchThreshold;
|
||||
static hsBool fClickToTurn;
|
||||
static const char *BoneStrings[];
|
||||
|
||||
void SetPhysicalDims(hsScalar height, hsScalar width) { fPhysHeight = height; fPhysWidth = width; }
|
||||
|
||||
void SetBodyAgeName(const char* ageName) {if (ageName) fBodyAgeName = ageName; else fBodyAgeName = "";}
|
||||
void SetBodyFootstepSoundPage(const char* pageName) {if (pageName) fBodyFootstepSoundPage = pageName; else fBodyFootstepSoundPage = "";}
|
||||
void SetAnimationPrefix(const char* prefix) {if (prefix) fAnimationPrefix = prefix; else fAnimationPrefix = "";}
|
||||
|
||||
const char* GetUserStr() {return fUserStr.c_str();}
|
||||
|
||||
protected:
|
||||
void IInitDefaults();
|
||||
virtual void IFinalize();
|
||||
virtual void ICustomizeApplicator();
|
||||
virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc);
|
||||
|
||||
void NetworkSynch(double timeNow, int force = 0);
|
||||
hsBool IHandleControlMsg(plControlEventMsg* pMsg);
|
||||
void IFireBehaviorNotify(UInt32 type, hsBool behaviorStart = true);
|
||||
void IHandleInputStateMsg(plAvatarInputStateMsg *msg);
|
||||
void ILinkToPersonalAge();
|
||||
int IFindSpawnOverride(void);
|
||||
void ISetTransparentDrawOrder(bool val);
|
||||
plLayerLinkAnimation *IFindLayerLinkAnim();
|
||||
|
||||
char *fRootName; // the name of the player root (from the max file)
|
||||
hsBitVector fMoveFlags; // which keys/buttons are currently pressed
|
||||
hsBitVector fMoveFlagsBackup; // a copy of fMoveFlags
|
||||
typedef std::vector<plControlEventMsg*> CtrlMessageVec;
|
||||
CtrlMessageVec fQueuedCtrlMessages; // input messages we haven't processed
|
||||
hsScalar fMouseFrameTurnStrength; // Sum turnage from mouse delta messages since last eval.
|
||||
plKey fFootSoundSOKey; // The Scene Object we attach to targets for footstep sounds
|
||||
plKey fLinkSoundSOKey; // Same thing for linking... wwwwawAWAWAwawa...
|
||||
plKey fLinkInAnimKey; // Set when we link out, this is the anim to play (backwards) when we link in.
|
||||
static hsScalar fMouseTurnSensitivity;
|
||||
plArmatureUpdateMsg *fUpdateMsg;
|
||||
|
||||
// Trying to be a good lad here and align all our bools and UInt8s...
|
||||
bool fIsLinkedIn; // We have finished playing the LinkEffects and are properly in the age
|
||||
bool fMidLink; // We're in between a LeaveAge and an EnterAge
|
||||
bool fAlreadyPanicLinking; // Cleared when you enter an age. Prevents spamming the server with panic link requests.
|
||||
bool fUnconsumedJump; // We've pressed the jump key, but haven't jumped yet
|
||||
bool fReverseFBOnIdle; // see set/getters for comments
|
||||
bool fPendingSynch;
|
||||
bool fDebugOn;
|
||||
bool fOpaque;
|
||||
UInt8 fSuspendInputCount;
|
||||
UInt8 fStealthMode;
|
||||
int fStealthLevel; // you are invisible to other players/CCRs of lower stealthLevel
|
||||
|
||||
double fLastInputSynch;
|
||||
plAGModifier * fRootAGMod;
|
||||
plAvBoneMap * fBoneMap; // uses id codes to look up bones. set up by the brain as needed.
|
||||
double fLastSynch;
|
||||
int fBodyType;
|
||||
plClothingOutfit *fClothingOutfit;
|
||||
plClothingSDLModifier *fClothingSDLMod;
|
||||
plAvatarSDLModifier *fAvatarSDLMod;
|
||||
plAvatarPhysicalSDLModifier *fAvatarPhysicalSDLMod;
|
||||
hsTArray<const plSceneObject*> fClothToSOMap;
|
||||
plArmatureEffectsMgr *fEffects;
|
||||
plSceneObject *fFollowerParticleSystemSO;
|
||||
static char *fSpawnPointOverride;
|
||||
|
||||
// These vectors are used with relevance regions for culling out other objects
|
||||
hsBitVector fRegionsImIn;
|
||||
hsBitVector fRegionsICareAbout;
|
||||
hsBitVector fOldRegionsImIn;
|
||||
hsBitVector fOldRegionsICareAbout;
|
||||
|
||||
hsTArray<plKey> fNotifyKeys;
|
||||
|
||||
// Extra info for creating our special physical at runtime
|
||||
float fPhysHeight;
|
||||
float fPhysWidth;
|
||||
|
||||
bool fDontPanicLink;
|
||||
|
||||
// strings for animations, age names, footstep sounds, etc
|
||||
std::string fBodyAgeName;
|
||||
std::string fBodyFootstepSoundPage;
|
||||
std::string fAnimationPrefix;
|
||||
|
||||
// user-defined string assigned to this avatar
|
||||
std::string fUserStr;
|
||||
};
|
||||
|
||||
// PLARMATURELOD
|
||||
// This class has been phased into plArmatureModBase. It's left behind
|
||||
// for backwards compatability.
|
||||
class plArmatureLODMod : public plArmatureMod
|
||||
{
|
||||
public:
|
||||
// tors
|
||||
plArmatureLODMod();
|
||||
plArmatureLODMod(const char * root_name);
|
||||
virtual ~plArmatureLODMod();
|
||||
|
||||
CLASSNAME_REGISTER( plArmatureLODMod );
|
||||
GETINTERFACE_ANY( plArmatureLODMod, plArmatureMod );
|
||||
|
||||
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
||||
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
||||
};
|
||||
|
||||
class plAvBoneMap
|
||||
{
|
||||
public:
|
||||
plAvBoneMap();
|
||||
virtual ~plAvBoneMap();
|
||||
|
||||
const plSceneObject * FindBone(UInt32 boneID); // you probably want to use plAvBrainHuman::BoneID;
|
||||
void AddBoneMapping(UInt32 boneID, const plSceneObject *SO);
|
||||
|
||||
protected:
|
||||
class BoneMapImp; // forward declaration to keep the header clean: see .cpp for implementation
|
||||
BoneMapImp *fImp; // the thing that actually holds our map
|
||||
};
|
||||
|
||||
#define TWO_PI (hsScalarPI * 2)
|
||||
|
||||
#endif plArmatureMod_inc
|
||||
bool fMidLink; // We're in between a LeaveAge and an EnterAge
|
||||
bool fAlreadyPanicLinking; // Cleared when you enter an age. Prevents spamming the server with panic link requests.
|
||||
bool fUnconsumedJump; // We've pressed the jump key, but haven't jumped yet
|
||||
bool fReverseFBOnIdle; // see set/getters for comments
|
||||
bool fPendingSynch;
|
||||
bool fDebugOn;
|
||||
bool fOpaque;
|
||||
UInt8 fSuspendInputCount;
|
||||
UInt8 fStealthMode;
|
||||
int fStealthLevel; // you are invisible to other players/CCRs of lower stealthLevel
|
||||
|
||||
double fLastInputSynch;
|
||||
plAGModifier * fRootAGMod;
|
||||
plAvBoneMap * fBoneMap; // uses id codes to look up bones. set up by the brain as needed.
|
||||
double fLastSynch;
|
||||
int fBodyType;
|
||||
plClothingOutfit *fClothingOutfit;
|
||||
plClothingSDLModifier *fClothingSDLMod;
|
||||
plAvatarSDLModifier *fAvatarSDLMod;
|
||||
plAvatarPhysicalSDLModifier *fAvatarPhysicalSDLMod;
|
||||
hsTArray<const plSceneObject*> fClothToSOMap;
|
||||
plArmatureEffectsMgr *fEffects;
|
||||
plSceneObject *fFollowerParticleSystemSO;
|
||||
static char *fSpawnPointOverride;
|
||||
|
||||
// These vectors are used with relevance regions for culling out other objects
|
||||
hsBitVector fRegionsImIn;
|
||||
hsBitVector fRegionsICareAbout;
|
||||
hsBitVector fOldRegionsImIn;
|
||||
hsBitVector fOldRegionsICareAbout;
|
||||
|
||||
hsTArray<plKey> fNotifyKeys;
|
||||
|
||||
// Extra info for creating our special physical at runtime
|
||||
float fPhysHeight;
|
||||
float fPhysWidth;
|
||||
|
||||
bool fDontPanicLink;
|
||||
|
||||
// strings for animations, age names, footstep sounds, etc
|
||||
std::string fBodyAgeName;
|
||||
std::string fBodyFootstepSoundPage;
|
||||
std::string fAnimationPrefix;
|
||||
|
||||
// user-defined string assigned to this avatar
|
||||
std::string fUserStr;
|
||||
};
|
||||
|
||||
// PLARMATURELOD
|
||||
// This class has been phased into plArmatureModBase. It's left behind
|
||||
// for backwards compatability.
|
||||
class plArmatureLODMod : public plArmatureMod
|
||||
{
|
||||
public:
|
||||
// tors
|
||||
plArmatureLODMod();
|
||||
plArmatureLODMod(const char * root_name);
|
||||
virtual ~plArmatureLODMod();
|
||||
|
||||
CLASSNAME_REGISTER( plArmatureLODMod );
|
||||
GETINTERFACE_ANY( plArmatureLODMod, plArmatureMod );
|
||||
|
||||
virtual void Read(hsStream *stream, hsResMgr *mgr);
|
||||
virtual void Write(hsStream *stream, hsResMgr *mgr);
|
||||
};
|
||||
|
||||
class plAvBoneMap
|
||||
{
|
||||
public:
|
||||
plAvBoneMap();
|
||||
virtual ~plAvBoneMap();
|
||||
|
||||
const plSceneObject * FindBone(UInt32 boneID); // you probably want to use plAvBrainHuman::BoneID;
|
||||
void AddBoneMapping(UInt32 boneID, const plSceneObject *SO);
|
||||
|
||||
protected:
|
||||
class BoneMapImp; // forward declaration to keep the header clean: see .cpp for implementation
|
||||
BoneMapImp *fImp; // the thing that actually holds our map
|
||||
};
|
||||
|
||||
#define TWO_PI (hsScalarPI * 2)
|
||||
|
||||
#endif plArmatureMod_inc
|
||||
|
Reference in New Issue
Block a user