mirror of
https://github.com/alliedmodders/hl2sdk.git
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3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_JIGGLEBONES_H
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#define C_JIGGLEBONES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "studio.h"
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#include "utlvector.h"
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#include "utllinkedlist.h"
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//-----------------------------------------------------------------------------
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/**
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* JiggleData is the instance-specific data for a jiggle bone
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*/
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struct JiggleData
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{
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void Init( int initBone, float currenttime, const Vector &initBasePos, const Vector &initTipPos )
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{
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bone = initBone;
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lastUpdate = currenttime;
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basePos = initBasePos;
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baseLastPos = basePos;
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baseVel.Init();
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baseAccel.Init();
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tipPos = initTipPos;
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tipVel.Init();
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tipAccel.Init();
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lastLeft = Vector( 0, 0, 0 );
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lastBoingPos = initBasePos;
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boingDir = Vector( 0.0f, 0.0f, 1.0f );
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boingVelDir.Init();
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boingSpeed = 0.0f;
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boingTime = 0.0f;
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}
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int bone;
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float lastUpdate; // based on gpGlobals->realtime
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Vector basePos; // position of the base of the jiggle bone
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Vector baseLastPos;
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Vector baseVel;
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Vector baseAccel;
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Vector tipPos; // position of the tip of the jiggle bone
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Vector tipVel;
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Vector tipAccel;
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Vector lastLeft; // previous up vector
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Vector lastBoingPos; // position of base of jiggle bone last update for tracking velocity
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Vector boingDir; // current direction along which the boing effect is occurring
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Vector boingVelDir; // current estimation of jiggle bone unit velocity vector for boing effect
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float boingSpeed; // current estimation of jiggle bone speed for boing effect
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float boingTime;
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int useGoalMatrixCount; // Count of times we need to fast draw using goal matrix.
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int useJiggleBoneCount; // Count of times we need to draw using real jiggly bones.
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};
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class CJiggleBones
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{
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public:
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JiggleData * GetJiggleData( int bone, float currenttime, const Vector &initBasePos, const Vector &initTipPos );
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void BuildJiggleTransformations( int boneIndex, float currentime, const mstudiojigglebone_t *jiggleParams, const matrix3x4_t &goalMX, matrix3x4_t &boneMX );
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CUtlLinkedList< JiggleData > m_jiggleBoneState;
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};
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extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
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#endif // C_BASEANIMATING_H
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