//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $NoKeywords: $ //=============================================================================// #ifndef C_JIGGLEBONES_H #define C_JIGGLEBONES_H #ifdef _WIN32 #pragma once #endif #include "studio.h" #include "UtlVector.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(); } int bone; int id; 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; }; class CJiggleBones { public: JiggleData * GetJiggleData( int bone, float currenttime, const Vector &initBasePos, const Vector &initTipPos ); void BuildJiggleTransformations( int boneIndex, float currentime, const mstudiojigglebone_t *jiggleParams, const matrix3x4_t &goalMX, matrix3x4_t &boneMX ); CUtlLinkedList< JiggleData > m_jiggleBoneState; }; extern void DevMsgRT( char const* pMsg, ... ); #endif // C_BASEANIMATING_H