sqwarmed/sdk_src/public/jigglebones.h

69 lines
1.6 KiB
C++

//========= 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