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CRYENGINE Show FirstPersonHandIKContext.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. //
  4. ////////////////////////////////////////////////////////////////////////////
  5. #ifndef __FIRST_PERSON_HAND_IK_CONTEXT_H__
  6. #define __FIRST_PERSON_HAND_IK_CONTEXT_H__
  7.  
  8. #include <CryExtension/ClassWeaver.h>
  9. #include <CryAnimation/ICryAnimation.h>
  10. #include "ICryMannequin.h"
  11.  
  12. class CFirstPersonHandIKContext : public IProceduralContext
  13. {
  14. private:
  15.         struct SParams
  16.         {
  17.                 SParams();
  18.                 SParams(IDefaultSkeleton* pIDefaultSkeleton);
  19.  
  20.                 int m_weaponTargetIdx;
  21.                 int m_leftHandTargetIdx;
  22.                 int m_rightBlendIkIdx;
  23.         };
  24.  
  25.         CFirstPersonHandIKContext();
  26.         virtual ~CFirstPersonHandIKContext() {}
  27.  
  28. public:
  29.         PROCEDURAL_CONTEXT(CFirstPersonHandIKContext, "FirstPersonHandIK", 0xd8a55b349caa4b53, 0x89bcf1708d565bc3);
  30.  
  31.         virtual void Initialize(ICharacterInstance* pCharacterInstance);
  32.         virtual void Finalize();
  33.         virtual void Update(float timePassed) override;
  34.  
  35.         virtual void SetAimDirection(Vec3 aimDirection);
  36.         virtual void AddRightOffset(QuatT offset);
  37.         virtual void AddLeftOffset(QuatT offset);
  38.  
  39. private:
  40.         SParams                    m_params;
  41.         IAnimationOperatorQueuePtr m_pPoseModifier;
  42.         ICharacterInstance*        m_pCharacterInstance;
  43.  
  44.         QuatT                      m_rightOffset;
  45.         QuatT                      m_leftOffset;
  46.         Vec3                       m_aimDirection;
  47.         int                        m_instanceCount;
  48. };
  49.  
  50. #endif
  51.  
downloadFirstPersonHandIKContext.h Source code - Download CRYENGINE Source code
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