void SetupPose(idEntity *ent, int time)
void ChangePose(idEntity *ent, int time)
void LoadState(const idDict &args)
idBounds GetBounds(void) const
bool UpdateAnimation(void)
idClipModel * touchedClipModel
struct jointConversion_s jointConversion_t
int BodyForClipModelId(int id) const
void AddBindConstraints(void)
idPhysics_AF * GetPhysics(void)
void SetAnimator(idAnimator *a)
void RemoveBindConstraints(void)
void Restore(idRestoreGame *savefile)
bool Load(idEntity *ent, const char *fileName)
void GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis) const
void AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)
struct afTouch_s afTouch_t
idList< jointConversion_t > jointMods
bool TestSolid(void) const
void GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)
int EntitiesTouchingAF(afTouch_t touchList[MAX_GENTITIES]) const
void SetConstraintPosition(const char *name, const idVec3 &pos)
void SetBase(idAFBody *body, const idJointMat *joints)
AFJointModType_t jointMod
GLubyte GLubyte GLubyte a
bool IsLoaded(void) const
bool LoadConstraint(const idDeclAF_Constraint *fc)
void StartFromCurrentPose(int inheritVelocityTime)
const idPhysics_AF * GetPhysics(void) const
void Save(idSaveGame *savefile) const
void ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
void SaveState(idDict &args) const
const char * GetName(void) const
bool IsActive(void) const
jointHandle_t jointHandle
void AddBody(idAFBody *body, const idJointMat *joints, const char *jointName, const AFJointModType_t mod)
bool LoadBody(const idDeclAF_Body *fb, const idJointMat *joints)