source-engine/movieobjects/dmegamemodelinput.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

254 lines
7.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// game model input - gets its values from an MDL within the game
//
//=============================================================================
#include "movieobjects/dmegamemodelinput.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameModelInput, CDmeGameModelInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameModelInput::OnConstruction()
{
m_skin.Init( this, "skin" );
m_body.Init( this, "body" );
m_sequence.Init( this, "sequence" );
m_visible.Init( this, "visible" );
m_flags.Init( this, "flags" );
m_flexWeights.Init( this, "flexWeights" );
m_viewTarget.Init( this, "viewTarget" );
m_bonePositions.Init( this, "bonePositions" );
m_boneRotations.Init( this, "boneRotations" );
m_position.Init( this, "position" );
m_rotation.Init( this, "rotation" );
}
void CDmeGameModelInput::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Operator methods
//-----------------------------------------------------------------------------
bool CDmeGameModelInput::IsDirty()
{
return true; // TODO - keep some bit of state that remembers when its changed
}
void CDmeGameModelInput::Operate()
{
}
void CDmeGameModelInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
attrs.AddToTail( m_skin.GetAttribute() );
attrs.AddToTail( m_body.GetAttribute() );
attrs.AddToTail( m_sequence.GetAttribute() );
attrs.AddToTail( m_visible.GetAttribute() );
attrs.AddToTail( m_flags.GetAttribute() );
attrs.AddToTail( m_flexWeights.GetAttribute() );
attrs.AddToTail( m_viewTarget.GetAttribute() );
attrs.AddToTail( m_bonePositions.GetAttribute() );
attrs.AddToTail( m_boneRotations.GetAttribute() );
attrs.AddToTail( m_position.GetAttribute() );
attrs.AddToTail( m_rotation.GetAttribute() );
}
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameModelInput::SetFlags( int nFlags )
{
m_flags = nFlags;
}
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameModelInput::AddBone( const Vector& pos, const Quaternion& rot )
{
m_bonePositions.AddToTail( pos );
m_boneRotations.AddToTail( rot );
}
void CDmeGameModelInput::SetBone( uint index, const Vector& pos, const Quaternion& rot )
{
m_bonePositions.Set( index, pos );
m_boneRotations.Set( index, rot );
}
void CDmeGameModelInput::SetRootBone( const Vector& pos, const Quaternion& rot )
{
m_position.Set( pos );
m_rotation.Set( rot );
}
uint CDmeGameModelInput::NumBones() const
{
Assert( m_bonePositions.Count() == m_boneRotations.Count() );
return m_bonePositions.Count();
}
void CDmeGameModelInput::SetFlexWeights( uint nFlexWeights, const float* flexWeights )
{
m_flexWeights.CopyArray( flexWeights, nFlexWeights );
}
uint CDmeGameModelInput::NumFlexWeights() const
{
return m_flexWeights.Count();
}
const Vector& CDmeGameModelInput::GetViewTarget() const
{
return m_viewTarget;
}
void CDmeGameModelInput::SetViewTarget( const Vector &viewTarget )
{
m_viewTarget = viewTarget;
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameSpriteInput, CDmeGameSpriteInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameSpriteInput::OnConstruction()
{
m_visible .Init( this, "visible" );
m_frame .Init( this, "frame" );
m_rendermode .Init( this, "rendermode" );
m_renderfx .Init( this, "renderfx" );
m_renderscale.Init( this, "renderscale" );
m_proxyRadius.Init( this, "proxyRadius" );
m_position .Init( this, "position" );
m_rotation .Init( this, "rotation" );
m_color .Init( this, "color" );
}
void CDmeGameSpriteInput::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Operator methods
//-----------------------------------------------------------------------------
bool CDmeGameSpriteInput::IsDirty()
{
return true; // TODO - keep some bit of state that remembers when its changed
}
void CDmeGameSpriteInput::Operate()
{
}
void CDmeGameSpriteInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
attrs.AddToTail( m_visible.GetAttribute() );
attrs.AddToTail( m_frame.GetAttribute() );
attrs.AddToTail( m_rendermode.GetAttribute() );
attrs.AddToTail( m_renderfx.GetAttribute() );
attrs.AddToTail( m_renderscale.GetAttribute() );
attrs.AddToTail( m_proxyRadius.GetAttribute() );
attrs.AddToTail( m_position.GetAttribute() );
attrs.AddToTail( m_rotation.GetAttribute() );
attrs.AddToTail( m_color.GetAttribute() );
}
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameSpriteInput::SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius,
const Vector &pos, const Quaternion &rot, const Color &color )
{
m_visible = bVisible;
m_frame = nFrame;
m_rendermode = nRenderMode;
m_renderfx = nRenderFX;
m_renderscale = flRenderScale;
m_proxyRadius = flProxyRadius;
m_position = pos;
m_rotation = rot;
m_color = color;
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameCameraInput, CDmeGameCameraInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameCameraInput::OnConstruction()
{
m_position.Init( this, "position" );
m_rotation.Init( this, "rotation" );
m_fov.Init( this, "fov" );
}
void CDmeGameCameraInput::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Operator methods
//-----------------------------------------------------------------------------
bool CDmeGameCameraInput::IsDirty()
{
return true; // TODO - keep some bit of state that remembers when its changed
}
void CDmeGameCameraInput::Operate()
{
}
void CDmeGameCameraInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
attrs.AddToTail( m_position.GetAttribute() );
attrs.AddToTail( m_rotation.GetAttribute() );
attrs.AddToTail( m_fov.GetAttribute() );
}
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameCameraInput::SetPosition( const Vector& pos )
{
m_position.Set( pos );
}
void CDmeGameCameraInput::SetOrientation( const Quaternion& rot )
{
m_rotation.Set( rot );
}
void CDmeGameCameraInput::SetFOV( float fov )
{
m_fov = fov;
}