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113 lines
2.9 KiB
C++
113 lines
2.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// game model input - gets its values from an MDL within the game
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//
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//=============================================================================
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#ifndef DMEGAMEMODELINPUT_H
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#define DMEGAMEMODELINPUT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "datamodel/dmelement.h"
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#include "datamodel/dmattribute.h"
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#include "datamodel/dmattributevar.h"
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#include "movieobjects/dmeinput.h"
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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class CDmeGameModelInput : public CDmeInput
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{
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DEFINE_ELEMENT( CDmeGameModelInput, CDmeInput );
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public:
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virtual bool IsDirty(); // ie needs to operate
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virtual void Operate();
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virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
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public:
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void AddBone( const Vector& pos, const Quaternion& rot );
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void SetBone( uint index, const Vector& pos, const Quaternion& rot );
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void SetRootBone( const Vector& pos, const Quaternion& rot );
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uint NumBones() const;
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void SetFlexWeights( uint nFlexWeights, const float* flexWeights );
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uint NumFlexWeights() const;
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const Vector& GetViewTarget() const;
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void SetViewTarget( const Vector &viewTarget );
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void SetFlags( int nFlags );
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public:
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CDmaVar< int > m_skin;
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CDmaVar< int > m_body;
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CDmaVar< int > m_sequence;
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CDmaVar< bool > m_visible;
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protected:
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CDmaVar< int > m_flags;
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CDmaArray< float > m_flexWeights;
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CDmaVar< Vector > m_viewTarget;
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CDmaArray< Vector > m_bonePositions;
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CDmaArray< Quaternion > m_boneRotations;
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CDmaVar< Vector > m_position;
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CDmaVar< Quaternion > m_rotation;
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};
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class CDmeGameSpriteInput : public CDmeInput
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{
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DEFINE_ELEMENT( CDmeGameSpriteInput, CDmeInput );
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public:
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virtual bool IsDirty(); // ie needs to operate
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virtual void Operate();
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virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
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public:
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void SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius, const Vector &pos, const Quaternion &rot, const Color &color );
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protected:
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CDmaVar< bool > m_visible;
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CDmaVar< float > m_frame;
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CDmaVar< int > m_rendermode;
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CDmaVar< int > m_renderfx;
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CDmaVar< float > m_renderscale;
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CDmaVar< float > m_proxyRadius;
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CDmaVar< Vector > m_position;
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CDmaVar< Quaternion > m_rotation;
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CDmaVar< Color > m_color;
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};
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class CDmeGameCameraInput : public CDmeInput
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{
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DEFINE_ELEMENT( CDmeGameCameraInput, CDmeInput );
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public:
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virtual bool IsDirty(); // ie needs to operate
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virtual void Operate();
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virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
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public:
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void SetPosition( const Vector& pos );
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void SetOrientation( const Quaternion& rot );
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void SetFOV( float fov );
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protected:
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CDmaVar< Vector > m_position;
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CDmaVar< Quaternion > m_rotation;
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CDmaVar< float > m_fov;
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};
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#endif // DMEGAMEMODELINPUT_H
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