mirror of
https://github.com/nillerusr/source-engine.git
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6711 lines
186 KiB
C++
6711 lines
186 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_baseanimating.h"
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#include "c_sprite.h"
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#include "model_types.h"
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#include "bone_setup.h"
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#include "ivrenderview.h"
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#include "r_efx.h"
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#include "dlight.h"
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#include "beamdraw.h"
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#include "cl_animevent.h"
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#include "engine/IEngineSound.h"
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#include "c_te_legacytempents.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "tier0/vprof.h"
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#include "clienteffectprecachesystem.h"
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#include "IEffects.h"
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#include "engine/ivmodelinfo.h"
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#include "engine/ivdebugoverlay.h"
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#include "c_te_effect_dispatch.h"
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#include <KeyValues.h>
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#include "c_rope.h"
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#include "isaverestore.h"
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#include "datacache/imdlcache.h"
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#include "eventlist.h"
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#include "saverestore.h"
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#include "physics_saverestore.h"
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#include "vphysics/constraints.h"
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#include "ragdoll_shared.h"
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#include "view.h"
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#include "c_ai_basenpc.h"
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#include "c_entitydissolve.h"
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#include "saverestoretypes.h"
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#include "c_fire_smoke.h"
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#include "input.h"
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#include "soundinfo.h"
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#include "tools/bonelist.h"
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#include "toolframework/itoolframework.h"
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#include "datacache/idatacache.h"
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#include "gamestringpool.h"
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#include "jigglebones.h"
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#include "toolframework_client.h"
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#include "vstdlib/jobthread.h"
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#include "bonetoworldarray.h"
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#include "posedebugger.h"
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#include "tier0/icommandline.h"
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#include "prediction.h"
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#include "replay/replay_ragdoll.h"
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#include "studio_stats.h"
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#include "tier1/callqueue.h"
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#ifdef TF_CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_baseobject.h"
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#include "tf_gamerules.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar cl_SetupAllBones( "cl_SetupAllBones", "0" );
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ConVar r_sequence_debug( "r_sequence_debug", "" );
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// If an NPC is moving faster than this, he should play the running footstep sound
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const float RUN_SPEED_ESTIMATE_SQR = 150.0f * 150.0f;
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// Removed macro used by shared code stuff
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#if defined( CBaseAnimating )
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#undef CBaseAnimating
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#endif
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#ifdef DEBUG
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static ConVar dbganimmodel( "dbganimmodel", "" );
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#endif
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#if defined( STAGING_ONLY )
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static ConVar dbg_bonestack_perturb( "dbg_bonestack_perturb", "0", 0);
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static CInterlockedInt dbg_bonestack_reentrant_count = 0;
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#endif // STAGING_ONLY
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mstudioevent_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
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C_EntityDissolve *DissolveEffect( C_BaseEntity *pTarget, float flTime );
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C_EntityFlame *FireEffect( C_BaseAnimating *pTarget, C_BaseEntity *pServerFire, float *flScaleEnd, float *flTimeStart, float *flTimeEnd );
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bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating );
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void VCollideWireframe_ChangeCallback( IConVar *pConVar, char const *pOldString, float flOldValue );
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ConVar vcollide_wireframe( "vcollide_wireframe", "0", FCVAR_CHEAT, "Render physics collision models in wireframe", VCollideWireframe_ChangeCallback );
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bool C_AnimationLayer::IsActive( void )
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{
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return (m_nOrder != C_BaseAnimatingOverlay::MAX_OVERLAYS);
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}
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//-----------------------------------------------------------------------------
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// Relative lighting entity
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//-----------------------------------------------------------------------------
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class C_InfoLightingRelative : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_InfoLightingRelative, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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void GetLightingOffset( matrix3x4_t &offset );
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private:
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EHANDLE m_hLightingLandmark;
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};
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IMPLEMENT_CLIENTCLASS_DT(C_InfoLightingRelative, DT_InfoLightingRelative, CInfoLightingRelative)
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RecvPropEHandle(RECVINFO(m_hLightingLandmark)),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Relative lighting entity
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//-----------------------------------------------------------------------------
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void C_InfoLightingRelative::GetLightingOffset( matrix3x4_t &offset )
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{
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if ( m_hLightingLandmark.Get() )
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{
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matrix3x4_t matWorldToLandmark;
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MatrixInvert( m_hLightingLandmark->EntityToWorldTransform(), matWorldToLandmark );
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ConcatTransforms( EntityToWorldTransform(), matWorldToLandmark, offset );
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}
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else
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{
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SetIdentityMatrix( offset );
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}
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}
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//-----------------------------------------------------------------------------
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// Base Animating
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//-----------------------------------------------------------------------------
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struct clientanimating_t
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{
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C_BaseAnimating *pAnimating;
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unsigned int flags;
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clientanimating_t(C_BaseAnimating *_pAnim, unsigned int _flags ) : pAnimating(_pAnim), flags(_flags) {}
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};
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const unsigned int FCLIENTANIM_SEQUENCE_CYCLE = 0x00000001;
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static CUtlVector< clientanimating_t > g_ClientSideAnimationList;
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BEGIN_RECV_TABLE_NOBASE( C_BaseAnimating, DT_ServerAnimationData )
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RecvPropFloat(RECVINFO(m_flCycle)),
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END_RECV_TABLE()
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void RecvProxy_Sequence( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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// Have the regular proxy store the data.
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RecvProxy_Int32ToInt32( pData, pStruct, pOut );
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C_BaseAnimating *pAnimating = (C_BaseAnimating *)pStruct;
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if ( !pAnimating )
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return;
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pAnimating->SetReceivedSequence();
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// render bounds may have changed
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pAnimating->UpdateVisibility();
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}
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IMPLEMENT_CLIENTCLASS_DT(C_BaseAnimating, DT_BaseAnimating, CBaseAnimating)
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RecvPropInt(RECVINFO(m_nSequence), 0, RecvProxy_Sequence),
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RecvPropInt(RECVINFO(m_nForceBone)),
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RecvPropVector(RECVINFO(m_vecForce)),
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RecvPropInt(RECVINFO(m_nSkin)),
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RecvPropInt(RECVINFO(m_nBody)),
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RecvPropInt(RECVINFO(m_nHitboxSet)),
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RecvPropFloat(RECVINFO(m_flModelScale)),
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RecvPropFloat(RECVINFO_NAME(m_flModelScale, m_flModelWidthScale)), // for demo compatibility only
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// RecvPropArray(RecvPropFloat(RECVINFO(m_flPoseParameter[0])), m_flPoseParameter),
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RecvPropArray3(RECVINFO_ARRAY(m_flPoseParameter), RecvPropFloat(RECVINFO(m_flPoseParameter[0])) ),
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RecvPropFloat(RECVINFO(m_flPlaybackRate)),
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RecvPropArray3( RECVINFO_ARRAY(m_flEncodedController), RecvPropFloat(RECVINFO(m_flEncodedController[0]))),
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RecvPropInt( RECVINFO( m_bClientSideAnimation )),
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RecvPropInt( RECVINFO( m_bClientSideFrameReset )),
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RecvPropInt( RECVINFO( m_nNewSequenceParity )),
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RecvPropInt( RECVINFO( m_nResetEventsParity )),
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RecvPropInt( RECVINFO( m_nMuzzleFlashParity ) ),
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RecvPropEHandle(RECVINFO(m_hLightingOrigin)),
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RecvPropEHandle(RECVINFO(m_hLightingOriginRelative)),
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RecvPropDataTable( "serveranimdata", 0, 0, &REFERENCE_RECV_TABLE( DT_ServerAnimationData ) ),
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RecvPropFloat( RECVINFO( m_fadeMinDist ) ),
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RecvPropFloat( RECVINFO( m_fadeMaxDist ) ),
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RecvPropFloat( RECVINFO( m_flFadeScale ) ),
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_BaseAnimating )
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DEFINE_PRED_FIELD( m_nSkin, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_nBody, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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// DEFINE_PRED_FIELD( m_nHitboxSet, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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// DEFINE_PRED_FIELD( m_flModelScale, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
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DEFINE_PRED_FIELD( m_flPlaybackRate, FIELD_FLOAT, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
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DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
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// DEFINE_PRED_ARRAY( m_flPoseParameter, FIELD_FLOAT, MAXSTUDIOPOSEPARAM, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_ARRAY_TOL( m_flEncodedController, FIELD_FLOAT, MAXSTUDIOBONECTRLS, FTYPEDESC_INSENDTABLE, 0.02f ),
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DEFINE_FIELD( m_nPrevSequence, FIELD_INTEGER ),
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//DEFINE_FIELD( m_flPrevEventCycle, FIELD_FLOAT ),
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//DEFINE_FIELD( m_flEventCycle, FIELD_FLOAT ),
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//DEFINE_FIELD( m_nEventSequence, FIELD_INTEGER ),
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DEFINE_PRED_FIELD( m_nNewSequenceParity, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
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DEFINE_PRED_FIELD( m_nResetEventsParity, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
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// DEFINE_PRED_FIELD( m_nPrevResetEventsParity, FIELD_INTEGER, 0 ),
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DEFINE_PRED_FIELD( m_nMuzzleFlashParity, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
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//DEFINE_FIELD( m_nOldMuzzleFlashParity, FIELD_CHARACTER ),
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//DEFINE_FIELD( m_nPrevNewSequenceParity, FIELD_INTEGER ),
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//DEFINE_FIELD( m_nPrevResetEventsParity, FIELD_INTEGER ),
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// DEFINE_PRED_FIELD( m_vecForce, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
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// DEFINE_PRED_FIELD( m_nForceBone, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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// DEFINE_PRED_FIELD( m_bClientSideAnimation, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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// DEFINE_PRED_FIELD( m_bClientSideFrameReset, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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// DEFINE_FIELD( m_pRagdollInfo, RagdollInfo_t ),
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// DEFINE_FIELD( m_CachedBones, CUtlVector < CBoneCacheEntry > ),
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// DEFINE_FIELD( m_pActualAttachmentAngles, FIELD_VECTOR ),
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// DEFINE_FIELD( m_pActualAttachmentOrigin, FIELD_VECTOR ),
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// DEFINE_FIELD( m_animationQueue, CUtlVector < C_AnimationLayer > ),
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// DEFINE_FIELD( m_pIk, CIKContext ),
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// DEFINE_FIELD( m_bLastClientSideFrameReset, FIELD_BOOLEAN ),
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// DEFINE_FIELD( hdr, studiohdr_t ),
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// DEFINE_FIELD( m_pRagdoll, IRagdoll ),
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// DEFINE_FIELD( m_bStoreRagdollInfo, FIELD_BOOLEAN ),
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// DEFINE_FIELD( C_BaseFlex, m_iEyeAttachment, FIELD_INTEGER ),
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( client_ragdoll, C_ClientRagdoll );
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BEGIN_DATADESC( C_ClientRagdoll )
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DEFINE_FIELD( m_bFadeOut, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bImportant, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_iCurrentFriction, FIELD_INTEGER ),
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DEFINE_FIELD( m_iMinFriction, FIELD_INTEGER ),
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DEFINE_FIELD( m_iMaxFriction, FIELD_INTEGER ),
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DEFINE_FIELD( m_flFrictionModTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFrictionTime, FIELD_TIME ),
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DEFINE_FIELD( m_iFrictionAnimState, FIELD_INTEGER ),
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DEFINE_FIELD( m_bReleaseRagdoll, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nBody, FIELD_INTEGER ),
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DEFINE_FIELD( m_nSkin, FIELD_INTEGER ),
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DEFINE_FIELD( m_nRenderFX, FIELD_CHARACTER ),
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DEFINE_FIELD( m_nRenderMode, FIELD_CHARACTER ),
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DEFINE_FIELD( m_clrRender, FIELD_COLOR32 ),
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DEFINE_FIELD( m_flEffectTime, FIELD_TIME ),
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DEFINE_FIELD( m_bFadingOut, FIELD_BOOLEAN ),
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DEFINE_AUTO_ARRAY( m_flScaleEnd, FIELD_FLOAT ),
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DEFINE_AUTO_ARRAY( m_flScaleTimeStart, FIELD_FLOAT ),
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DEFINE_AUTO_ARRAY( m_flScaleTimeEnd, FIELD_FLOAT ),
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DEFINE_EMBEDDEDBYREF( m_pRagdoll ),
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END_DATADESC()
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C_ClientRagdoll::C_ClientRagdoll( bool bRestoring )
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{
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m_iCurrentFriction = 0;
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m_iFrictionAnimState = RAGDOLL_FRICTION_NONE;
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m_bReleaseRagdoll = false;
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m_bFadeOut = false;
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m_bFadingOut = false;
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m_bImportant = false;
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m_bNoModelParticles = false;
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SetClassname("client_ragdoll");
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if ( bRestoring == true )
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{
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m_pRagdoll = new CRagdoll;
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}
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}
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void C_ClientRagdoll::OnSave( void )
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{
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}
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void C_ClientRagdoll::OnRestore( void )
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{
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CStudioHdr *hdr = GetModelPtr();
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if ( hdr == NULL )
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{
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const char *pModelName = STRING( GetModelName() );
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SetModel( pModelName );
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hdr = GetModelPtr();
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if ( hdr == NULL )
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return;
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}
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if ( m_pRagdoll == NULL )
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return;
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ragdoll_t *pRagdollT = m_pRagdoll->GetRagdoll();
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if ( pRagdollT == NULL || pRagdollT->list[0].pObject == NULL )
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{
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m_bReleaseRagdoll = true;
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m_pRagdoll = NULL;
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Assert( !"Attempted to restore a ragdoll without physobjects!" );
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return;
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}
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if ( GetFlags() & FL_DISSOLVING )
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{
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DissolveEffect( this, m_flEffectTime );
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}
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else if ( GetFlags() & FL_ONFIRE )
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{
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C_EntityFlame *pFireChild = dynamic_cast<C_EntityFlame *>( GetEffectEntity() );
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C_EntityFlame *pNewFireChild = FireEffect( this, pFireChild, m_flScaleEnd, m_flScaleTimeStart, m_flScaleTimeEnd );
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//Set the new fire child as the new effect entity.
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SetEffectEntity( pNewFireChild );
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}
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VPhysicsSetObject( NULL );
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VPhysicsSetObject( pRagdollT->list[0].pObject );
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SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
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pRagdollT->list[0].parentIndex = -1;
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pRagdollT->list[0].originParentSpace.Init();
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RagdollActivate( *pRagdollT, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex(), true );
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RagdollSetupAnimatedFriction( physenv, pRagdollT, GetModelIndex() );
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m_pRagdoll->BuildRagdollBounds( this );
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// UNDONE: The shadow & leaf system cleanup should probably be in C_BaseEntity::OnRestore()
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// this must be recomputed because the model was NULL when this was set up
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RemoveFromLeafSystem();
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AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY );
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DestroyShadow();
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CreateShadow();
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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if ( m_bFadeOut == true )
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{
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s_RagdollLRU.MoveToTopOfLRU( this, m_bImportant );
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}
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NoteRagdollCreationTick( this );
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BaseClass::OnRestore();
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RagdollMoved();
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}
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void C_ClientRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
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{
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VPROF( "C_ClientRagdoll::ImpactTrace" );
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if( !pPhysicsObject )
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return;
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Vector dir = pTrace->endpos - pTrace->startpos;
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if ( iDamageType == DMG_BLAST )
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{
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dir *= 500; // adjust impact strenght
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// apply force at object mass center
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pPhysicsObject->ApplyForceCenter( dir );
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}
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else
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{
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Vector hitpos;
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VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
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VectorNormalize( dir );
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dir *= 4000; // adjust impact strenght
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// apply force where we hit it
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pPhysicsObject->ApplyForceOffset( dir, hitpos );
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}
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m_pRagdoll->ResetRagdollSleepAfterTime();
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}
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ConVar g_debug_ragdoll_visualize( "g_debug_ragdoll_visualize", "0", FCVAR_CHEAT );
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void C_ClientRagdoll::HandleAnimatedFriction( void )
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{
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if ( m_iFrictionAnimState == RAGDOLL_FRICTION_OFF )
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return;
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ragdoll_t *pRagdollT = NULL;
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int iBoneCount = 0;
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if ( m_pRagdoll )
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{
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pRagdollT = m_pRagdoll->GetRagdoll();
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iBoneCount = m_pRagdoll->RagdollBoneCount();
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}
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if ( pRagdollT == NULL )
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return;
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switch ( m_iFrictionAnimState )
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{
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case RAGDOLL_FRICTION_NONE:
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{
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m_iMinFriction = pRagdollT->animfriction.iMinAnimatedFriction;
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m_iMaxFriction = pRagdollT->animfriction.iMaxAnimatedFriction;
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if ( m_iMinFriction != 0 || m_iMaxFriction != 0 )
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{
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m_iFrictionAnimState = RAGDOLL_FRICTION_IN;
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m_flFrictionModTime = pRagdollT->animfriction.flFrictionTimeIn;
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m_flFrictionTime = gpGlobals->curtime + m_flFrictionModTime;
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m_iCurrentFriction = m_iMinFriction;
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}
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else
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{
|
||
m_iFrictionAnimState = RAGDOLL_FRICTION_OFF;
|
||
}
|
||
|
||
break;
|
||
}
|
||
|
||
case RAGDOLL_FRICTION_IN:
|
||
{
|
||
float flDeltaTime = (m_flFrictionTime - gpGlobals->curtime);
|
||
|
||
m_iCurrentFriction = RemapValClamped( flDeltaTime , m_flFrictionModTime, 0, m_iMinFriction, m_iMaxFriction );
|
||
|
||
if ( flDeltaTime <= 0.0f )
|
||
{
|
||
m_flFrictionModTime = pRagdollT->animfriction.flFrictionTimeHold;
|
||
m_flFrictionTime = gpGlobals->curtime + m_flFrictionModTime;
|
||
m_iFrictionAnimState = RAGDOLL_FRICTION_HOLD;
|
||
}
|
||
break;
|
||
}
|
||
|
||
case RAGDOLL_FRICTION_HOLD:
|
||
{
|
||
if ( m_flFrictionTime < gpGlobals->curtime )
|
||
{
|
||
m_flFrictionModTime = pRagdollT->animfriction.flFrictionTimeOut;
|
||
m_flFrictionTime = gpGlobals->curtime + m_flFrictionModTime;
|
||
m_iFrictionAnimState = RAGDOLL_FRICTION_OUT;
|
||
}
|
||
|
||
break;
|
||
}
|
||
|
||
case RAGDOLL_FRICTION_OUT:
|
||
{
|
||
float flDeltaTime = (m_flFrictionTime - gpGlobals->curtime);
|
||
|
||
m_iCurrentFriction = RemapValClamped( flDeltaTime , 0, m_flFrictionModTime, m_iMinFriction, m_iMaxFriction );
|
||
|
||
if ( flDeltaTime <= 0.0f )
|
||
{
|
||
m_iFrictionAnimState = RAGDOLL_FRICTION_OFF;
|
||
}
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
for ( int i = 0; i < iBoneCount; i++ )
|
||
{
|
||
if ( pRagdollT->list[i].pConstraint )
|
||
pRagdollT->list[i].pConstraint->SetAngularMotor( 0, m_iCurrentFriction );
|
||
}
|
||
|
||
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
||
if ( pPhysicsObject )
|
||
{
|
||
pPhysicsObject->Wake();
|
||
}
|
||
}
|
||
|
||
ConVar g_ragdoll_fadespeed( "g_ragdoll_fadespeed", "600" );
|
||
ConVar g_ragdoll_lvfadespeed( "g_ragdoll_lvfadespeed", "100" );
|
||
|
||
void C_ClientRagdoll::OnPVSStatusChanged( bool bInPVS )
|
||
{
|
||
if ( bInPVS )
|
||
{
|
||
CreateShadow();
|
||
}
|
||
else
|
||
{
|
||
DestroyShadow();
|
||
}
|
||
}
|
||
|
||
void C_ClientRagdoll::FadeOut( void )
|
||
{
|
||
if ( m_bFadingOut == false )
|
||
{
|
||
return;
|
||
}
|
||
|
||
int iAlpha = GetRenderColor().a;
|
||
int iFadeSpeed = ( g_RagdollLVManager.IsLowViolence() ) ? g_ragdoll_lvfadespeed.GetInt() : g_ragdoll_fadespeed.GetInt();
|
||
|
||
iAlpha = MAX( iAlpha - ( iFadeSpeed * gpGlobals->frametime ), 0 );
|
||
|
||
SetRenderMode( kRenderTransAlpha );
|
||
SetRenderColorA( iAlpha );
|
||
|
||
if ( iAlpha == 0 )
|
||
{
|
||
m_bReleaseRagdoll = true;
|
||
}
|
||
}
|
||
|
||
void C_ClientRagdoll::SUB_Remove( void )
|
||
{
|
||
m_bFadingOut = true;
|
||
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||
}
|
||
|
||
void C_ClientRagdoll::ClientThink( void )
|
||
{
|
||
if ( m_bReleaseRagdoll == true )
|
||
{
|
||
DestroyBoneAttachments();
|
||
Release();
|
||
return;
|
||
}
|
||
|
||
if ( g_debug_ragdoll_visualize.GetBool() )
|
||
{
|
||
Vector vMins, vMaxs;
|
||
|
||
Vector origin = m_pRagdoll->GetRagdollOrigin();
|
||
m_pRagdoll->GetRagdollBounds( vMins, vMaxs );
|
||
|
||
if ( debugoverlay )
|
||
{
|
||
debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 255, 0, 16, 0 );
|
||
}
|
||
}
|
||
|
||
HandleAnimatedFriction();
|
||
|
||
FadeOut();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: clear out any face/eye values stored in the material system
|
||
//-----------------------------------------------------------------------------
|
||
float C_ClientRagdoll::LastBoneChangedTime()
|
||
{
|
||
// When did this last change?
|
||
return m_pRagdoll ? m_pRagdoll->GetLastVPhysicsUpdateTime() : -FLT_MAX;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: clear out any face/eye values stored in the material system
|
||
//-----------------------------------------------------------------------------
|
||
void C_ClientRagdoll::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
|
||
{
|
||
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
|
||
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
return;
|
||
|
||
int nFlexDescCount = hdr->numflexdesc();
|
||
if ( nFlexDescCount )
|
||
{
|
||
Assert( !pFlexDelayedWeights );
|
||
memset( pFlexWeights, 0, nFlexWeightCount * sizeof(float) );
|
||
}
|
||
|
||
if ( m_iEyeAttachment > 0 )
|
||
{
|
||
matrix3x4_t attToWorld;
|
||
if ( GetAttachment( m_iEyeAttachment, attToWorld ) )
|
||
{
|
||
Vector local, tmp;
|
||
local.Init( 1000.0f, 0.0f, 0.0f );
|
||
VectorTransform( local, attToWorld, tmp );
|
||
modelrender->SetViewTarget( GetModelPtr(), GetBody(), tmp );
|
||
}
|
||
}
|
||
}
|
||
|
||
void C_ClientRagdoll::Release( void )
|
||
{
|
||
C_BaseEntity *pChild = GetEffectEntity();
|
||
|
||
if ( pChild && pChild->IsMarkedForDeletion() == false )
|
||
{
|
||
pChild->Release();
|
||
}
|
||
|
||
if ( GetThinkHandle() != INVALID_THINK_HANDLE )
|
||
{
|
||
ClientThinkList()->RemoveThinkable( GetClientHandle() );
|
||
}
|
||
ClientEntityList().RemoveEntity( GetClientHandle() );
|
||
|
||
if ( CollisionProp()->GetPartitionHandle() != PARTITION_INVALID_HANDLE )
|
||
{
|
||
::partition->Remove( PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_RESPONSIVE_EDICTS | PARTITION_CLIENT_NON_STATIC_EDICTS, CollisionProp()->GetPartitionHandle() );
|
||
}
|
||
RemoveFromLeafSystem();
|
||
|
||
BaseClass::Release();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Incremented each frame in InvalidateModelBones. Models compare this value to what it
|
||
// was last time they setup their bones to determine if they need to re-setup their bones.
|
||
static unsigned long g_iModelBoneCounter = 0;
|
||
CUtlVector<C_BaseAnimating *> g_PreviousBoneSetups;
|
||
static unsigned long g_iPreviousBoneCounter = (unsigned)-1;
|
||
|
||
class C_BaseAnimatingGameSystem : public CAutoGameSystem
|
||
{
|
||
void LevelShutdownPostEntity()
|
||
{
|
||
g_iPreviousBoneCounter = (unsigned)-1;
|
||
if ( g_PreviousBoneSetups.Count() != 0 )
|
||
{
|
||
Msg( "%d entities in bone setup array. Should have been cleaned up by now\n", g_PreviousBoneSetups.Count() );
|
||
g_PreviousBoneSetups.RemoveAll();
|
||
}
|
||
}
|
||
} g_BaseAnimatingGameSystem;
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: convert axis rotations to a quaternion
|
||
//-----------------------------------------------------------------------------
|
||
C_BaseAnimating::C_BaseAnimating() :
|
||
m_iv_flCycle( "C_BaseAnimating::m_iv_flCycle" ),
|
||
m_iv_flPoseParameter( "C_BaseAnimating::m_iv_flPoseParameter" ),
|
||
m_iv_flEncodedController("C_BaseAnimating::m_iv_flEncodedController")
|
||
{
|
||
m_vecForce.Init();
|
||
m_nForceBone = -1;
|
||
|
||
m_ClientSideAnimationListHandle = INVALID_CLIENTSIDEANIMATION_LIST_HANDLE;
|
||
|
||
m_nPrevSequence = -1;
|
||
m_nRestoreSequence = -1;
|
||
m_pRagdoll = NULL;
|
||
m_builtRagdoll = false;
|
||
m_hitboxBoneCacheHandle = 0;
|
||
int i;
|
||
for ( i = 0; i < ARRAYSIZE( m_flEncodedController ); i++ )
|
||
{
|
||
m_flEncodedController[ i ] = 0.0f;
|
||
}
|
||
|
||
AddBaseAnimatingInterpolatedVars();
|
||
|
||
m_iMostRecentModelBoneCounter = 0xFFFFFFFF;
|
||
m_iMostRecentBoneSetupRequest = g_iPreviousBoneCounter - 1;
|
||
m_flLastBoneSetupTime = -FLT_MAX;
|
||
|
||
m_vecPreRagdollMins = vec3_origin;
|
||
m_vecPreRagdollMaxs = vec3_origin;
|
||
|
||
m_bStoreRagdollInfo = false;
|
||
m_pRagdollInfo = NULL;
|
||
|
||
m_flPlaybackRate = 1.0f;
|
||
|
||
m_nEventSequence = -1;
|
||
|
||
m_pIk = NULL;
|
||
|
||
// Assume false. Derived classes might fill in a receive table entry
|
||
// and in that case this would show up as true
|
||
m_bClientSideAnimation = false;
|
||
|
||
m_nPrevNewSequenceParity = -1;
|
||
m_nPrevResetEventsParity = -1;
|
||
|
||
m_nOldMuzzleFlashParity = 0;
|
||
m_nMuzzleFlashParity = 0;
|
||
|
||
m_flModelScale = 1.0f;
|
||
|
||
m_iEyeAttachment = 0;
|
||
#ifdef _XBOX
|
||
m_iAccumulatedBoneMask = 0;
|
||
#endif
|
||
m_pStudioHdr = NULL;
|
||
m_hStudioHdr = MDLHANDLE_INVALID;
|
||
|
||
m_bReceivedSequence = false;
|
||
|
||
m_boneIndexAttached = -1;
|
||
m_flOldModelScale = 0.0f;
|
||
|
||
m_pAttachedTo = NULL;
|
||
|
||
m_bDynamicModelAllowed = false;
|
||
m_bDynamicModelPending = false;
|
||
m_bResetSequenceInfoOnLoad = false;
|
||
|
||
m_bInitModelEffects = false;
|
||
m_bDelayInitModelEffects = false;
|
||
|
||
Q_memset(&m_mouth, 0, sizeof(m_mouth));
|
||
m_flCycle = 0;
|
||
m_flOldCycle = 0;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: cleanup
|
||
//-----------------------------------------------------------------------------
|
||
C_BaseAnimating::~C_BaseAnimating()
|
||
{
|
||
int i = g_PreviousBoneSetups.Find( this );
|
||
if ( i != -1 )
|
||
g_PreviousBoneSetups.FastRemove( i );
|
||
|
||
TermRopes();
|
||
|
||
Assert( !m_pRagdoll );
|
||
|
||
delete m_pRagdollInfo;
|
||
m_pRagdollInfo = NULL;
|
||
|
||
delete m_pIk;
|
||
m_pIk = NULL;
|
||
|
||
delete m_pBoneMergeCache;
|
||
m_pBoneMergeCache = NULL;
|
||
|
||
Studio_DestroyBoneCache( m_hitboxBoneCacheHandle );
|
||
|
||
delete m_pJiggleBones;
|
||
m_pJiggleBones = NULL;
|
||
|
||
InvalidateMdlCache();
|
||
|
||
// Kill off anything bone attached to us.
|
||
DestroyBoneAttachments();
|
||
|
||
// If we are bone attached to something, remove us from the list.
|
||
if ( m_pAttachedTo )
|
||
{
|
||
m_pAttachedTo->RemoveBoneAttachment( this );
|
||
m_pAttachedTo = NULL;
|
||
}
|
||
}
|
||
|
||
bool C_BaseAnimating::UsesPowerOfTwoFrameBufferTexture( void )
|
||
{
|
||
return modelinfo->IsUsingFBTexture( GetModel(), GetSkin(), GetBody(), GetClientRenderable() );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// VPhysics object
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
|
||
{
|
||
if ( IsRagdoll() )
|
||
{
|
||
int i;
|
||
for ( i = 0; i < m_pRagdoll->RagdollBoneCount(); ++i )
|
||
{
|
||
if ( i >= listMax )
|
||
break;
|
||
|
||
pList[i] = m_pRagdoll->GetElement(i);
|
||
}
|
||
return i;
|
||
}
|
||
|
||
return BaseClass::VPhysicsGetObjectList( pList, listMax );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Should this object cast render-to-texture shadows?
|
||
//-----------------------------------------------------------------------------
|
||
ShadowType_t C_BaseAnimating::ShadowCastType()
|
||
{
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
|
||
return SHADOWS_NONE;
|
||
|
||
if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )
|
||
return SHADOWS_NONE;
|
||
|
||
if (pStudioHdr->GetNumSeq() == 0)
|
||
return SHADOWS_RENDER_TO_TEXTURE;
|
||
|
||
if ( !IsRagdoll() )
|
||
{
|
||
// If we have pose parameters, always update
|
||
if ( pStudioHdr->GetNumPoseParameters() > 0 )
|
||
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
|
||
|
||
// If we have bone controllers, always update
|
||
if ( pStudioHdr->numbonecontrollers() > 0 )
|
||
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
|
||
|
||
// If we use IK, always update
|
||
if ( pStudioHdr->numikchains() > 0 )
|
||
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
|
||
}
|
||
|
||
// FIXME: Do something to check to see how many frames the current animation has
|
||
// If we do this, we have to be able to handle the case of changing ShadowCastTypes
|
||
// at the moment, they are assumed to be constant.
|
||
return SHADOWS_RENDER_TO_TEXTURE;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: convert axis rotations to a quaternion
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void C_BaseAnimating::SetPredictable( bool state )
|
||
{
|
||
BaseClass::SetPredictable( state );
|
||
|
||
UpdateRelevantInterpolatedVars();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: sets client side animation
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::UseClientSideAnimation()
|
||
{
|
||
m_bClientSideAnimation = true;
|
||
}
|
||
|
||
void C_BaseAnimating::UpdateRelevantInterpolatedVars()
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
// Remove any interpolated vars that need to be removed.
|
||
if ( !IsMarkedForDeletion() && !GetPredictable() && !IsClientCreated() && GetModelPtr() && GetModelPtr()->SequencesAvailable() )
|
||
{
|
||
AddBaseAnimatingInterpolatedVars();
|
||
}
|
||
else
|
||
{
|
||
RemoveBaseAnimatingInterpolatedVars();
|
||
}
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::AddBaseAnimatingInterpolatedVars()
|
||
{
|
||
AddVar( m_flEncodedController, &m_iv_flEncodedController, LATCH_ANIMATION_VAR, true );
|
||
AddVar( m_flPoseParameter, &m_iv_flPoseParameter, LATCH_ANIMATION_VAR, true );
|
||
|
||
int flags = LATCH_ANIMATION_VAR;
|
||
if ( m_bClientSideAnimation )
|
||
flags |= EXCLUDE_AUTO_INTERPOLATE;
|
||
|
||
AddVar( &m_flCycle, &m_iv_flCycle, flags, true );
|
||
}
|
||
|
||
void C_BaseAnimating::RemoveBaseAnimatingInterpolatedVars()
|
||
{
|
||
RemoveVar( m_flEncodedController, false );
|
||
RemoveVar( m_flPoseParameter, false );
|
||
|
||
#ifdef HL2MP
|
||
// HACK: Don't want to remove interpolation for predictables in hl2dm, though
|
||
// The animation state stuff sets the pose parameters -- so they should interp
|
||
// but m_flCycle is not touched, so it's only set during prediction (which occurs on tick boundaries)
|
||
// and so needs to continue to be interpolated for smooth rendering of the lower body of the local player in third person, etc.
|
||
if ( !GetPredictable() )
|
||
#endif
|
||
{
|
||
RemoveVar( &m_flCycle, false );
|
||
}
|
||
}
|
||
|
||
/*
|
||
From Ken: Lock() and Unlock() are render frame only, it’s just so the mdlcache
|
||
doesn’t toss the memory when it reshuffles the data, or at least used to. I
|
||
don't have any idea if mdlcache even does that anymore, but at one point it would
|
||
happily throw away the animation data if you ran out of memory on the
|
||
consoles. Jay adds: Ken is correct and the pointer should be valid until the end
|
||
of the frame lock (provided you are within a MDLCACHE_LOCK() block or whatever
|
||
|
||
Jay also recommends running with a forced small cache size (1MB) to put maximum
|
||
pressure on the cache when testing changes. Look for datacache ConVar in datacache.cpp.
|
||
*/
|
||
void C_BaseAnimating::LockStudioHdr()
|
||
{
|
||
Assert( m_hStudioHdr == MDLHANDLE_INVALID && m_pStudioHdr == NULL );
|
||
|
||
AUTO_LOCK( m_StudioHdrInitLock );
|
||
|
||
if ( m_hStudioHdr != MDLHANDLE_INVALID || m_pStudioHdr != NULL )
|
||
{
|
||
Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID );
|
||
return;
|
||
}
|
||
|
||
const model_t *mdl = GetModel();
|
||
if ( !mdl )
|
||
return;
|
||
|
||
m_hStudioHdr = modelinfo->GetCacheHandle( mdl );
|
||
if ( m_hStudioHdr == MDLHANDLE_INVALID )
|
||
return;
|
||
|
||
const studiohdr_t *pStudioHdr = mdlcache->LockStudioHdr( m_hStudioHdr );
|
||
if ( !pStudioHdr )
|
||
{
|
||
m_hStudioHdr = MDLHANDLE_INVALID;
|
||
return;
|
||
}
|
||
|
||
CStudioHdr *pNewWrapper = new CStudioHdr;
|
||
pNewWrapper->Init( pStudioHdr, mdlcache );
|
||
Assert( pNewWrapper->IsValid() );
|
||
|
||
if ( pNewWrapper->GetVirtualModel() )
|
||
{
|
||
MDLHandle_t hVirtualModel = (MDLHandle_t)(int)(pStudioHdr->virtualModel)&0xffff;
|
||
mdlcache->LockStudioHdr( hVirtualModel );
|
||
}
|
||
|
||
m_pStudioHdr = pNewWrapper; // must be last to ensure virtual model correctly set up
|
||
}
|
||
|
||
void C_BaseAnimating::UnlockStudioHdr()
|
||
{
|
||
if ( m_hStudioHdr != MDLHANDLE_INVALID )
|
||
{
|
||
studiohdr_t *pStudioHdr = mdlcache->GetStudioHdr( m_hStudioHdr );
|
||
Assert( m_pStudioHdr && m_pStudioHdr->GetRenderHdr() == pStudioHdr );
|
||
|
||
#if 0
|
||
// XXX need to figure out where to flush the queue on map change to not crash
|
||
if ( ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue() )
|
||
{
|
||
// Parallel rendering: don't unlock model data until end of rendering
|
||
if ( pStudioHdr->GetVirtualModel() )
|
||
{
|
||
MDLHandle_t hVirtualModel = (MDLHandle_t)(int)pStudioHdr->virtualModel&0xffff;
|
||
pCallQueue->QueueCall( mdlcache, &IMDLCache::UnlockStudioHdr, hVirtualModel );
|
||
}
|
||
pCallQueue->QueueCall( mdlcache, &IMDLCache::UnlockStudioHdr, m_hStudioHdr );
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
// Immediate-mode rendering, can unlock immediately
|
||
if ( pStudioHdr->GetVirtualModel() )
|
||
{
|
||
MDLHandle_t hVirtualModel = (MDLHandle_t)(int)pStudioHdr->virtualModel&0xffff;
|
||
mdlcache->UnlockStudioHdr( hVirtualModel );
|
||
}
|
||
mdlcache->UnlockStudioHdr( m_hStudioHdr );
|
||
}
|
||
m_hStudioHdr = MDLHANDLE_INVALID;
|
||
|
||
delete m_pStudioHdr;
|
||
m_pStudioHdr = NULL;
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::OnModelLoadComplete( const model_t* pModel )
|
||
{
|
||
Assert( m_bDynamicModelPending && pModel == GetModel() );
|
||
if ( m_bDynamicModelPending && pModel == GetModel() )
|
||
{
|
||
m_bDynamicModelPending = false;
|
||
OnNewModel();
|
||
UpdateVisibility();
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::ValidateModelIndex()
|
||
{
|
||
BaseClass::ValidateModelIndex();
|
||
Assert( m_nModelIndex == 0 || m_AutoRefModelIndex.Get() );
|
||
}
|
||
|
||
CStudioHdr *C_BaseAnimating::OnNewModel()
|
||
{
|
||
InvalidateMdlCache();
|
||
|
||
// remove transition animations playback
|
||
m_SequenceTransitioner.RemoveAll();
|
||
|
||
if (m_pJiggleBones)
|
||
{
|
||
delete m_pJiggleBones;
|
||
m_pJiggleBones = NULL;
|
||
}
|
||
|
||
if ( m_bDynamicModelPending )
|
||
{
|
||
modelinfo->UnregisterModelLoadCallback( -1, this );
|
||
m_bDynamicModelPending = false;
|
||
}
|
||
|
||
m_AutoRefModelIndex.Clear();
|
||
|
||
if ( !GetModel() || modelinfo->GetModelType( GetModel() ) != mod_studio )
|
||
return NULL;
|
||
|
||
// Reference (and thus start loading) dynamic model
|
||
int nNewIndex = m_nModelIndex;
|
||
if ( modelinfo->GetModel( nNewIndex ) != GetModel() )
|
||
{
|
||
// XXX what's authoritative? the model pointer or the model index? what a mess.
|
||
nNewIndex = modelinfo->GetModelIndex( modelinfo->GetModelName( GetModel() ) );
|
||
Assert( nNewIndex < 0 || modelinfo->GetModel( nNewIndex ) == GetModel() );
|
||
if ( nNewIndex < 0 )
|
||
nNewIndex = m_nModelIndex;
|
||
}
|
||
|
||
m_AutoRefModelIndex = nNewIndex;
|
||
if ( IsDynamicModelIndex( nNewIndex ) && modelinfo->IsDynamicModelLoading( nNewIndex ) )
|
||
{
|
||
m_bDynamicModelPending = true;
|
||
modelinfo->RegisterModelLoadCallback( nNewIndex, this );
|
||
}
|
||
|
||
if ( IsDynamicModelLoading() )
|
||
{
|
||
// Called while dynamic model still loading -> new model, clear deferred state
|
||
m_bResetSequenceInfoOnLoad = false;
|
||
return NULL;
|
||
}
|
||
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if (hdr == NULL)
|
||
return NULL;
|
||
|
||
InvalidateBoneCache();
|
||
if ( m_pBoneMergeCache )
|
||
{
|
||
delete m_pBoneMergeCache;
|
||
m_pBoneMergeCache = NULL;
|
||
// recreated in BuildTransformations
|
||
}
|
||
|
||
Studio_DestroyBoneCache( m_hitboxBoneCacheHandle );
|
||
m_hitboxBoneCacheHandle = 0;
|
||
|
||
// Make sure m_CachedBones has space.
|
||
if ( m_CachedBoneData.Count() != hdr->numbones() )
|
||
{
|
||
m_CachedBoneData.SetSize( hdr->numbones() );
|
||
for ( int i=0; i < hdr->numbones(); i++ )
|
||
{
|
||
SetIdentityMatrix( m_CachedBoneData[i] );
|
||
}
|
||
}
|
||
m_BoneAccessor.Init( this, m_CachedBoneData.Base() ); // Always call this in case the studiohdr_t has changed.
|
||
|
||
// Free any IK data
|
||
if (m_pIk)
|
||
{
|
||
delete m_pIk;
|
||
m_pIk = NULL;
|
||
}
|
||
|
||
// Don't reallocate unless a different size.
|
||
if ( m_Attachments.Count() != hdr->GetNumAttachments() )
|
||
{
|
||
m_Attachments.SetSize( hdr->GetNumAttachments() );
|
||
|
||
// This is to make sure we don't use the attachment before its been set up
|
||
for ( int i=0; i < m_Attachments.Count(); i++ )
|
||
{
|
||
m_Attachments[i].m_bAnglesComputed = false;
|
||
m_Attachments[i].m_nLastFramecount = 0;
|
||
#ifdef _DEBUG
|
||
m_Attachments[i].m_AttachmentToWorld.Invalidate();
|
||
m_Attachments[i].m_angRotation.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
||
m_Attachments[i].m_vOriginVelocity.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
||
#endif
|
||
}
|
||
|
||
}
|
||
|
||
Assert( hdr->GetNumPoseParameters() <= ARRAYSIZE( m_flPoseParameter ) );
|
||
|
||
m_iv_flPoseParameter.SetMaxCount( hdr->GetNumPoseParameters() );
|
||
|
||
int i;
|
||
for ( i = 0; i < hdr->GetNumPoseParameters() ; i++ )
|
||
{
|
||
const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i );
|
||
m_iv_flPoseParameter.SetLooping( Pose.loop != 0.0f, i );
|
||
// Note: We can't do this since if we get a DATA_UPDATE_CREATED (i.e., new entity) with both a new model and some valid pose parameters this will slam the
|
||
// pose parameters to zero and if the model goes dormant the pose parameter field will never be set to the true value. We shouldn't have to zero these out
|
||
// as they are under the control of the server and should be properly set
|
||
if ( !IsServerEntity() )
|
||
{
|
||
SetPoseParameter( hdr, i, 0.0 );
|
||
}
|
||
}
|
||
|
||
int boneControllerCount = MIN( hdr->numbonecontrollers(), ARRAYSIZE( m_flEncodedController ) );
|
||
|
||
m_iv_flEncodedController.SetMaxCount( boneControllerCount );
|
||
|
||
for ( i = 0; i < boneControllerCount ; i++ )
|
||
{
|
||
bool loop = (hdr->pBonecontroller( i )->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) != 0;
|
||
m_iv_flEncodedController.SetLooping( loop, i );
|
||
SetBoneController( i, 0.0 );
|
||
}
|
||
|
||
InitModelEffects();
|
||
|
||
// lookup generic eye attachment, if exists
|
||
m_iEyeAttachment = LookupAttachment( "eyes" );
|
||
|
||
// If we didn't have a model before, then we might need to go in the interpolation list now.
|
||
if ( ShouldInterpolate() )
|
||
AddToInterpolationList();
|
||
|
||
// objects with attachment points need to be queryable even if they're not solid
|
||
if ( hdr->GetNumAttachments() != 0 )
|
||
{
|
||
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
|
||
}
|
||
|
||
|
||
// Most entities clear out their sequences when they change models on the server, but
|
||
// not all entities network down their m_nSequence (like multiplayer game player entities),
|
||
// so we may need to clear it out here. Force a SetSequence call no matter what, though.
|
||
int forceSequence = ShouldResetSequenceOnNewModel() ? 0 : m_nSequence;
|
||
|
||
if ( GetSequence() >= hdr->GetNumSeq() )
|
||
{
|
||
forceSequence = 0;
|
||
}
|
||
|
||
m_nSequence = -1;
|
||
SetSequence( forceSequence );
|
||
|
||
if ( m_bResetSequenceInfoOnLoad )
|
||
{
|
||
m_bResetSequenceInfoOnLoad = false;
|
||
ResetSequenceInfo();
|
||
}
|
||
|
||
UpdateRelevantInterpolatedVars();
|
||
|
||
return hdr;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns index number of a given named bone
|
||
// Input : name of a bone
|
||
// Output : Bone index number or -1 if bone not found
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::LookupBone( const char *szName )
|
||
{
|
||
Assert( GetModelPtr() );
|
||
|
||
return Studio_BoneIndexByName( GetModelPtr(), szName );
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
void C_BaseAnimating::GetBonePosition ( int iBone, Vector &origin, QAngle &angles )
|
||
{
|
||
matrix3x4_t bonetoworld;
|
||
GetBoneTransform( iBone, bonetoworld );
|
||
|
||
MatrixAngles( bonetoworld, angles, origin );
|
||
}
|
||
|
||
void C_BaseAnimating::GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld )
|
||
{
|
||
Assert( GetModelPtr() && iBone >= 0 && iBone < GetModelPtr()->numbones() );
|
||
CBoneCache *pcache = GetBoneCache( NULL );
|
||
|
||
matrix3x4_t *pmatrix = pcache->GetCachedBone( iBone );
|
||
|
||
if ( !pmatrix )
|
||
{
|
||
MatrixCopy( EntityToWorldTransform(), pBoneToWorld );
|
||
return;
|
||
}
|
||
|
||
Assert( pmatrix );
|
||
|
||
// FIXME
|
||
MatrixCopy( *pmatrix, pBoneToWorld );
|
||
}
|
||
//=============================================================================
|
||
// HPE_BEGIN:
|
||
// [menglish] Finds the bone associated with the given hitbox
|
||
//=============================================================================
|
||
|
||
int C_BaseAnimating::GetHitboxBone( int hitboxIndex )
|
||
{
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if ( pStudioHdr )
|
||
{
|
||
mstudiohitboxset_t *set =pStudioHdr->pHitboxSet( m_nHitboxSet );
|
||
if ( set && hitboxIndex < set->numhitboxes )
|
||
{
|
||
return set->pHitbox( hitboxIndex )->bone;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//=============================================================================
|
||
// HPE_END
|
||
//=============================================================================
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Setup to initialize our model effects once the model's loaded
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::InitModelEffects( void )
|
||
{
|
||
m_bInitModelEffects = true;
|
||
m_bDelayInitModelEffects = true;
|
||
TermRopes();
|
||
ParticleProp()->StopParticlesInvolving( this );
|
||
m_bHasAttachedParticles = false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Load the model's keyvalues section and create effects listed inside it
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::DelayedInitModelEffects( void )
|
||
{
|
||
// don't create the effect if we're not visible
|
||
if ( !ShouldDraw() )
|
||
return;
|
||
|
||
m_bDelayInitModelEffects = false;
|
||
|
||
// Parse the keyvalues and see if they want to make ropes on this model.
|
||
KeyValues * modelKeyValues = new KeyValues("");
|
||
if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
|
||
{
|
||
// Do we have a cables section?
|
||
KeyValues *pkvAllCables = modelKeyValues->FindKey("Cables");
|
||
if ( pkvAllCables )
|
||
{
|
||
// Start grabbing the sounds and slotting them in
|
||
for ( KeyValues *pSingleCable = pkvAllCables->GetFirstSubKey(); pSingleCable; pSingleCable = pSingleCable->GetNextKey() )
|
||
{
|
||
C_RopeKeyframe *pRope = C_RopeKeyframe::CreateFromKeyValues( this, pSingleCable );
|
||
m_Ropes.AddToTail( pRope );
|
||
}
|
||
}
|
||
|
||
if ( !m_bNoModelParticles )
|
||
{
|
||
// Do we have a particles section?
|
||
KeyValues *pkvAllParticleEffects = modelKeyValues->FindKey("Particles");
|
||
if ( pkvAllParticleEffects )
|
||
{
|
||
// Start grabbing the sounds and slotting them in
|
||
for ( KeyValues *pSingleEffect = pkvAllParticleEffects->GetFirstSubKey(); pSingleEffect; pSingleEffect = pSingleEffect->GetNextKey() )
|
||
{
|
||
const char *pszParticleEffect = pSingleEffect->GetString( "name", "" );
|
||
const char *pszAttachment = pSingleEffect->GetString( "attachment_point", "" );
|
||
const char *pszAttachType = pSingleEffect->GetString( "attachment_type", "" );
|
||
|
||
// Convert attach type
|
||
int iAttachType = GetAttachTypeFromString( pszAttachType );
|
||
if ( iAttachType == -1 )
|
||
{
|
||
Warning("Invalid attach type specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' with attach type of '%s'\n", GetModelName(), pszParticleEffect, pszAttachType );
|
||
return;
|
||
}
|
||
|
||
// Convert attachment point
|
||
int iAttachment = atoi(pszAttachment);
|
||
// See if we can find any attachment points matching the name
|
||
if ( pszAttachment[0] != '0' && iAttachment == 0 )
|
||
{
|
||
iAttachment = LookupAttachment( pszAttachment );
|
||
if ( iAttachment <= 0 )
|
||
{
|
||
Warning("Failed to find attachment point specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' on attachment named '%s'\n", GetModelName(), pszParticleEffect, pszAttachment );
|
||
return;
|
||
}
|
||
}
|
||
#ifdef TF_CLIENT_DLL
|
||
// Halloween Hack for Sentry Rockets
|
||
if ( !V_strcmp( "sentry_rocket", pszParticleEffect ) )
|
||
{
|
||
// Halloween Spell Effect Check
|
||
int iHalloweenSpell = 0;
|
||
if ( TF_IsHolidayActive( kHoliday_HalloweenOrFullMoon ) )
|
||
{
|
||
// if the owner is a Sentry, Check its owner
|
||
if ( GetOwnerEntity() && GetOwnerEntity()->IsBaseObject() )
|
||
{
|
||
CBaseObject *pSentry = assert_cast< CBaseObject* >( GetOwnerEntity() );
|
||
CALL_ATTRIB_HOOK_INT_ON_OTHER( pSentry->GetOwner(), iHalloweenSpell, halloween_pumpkin_explosions );
|
||
}
|
||
else
|
||
{
|
||
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iHalloweenSpell, halloween_pumpkin_explosions );
|
||
}
|
||
}
|
||
|
||
if ( iHalloweenSpell > 0 )
|
||
{
|
||
pszParticleEffect = "halloween_rockettrail";
|
||
}
|
||
}
|
||
#endif // TF_CLIENT_DLL
|
||
// Spawn the particle effect
|
||
ParticleProp()->Create( pszParticleEffect, (ParticleAttachment_t)iAttachType, iAttachment );
|
||
m_bHasAttachedParticles = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
modelKeyValues->deleteThis();
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::TermRopes()
|
||
{
|
||
FOR_EACH_LL( m_Ropes, i )
|
||
m_Ropes[i]->Release();
|
||
|
||
m_Ropes.Purge();
|
||
}
|
||
|
||
|
||
// FIXME: redundant?
|
||
void C_BaseAnimating::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
|
||
{
|
||
// interpolate two 0..1 encoded controllers to a single 0..1 controller
|
||
int i;
|
||
for( i=0; i < MAXSTUDIOBONECTRLS; i++)
|
||
{
|
||
controllers[ i ] = m_flEncodedController[ i ];
|
||
}
|
||
}
|
||
|
||
float C_BaseAnimating::GetPoseParameter( int iPoseParameter )
|
||
{
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
|
||
if ( pStudioHdr == NULL )
|
||
return 0.0f;
|
||
|
||
if ( pStudioHdr->GetNumPoseParameters() < iPoseParameter )
|
||
return 0.0f;
|
||
|
||
if ( iPoseParameter < 0 )
|
||
return 0.0f;
|
||
|
||
return m_flPoseParameter[iPoseParameter];
|
||
}
|
||
|
||
// FIXME: redundant?
|
||
void C_BaseAnimating::GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM])
|
||
{
|
||
if ( !pStudioHdr )
|
||
return;
|
||
|
||
// interpolate pose parameters
|
||
int i;
|
||
for( i=0; i < pStudioHdr->GetNumPoseParameters(); i++)
|
||
{
|
||
poseParameter[i] = m_flPoseParameter[i];
|
||
}
|
||
|
||
|
||
#if 0 // _DEBUG
|
||
if (/* Q_stristr( pStudioHdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
|
||
{
|
||
DevMsgRT( "%s\n", pStudioHdr->pszName() );
|
||
DevMsgRT( "%6.2f : ", gpGlobals->curtime );
|
||
for( i=0; i < pStudioHdr->GetNumPoseParameters(); i++)
|
||
{
|
||
const mstudioposeparamdesc_t &Pose = pStudioHdr->pPoseParameter( i );
|
||
|
||
DevMsgRT( "%s %6.2f ", Pose.pszName(), poseParameter[i] * Pose.end + (1 - poseParameter[i]) * Pose.start );
|
||
}
|
||
DevMsgRT( "\n" );
|
||
}
|
||
#endif
|
||
}
|
||
|
||
|
||
float C_BaseAnimating::ClampCycle( float flCycle, bool isLooping )
|
||
{
|
||
if (isLooping)
|
||
{
|
||
// FIXME: does this work with negative framerate?
|
||
flCycle -= (int)flCycle;
|
||
if (flCycle < 0.0f)
|
||
{
|
||
flCycle += 1.0f;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
flCycle = clamp( flCycle, 0.0f, 0.999f );
|
||
}
|
||
return flCycle;
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out )
|
||
{
|
||
MatrixCopy( GetBone( boneIndex ), out );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: move position and rotation transforms into global matrices
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion *q, const matrix3x4_t &cameraTransform, int boneMask, CBoneBitList &boneComputed )
|
||
{
|
||
VPROF_BUDGET( "C_BaseAnimating::BuildTransformations", VPROF_BUDGETGROUP_CLIENT_ANIMATION );
|
||
|
||
if ( !hdr )
|
||
return;
|
||
|
||
matrix3x4_t bonematrix;
|
||
bool boneSimulated[MAXSTUDIOBONES];
|
||
|
||
// no bones have been simulated
|
||
memset( boneSimulated, 0, sizeof(boneSimulated) );
|
||
mstudiobone_t *pbones = hdr->pBone( 0 );
|
||
|
||
if ( m_pRagdoll )
|
||
{
|
||
// simulate bones and update flags
|
||
int oldWritableBones = m_BoneAccessor.GetWritableBones();
|
||
int oldReadableBones = m_BoneAccessor.GetReadableBones();
|
||
m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
|
||
m_BoneAccessor.SetReadableBones( BONE_USED_BY_ANYTHING );
|
||
|
||
#if defined( REPLAY_ENABLED )
|
||
// If we're playing back a demo, override the ragdoll bones with cached version if available - otherwise, simulate.
|
||
if ( ( !engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo() ) ||
|
||
!CReplayRagdollCache::Instance().IsInitialized() ||
|
||
!CReplayRagdollCache::Instance().GetFrame( this, engine->GetDemoPlaybackTick(), boneSimulated, &m_BoneAccessor ) )
|
||
#endif
|
||
{
|
||
m_pRagdoll->RagdollBone( this, pbones, hdr->numbones(), boneSimulated, m_BoneAccessor );
|
||
}
|
||
|
||
m_BoneAccessor.SetWritableBones( oldWritableBones );
|
||
m_BoneAccessor.SetReadableBones( oldReadableBones );
|
||
}
|
||
|
||
// For EF_BONEMERGE entities, copy the bone matrices for any bones that have matching names.
|
||
bool boneMerge = IsEffectActive(EF_BONEMERGE);
|
||
if ( boneMerge || m_pBoneMergeCache )
|
||
{
|
||
if ( boneMerge )
|
||
{
|
||
if ( !m_pBoneMergeCache )
|
||
{
|
||
m_pBoneMergeCache = new CBoneMergeCache;
|
||
m_pBoneMergeCache->Init( this );
|
||
}
|
||
m_pBoneMergeCache->MergeMatchingBones( boneMask );
|
||
}
|
||
else
|
||
{
|
||
delete m_pBoneMergeCache;
|
||
m_pBoneMergeCache = NULL;
|
||
}
|
||
}
|
||
|
||
for (int i = 0; i < hdr->numbones(); i++)
|
||
{
|
||
// Only update bones reference by the bone mask.
|
||
if ( !( hdr->boneFlags( i ) & boneMask ) )
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if ( m_pBoneMergeCache && m_pBoneMergeCache->IsBoneMerged( i ) )
|
||
continue;
|
||
|
||
// animate all non-simulated bones
|
||
if ( boneSimulated[i] || CalcProceduralBone( hdr, i, m_BoneAccessor ))
|
||
{
|
||
continue;
|
||
}
|
||
// skip bones that the IK has already setup
|
||
else if (boneComputed.IsBoneMarked( i ))
|
||
{
|
||
// dummy operation, just used to verify in debug that this should have happened
|
||
GetBoneForWrite( i );
|
||
}
|
||
else
|
||
{
|
||
QuaternionMatrix( q[i], pos[i], bonematrix );
|
||
|
||
Assert( fabs( pos[i].x ) < 100000 );
|
||
Assert( fabs( pos[i].y ) < 100000 );
|
||
Assert( fabs( pos[i].z ) < 100000 );
|
||
|
||
if ( (hdr->boneFlags( i ) & BONE_ALWAYS_PROCEDURAL) &&
|
||
(hdr->pBone( i )->proctype & STUDIO_PROC_JIGGLE) )
|
||
{
|
||
//
|
||
// Physics-based "jiggle" bone
|
||
// Bone is assumed to be along the Z axis
|
||
// Pitch around X, yaw around Y
|
||
//
|
||
|
||
// compute desired bone orientation
|
||
matrix3x4_t goalMX;
|
||
|
||
if (pbones[i].parent == -1)
|
||
{
|
||
ConcatTransforms( cameraTransform, bonematrix, goalMX );
|
||
}
|
||
else
|
||
{
|
||
// If the parent bone has been scaled (like with BuildBigHeadTransformations)
|
||
// scale it back down so the jiggly bones show up non-scaled in the correct location.
|
||
matrix3x4_t parentMX = GetBone( pbones[i].parent );
|
||
|
||
float fScale = Square( parentMX[0][0] ) + Square( parentMX[1][0] ) + Square( parentMX[2][0] );
|
||
if ( fScale > Square( 1.0001f ) )
|
||
{
|
||
fScale = 1.0f / FastSqrt( fScale );
|
||
MatrixScaleBy( fScale, parentMX );
|
||
}
|
||
|
||
ConcatTransforms( parentMX, bonematrix, goalMX );
|
||
}
|
||
|
||
// get jiggle properties from QC data
|
||
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)pbones[i].pProcedure( );
|
||
|
||
if (!m_pJiggleBones)
|
||
{
|
||
m_pJiggleBones = new CJiggleBones;
|
||
}
|
||
|
||
// do jiggle physics
|
||
m_pJiggleBones->BuildJiggleTransformations( i, gpGlobals->realtime, jiggleInfo, goalMX, GetBoneForWrite( i ) );
|
||
|
||
}
|
||
else if (hdr->boneParent(i) == -1)
|
||
{
|
||
ConcatTransforms( cameraTransform, bonematrix, GetBoneForWrite( i ) );
|
||
}
|
||
else
|
||
{
|
||
ConcatTransforms( GetBone( hdr->boneParent(i) ), bonematrix, GetBoneForWrite( i ) );
|
||
}
|
||
}
|
||
|
||
if (hdr->boneParent(i) == -1)
|
||
{
|
||
// Apply client-side effects to the transformation matrix
|
||
ApplyBoneMatrixTransform( GetBoneForWrite( i ) );
|
||
}
|
||
}
|
||
|
||
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Special effects
|
||
// Input : transform -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t& transform )
|
||
{
|
||
switch( m_nRenderFX )
|
||
{
|
||
case kRenderFxDistort:
|
||
case kRenderFxHologram:
|
||
if ( RandomInt(0,49) == 0 )
|
||
{
|
||
int axis = RandomInt(0,1);
|
||
if ( axis == 1 ) // Choose between x & z
|
||
axis = 2;
|
||
VectorScale( transform[axis], RandomFloat(1,1.484), transform[axis] );
|
||
}
|
||
else if ( RandomInt(0,49) == 0 )
|
||
{
|
||
float offset;
|
||
int axis = RandomInt(0,1);
|
||
if ( axis == 1 ) // Choose between x & z
|
||
axis = 2;
|
||
offset = RandomFloat(-10,10);
|
||
transform[RandomInt(0,2)][3] += offset;
|
||
}
|
||
break;
|
||
case kRenderFxExplode:
|
||
{
|
||
float scale;
|
||
|
||
scale = 1.0 + (gpGlobals->curtime - m_flAnimTime) * 10.0;
|
||
if ( scale > 2 ) // Don't blow up more than 200%
|
||
scale = 2;
|
||
transform[0][1] *= scale;
|
||
transform[1][1] *= scale;
|
||
transform[2][1] *= scale;
|
||
}
|
||
break;
|
||
default:
|
||
break;
|
||
|
||
}
|
||
|
||
if ( IsModelScaled() )
|
||
{
|
||
// The bone transform is in worldspace, so to scale this, we need to translate it back
|
||
float scale = GetModelScale();
|
||
|
||
Vector pos;
|
||
MatrixGetColumn( transform, 3, pos );
|
||
pos -= GetRenderOrigin();
|
||
pos *= scale;
|
||
pos += GetRenderOrigin();
|
||
MatrixSetColumn( pos, 3, transform );
|
||
|
||
VectorScale( transform[0], scale, transform[0] );
|
||
VectorScale( transform[1], scale, transform[1] );
|
||
VectorScale( transform[2], scale, transform[2] );
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::CreateUnragdollInfo( C_BaseAnimating *pRagdoll )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
{
|
||
return;
|
||
}
|
||
|
||
// It's already an active ragdoll, sigh
|
||
if ( m_pRagdollInfo && m_pRagdollInfo->m_bActive )
|
||
{
|
||
Assert( 0 );
|
||
return;
|
||
}
|
||
|
||
// Now do the current bone setup
|
||
pRagdoll->SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
|
||
|
||
matrix3x4_t parentTransform;
|
||
QAngle newAngles( 0, pRagdoll->GetAbsAngles()[YAW], 0 );
|
||
|
||
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), parentTransform );
|
||
// pRagdoll->SaveRagdollInfo( hdr->numbones, parentTransform, m_BoneAccessor );
|
||
|
||
if ( !m_pRagdollInfo )
|
||
{
|
||
m_pRagdollInfo = new RagdollInfo_t;
|
||
Assert( m_pRagdollInfo );
|
||
if ( !m_pRagdollInfo )
|
||
{
|
||
Msg( "Memory allocation of RagdollInfo_t failed!\n" );
|
||
return;
|
||
}
|
||
}
|
||
|
||
Q_memset( m_pRagdollInfo, 0, sizeof( *m_pRagdollInfo ) );
|
||
|
||
int numbones = hdr->numbones();
|
||
|
||
m_pRagdollInfo->m_bActive = true;
|
||
m_pRagdollInfo->m_flSaveTime = gpGlobals->curtime;
|
||
m_pRagdollInfo->m_nNumBones = numbones;
|
||
|
||
for ( int i = 0; i < numbones; i++ )
|
||
{
|
||
matrix3x4_t inverted;
|
||
matrix3x4_t output;
|
||
|
||
if ( hdr->boneParent(i) == -1 )
|
||
{
|
||
// Decompose into parent space
|
||
MatrixInvert( parentTransform, inverted );
|
||
}
|
||
else
|
||
{
|
||
MatrixInvert( pRagdoll->m_BoneAccessor.GetBone( hdr->boneParent(i) ), inverted );
|
||
}
|
||
|
||
ConcatTransforms( inverted, pRagdoll->m_BoneAccessor.GetBone( i ), output );
|
||
|
||
MatrixAngles( output,
|
||
m_pRagdollInfo->m_rgBoneQuaternion[ i ],
|
||
m_pRagdollInfo->m_rgBonePos[ i ] );
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
{
|
||
return;
|
||
}
|
||
|
||
if ( !m_pRagdollInfo )
|
||
{
|
||
m_pRagdollInfo = new RagdollInfo_t;
|
||
Assert( m_pRagdollInfo );
|
||
if ( !m_pRagdollInfo )
|
||
{
|
||
Msg( "Memory allocation of RagdollInfo_t failed!\n" );
|
||
return;
|
||
}
|
||
memset( m_pRagdollInfo, 0, sizeof( *m_pRagdollInfo ) );
|
||
}
|
||
|
||
mstudiobone_t *pbones = hdr->pBone( 0 );
|
||
|
||
m_pRagdollInfo->m_bActive = true;
|
||
m_pRagdollInfo->m_flSaveTime = gpGlobals->curtime;
|
||
m_pRagdollInfo->m_nNumBones = numbones;
|
||
|
||
for ( int i = 0; i < numbones; i++ )
|
||
{
|
||
matrix3x4_t inverted;
|
||
matrix3x4_t output;
|
||
|
||
if ( pbones[i].parent == -1 )
|
||
{
|
||
// Decompose into parent space
|
||
MatrixInvert( cameraTransform, inverted );
|
||
}
|
||
else
|
||
{
|
||
MatrixInvert( pBoneToWorld.GetBone( pbones[ i ].parent ), inverted );
|
||
}
|
||
|
||
ConcatTransforms( inverted, pBoneToWorld.GetBone( i ), output );
|
||
|
||
MatrixAngles( output,
|
||
m_pRagdollInfo->m_rgBoneQuaternion[ i ],
|
||
m_pRagdollInfo->m_rgBonePos[ i ] );
|
||
}
|
||
}
|
||
|
||
bool C_BaseAnimating::RetrieveRagdollInfo( Vector *pos, Quaternion *q )
|
||
{
|
||
if ( !m_bStoreRagdollInfo || !m_pRagdollInfo || !m_pRagdollInfo->m_bActive )
|
||
return false;
|
||
|
||
for ( int i = 0; i < m_pRagdollInfo->m_nNumBones; i++ )
|
||
{
|
||
pos[ i ] = m_pRagdollInfo->m_rgBonePos[ i ];
|
||
q[ i ] = m_pRagdollInfo->m_rgBoneQuaternion[ i ];
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Should we collide?
|
||
//-----------------------------------------------------------------------------
|
||
|
||
CollideType_t C_BaseAnimating::GetCollideType( void )
|
||
{
|
||
if ( IsRagdoll() )
|
||
return ENTITY_SHOULD_RESPOND;
|
||
|
||
return BaseClass::GetCollideType();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] )
|
||
{
|
||
VPROF( "C_BaseAnimating::MaintainSequenceTransitions" );
|
||
|
||
if ( !boneSetup.GetStudioHdr() )
|
||
return;
|
||
|
||
if ( prediction->InPrediction() )
|
||
{
|
||
m_nPrevNewSequenceParity = m_nNewSequenceParity;
|
||
return;
|
||
}
|
||
|
||
m_SequenceTransitioner.CheckForSequenceChange(
|
||
boneSetup.GetStudioHdr(),
|
||
GetSequence(),
|
||
m_nNewSequenceParity != m_nPrevNewSequenceParity,
|
||
!IsNoInterpolationFrame()
|
||
);
|
||
|
||
m_nPrevNewSequenceParity = m_nNewSequenceParity;
|
||
|
||
// Update the transition sequence list.
|
||
m_SequenceTransitioner.UpdateCurrent(
|
||
boneSetup.GetStudioHdr(),
|
||
GetSequence(),
|
||
flCycle,
|
||
m_flPlaybackRate,
|
||
gpGlobals->curtime
|
||
);
|
||
|
||
|
||
// process previous sequences
|
||
for (int i = m_SequenceTransitioner.m_animationQueue.Count() - 2; i >= 0; i--)
|
||
{
|
||
C_AnimationLayer *blend = &m_SequenceTransitioner.m_animationQueue[i];
|
||
|
||
float dt = (gpGlobals->curtime - blend->m_flLayerAnimtime);
|
||
flCycle = blend->m_flCycle + dt * blend->m_flPlaybackRate * GetSequenceCycleRate( boneSetup.GetStudioHdr(), blend->m_nSequence );
|
||
flCycle = ClampCycle( flCycle, IsSequenceLooping( boneSetup.GetStudioHdr(), blend->m_nSequence ) );
|
||
|
||
#if 1 // _DEBUG
|
||
if (/*Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
|
||
{
|
||
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f +\n", gpGlobals->curtime, boneSetup.GetStudioHdr()->pSeqdesc( blend->m_nSequence ).pszLabel(), flCycle, (float)blend->m_flWeight );
|
||
}
|
||
#endif
|
||
|
||
boneSetup.AccumulatePose( pos, q, blend->m_nSequence, flCycle, blend->m_flWeight, gpGlobals->curtime, m_pIk );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *hdr -
|
||
// pos[] -
|
||
// q[] -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime )
|
||
{
|
||
if ( !hdr )
|
||
{
|
||
return;
|
||
}
|
||
|
||
if ( !m_pRagdollInfo || !m_pRagdollInfo->m_bActive )
|
||
return;
|
||
|
||
float dt = currentTime - m_pRagdollInfo->m_flSaveTime;
|
||
if ( dt > 0.2f )
|
||
{
|
||
m_pRagdollInfo->m_bActive = false;
|
||
return;
|
||
}
|
||
|
||
// Slerp bone sets together
|
||
float frac = dt / 0.2f;
|
||
frac = clamp( frac, 0.0f, 1.0f );
|
||
|
||
int i;
|
||
for ( i = 0; i < hdr->numbones(); i++ )
|
||
{
|
||
VectorLerp( m_pRagdollInfo->m_rgBonePos[ i ], pos[ i ], frac, pos[ i ] );
|
||
QuaternionSlerp( m_pRagdollInfo->m_rgBoneQuaternion[ i ], q[ i ], frac, q[ i ] );
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime )
|
||
{
|
||
// Nothing here
|
||
}
|
||
|
||
void C_BaseAnimating::ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask )
|
||
{
|
||
return;
|
||
|
||
Vector childPos[MAXSTUDIOBONES];
|
||
Quaternion childQ[MAXSTUDIOBONES];
|
||
float childPoseparam[MAXSTUDIOPOSEPARAM];
|
||
|
||
// go through all children
|
||
for ( C_BaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
|
||
{
|
||
C_BaseAnimating *pChildAnimating = pChild->GetBaseAnimating();
|
||
|
||
if ( pChildAnimating )
|
||
{
|
||
CStudioHdr *pChildHdr = pChildAnimating->GetModelPtr();
|
||
|
||
// FIXME: needs a new type of EF_BONEMERGE (EF_CHILDMERGE?)
|
||
if ( pChildHdr && pChild->IsEffectActive( EF_BONEMERGE ) && pChildHdr->SequencesAvailable() && pChildAnimating->m_pBoneMergeCache )
|
||
{
|
||
// FIXME: these should Inherit from the parent
|
||
GetPoseParameters( pChildHdr, childPoseparam );
|
||
|
||
IBoneSetup childBoneSetup( pChildHdr, boneMask, childPoseparam );
|
||
childBoneSetup.InitPose( childPos, childQ );
|
||
|
||
// set up the child into the parent's current pose
|
||
pChildAnimating->m_pBoneMergeCache->CopyParentToChild( pos, q, childPos, childQ, boneMask );
|
||
|
||
// FIXME: needs some kind of sequence
|
||
// merge over whatever bones the childs sequence modifies
|
||
childBoneSetup.AccumulatePose( childPos, childQ, 0, GetCycle(), 1.0, currentTime, NULL );
|
||
|
||
// copy the result back into the parents bones
|
||
pChildAnimating->m_pBoneMergeCache->CopyChildToParent( childPos, childQ, pos, q, boneMask );
|
||
|
||
// probably needs an IK merge system of some sort =(
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Do the default sequence blending rules as done in HL1
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
|
||
{
|
||
VPROF( "C_BaseAnimating::StandardBlendingRules" );
|
||
|
||
float poseparam[MAXSTUDIOPOSEPARAM];
|
||
|
||
if ( !hdr )
|
||
return;
|
||
|
||
if ( !hdr->SequencesAvailable() )
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (GetSequence() >= hdr->GetNumSeq() || GetSequence() == -1 )
|
||
{
|
||
SetSequence( 0 );
|
||
}
|
||
|
||
GetPoseParameters( hdr, poseparam );
|
||
|
||
// build root animation
|
||
float fCycle = GetCycle();
|
||
|
||
#if 1 //_DEBUG
|
||
if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
|
||
{
|
||
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f\n", currentTime, hdr->pSeqdesc( GetSequence() ).pszLabel(), fCycle, 1.0 );
|
||
}
|
||
#endif
|
||
|
||
IBoneSetup boneSetup( hdr, boneMask, poseparam );
|
||
boneSetup.InitPose( pos, q );
|
||
boneSetup.AccumulatePose( pos, q, GetSequence(), fCycle, 1.0, currentTime, m_pIk );
|
||
|
||
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( GetSequence() )->pszLabel( ), fCycle, 1.0 );
|
||
|
||
MaintainSequenceTransitions( boneSetup, fCycle, pos, q );
|
||
|
||
AccumulateLayers( boneSetup, pos, q, currentTime );
|
||
|
||
CIKContext auto_ik;
|
||
auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), currentTime, gpGlobals->framecount, boneMask );
|
||
boneSetup.CalcAutoplaySequences( pos, q, currentTime, &auto_ik );
|
||
|
||
if ( hdr->numbonecontrollers() )
|
||
{
|
||
float controllers[MAXSTUDIOBONECTRLS];
|
||
GetBoneControllers(controllers);
|
||
boneSetup.CalcBoneAdj( pos, q, controllers );
|
||
}
|
||
|
||
ChildLayerBlend( pos, q, currentTime, boneMask );
|
||
|
||
UnragdollBlend( hdr, pos, q, currentTime );
|
||
|
||
#ifdef STUDIO_ENABLE_PERF_COUNTERS
|
||
#if _DEBUG
|
||
if (Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL)
|
||
{
|
||
DevMsgRT( "layers %4d : bones %4d : animated %4d\n", hdr->m_nPerfAnimationLayers, hdr->m_nPerfUsedBones, hdr->m_nPerfAnimatedBones );
|
||
}
|
||
#endif
|
||
#endif
|
||
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Put a value into an attachment point by index
|
||
// Input : number - which point
|
||
// Output : float * - the attachment point
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::PutAttachment( int number, const matrix3x4_t &attachmentToWorld )
|
||
{
|
||
if ( number < 1 || number > m_Attachments.Count() )
|
||
return false;
|
||
|
||
CAttachmentData *pAtt = &m_Attachments[number-1];
|
||
if ( gpGlobals->frametime > 0 && pAtt->m_nLastFramecount > 0 && pAtt->m_nLastFramecount == gpGlobals->framecount - 1 )
|
||
{
|
||
Vector vecPreviousOrigin, vecOrigin;
|
||
MatrixPosition( pAtt->m_AttachmentToWorld, vecPreviousOrigin );
|
||
MatrixPosition( attachmentToWorld, vecOrigin );
|
||
pAtt->m_vOriginVelocity = (vecOrigin - vecPreviousOrigin) / gpGlobals->frametime;
|
||
}
|
||
else
|
||
{
|
||
pAtt->m_vOriginVelocity.Init();
|
||
}
|
||
pAtt->m_nLastFramecount = gpGlobals->framecount;
|
||
pAtt->m_bAnglesComputed = false;
|
||
pAtt->m_AttachmentToWorld = attachmentToWorld;
|
||
|
||
#ifdef _DEBUG
|
||
pAtt->m_angRotation.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
||
#endif
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
bool C_BaseAnimating::SetupBones_AttachmentHelper( CStudioHdr *hdr )
|
||
{
|
||
if ( !hdr )
|
||
return false;
|
||
|
||
// calculate attachment points
|
||
matrix3x4_t world;
|
||
for (int i = 0; i < hdr->GetNumAttachments(); i++)
|
||
{
|
||
const mstudioattachment_t &pattachment = hdr->pAttachment( i );
|
||
int iBone = hdr->GetAttachmentBone( i );
|
||
if ( (pattachment.flags & ATTACHMENT_FLAG_WORLD_ALIGN) == 0 )
|
||
{
|
||
ConcatTransforms( GetBone( iBone ), pattachment.local, world );
|
||
}
|
||
else
|
||
{
|
||
Vector vecLocalBonePos, vecWorldBonePos;
|
||
MatrixGetColumn( pattachment.local, 3, vecLocalBonePos );
|
||
VectorTransform( vecLocalBonePos, GetBone( iBone ), vecWorldBonePos );
|
||
|
||
SetIdentityMatrix( world );
|
||
MatrixSetColumn( vecWorldBonePos, 3, world );
|
||
}
|
||
|
||
// FIXME: this shouldn't be here, it should client side on-demand only and hooked into the bone cache!!
|
||
FormatViewModelAttachment( i, world );
|
||
PutAttachment( i + 1, world );
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
bool C_BaseAnimating::CalcAttachments()
|
||
{
|
||
VPROF( "C_BaseAnimating::CalcAttachments" );
|
||
|
||
|
||
// Make sure m_CachedBones is valid.
|
||
return SetupBones( NULL, -1, BONE_USED_BY_ATTACHMENT, gpGlobals->curtime );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns the world location and world angles of an attachment
|
||
// Input : attachment name
|
||
// Output : location and angles
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles )
|
||
{
|
||
return GetAttachment( LookupAttachment( szName ), absOrigin, absAngles );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Get attachment point by index
|
||
// Input : number - which point
|
||
// Output : float * - the attachment point
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::GetAttachment( int number, Vector &origin, QAngle &angles )
|
||
{
|
||
// Note: this could be more efficient, but we want the matrix3x4_t version of GetAttachment to be the origin of
|
||
// attachment generation, so a derived class that wants to fudge attachments only
|
||
// has to reimplement that version. This also makes it work like the server in that regard.
|
||
if ( number < 1 || number > m_Attachments.Count() || !CalcAttachments() )
|
||
{
|
||
// Set this to the model origin/angles so that we don't have stack fungus in origin and angles.
|
||
origin = GetAbsOrigin();
|
||
angles = GetAbsAngles();
|
||
return false;
|
||
}
|
||
|
||
CAttachmentData *pData = &m_Attachments[number-1];
|
||
if ( pData->m_bAnglesComputed == 0 )
|
||
{
|
||
MatrixAngles( pData->m_AttachmentToWorld, pData->m_angRotation );
|
||
pData->m_bAnglesComputed = -1;
|
||
}
|
||
angles = pData->m_angRotation;
|
||
MatrixPosition( pData->m_AttachmentToWorld, origin );
|
||
return true;
|
||
}
|
||
|
||
bool C_BaseAnimating::GetAttachment( int number, matrix3x4_t& matrix )
|
||
{
|
||
if ( number < 1 || number > m_Attachments.Count() )
|
||
return false;
|
||
|
||
if ( !CalcAttachments() )
|
||
return false;
|
||
|
||
matrix = m_Attachments[number-1].m_AttachmentToWorld;
|
||
return true;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Get attachment point by index (position only)
|
||
// Input : number - which point
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::GetAttachment( int number, Vector &origin )
|
||
{
|
||
// Note: this could be more efficient, but we want the matrix3x4_t version of GetAttachment to be the origin of
|
||
// attachment generation, so a derived class that wants to fudge attachments only
|
||
// has to reimplement that version. This also makes it work like the server in that regard.
|
||
matrix3x4_t attachmentToWorld;
|
||
if ( !GetAttachment( number, attachmentToWorld ) )
|
||
{
|
||
// Set this to the model origin/angles so that we don't have stack fungus in origin and angles.
|
||
origin = GetAbsOrigin();
|
||
return false;
|
||
}
|
||
|
||
MatrixPosition( attachmentToWorld, origin );
|
||
return true;
|
||
}
|
||
|
||
|
||
bool C_BaseAnimating::GetAttachment( const char *szName, Vector &absOrigin )
|
||
{
|
||
return GetAttachment( LookupAttachment( szName ), absOrigin );
|
||
}
|
||
|
||
|
||
|
||
bool C_BaseAnimating::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
|
||
{
|
||
if ( number < 1 || number > m_Attachments.Count() )
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if ( !CalcAttachments() )
|
||
return false;
|
||
|
||
originVel = m_Attachments[number-1].m_vOriginVelocity;
|
||
angleVel.Init();
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns the attachment in local space
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal )
|
||
{
|
||
matrix3x4_t attachmentToWorld;
|
||
if (!GetAttachment(iAttachment, attachmentToWorld))
|
||
return false;
|
||
|
||
matrix3x4_t worldToEntity;
|
||
MatrixInvert( EntityToWorldTransform(), worldToEntity );
|
||
ConcatTransforms( worldToEntity, attachmentToWorld, attachmentToLocal );
|
||
return true;
|
||
}
|
||
|
||
bool C_BaseAnimating::GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles )
|
||
{
|
||
matrix3x4_t attachmentToEntity;
|
||
|
||
if ( GetAttachmentLocal( iAttachment, attachmentToEntity ) )
|
||
{
|
||
origin.Init( attachmentToEntity[0][3], attachmentToEntity[1][3], attachmentToEntity[2][3] );
|
||
MatrixAngles( attachmentToEntity, angles );
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
bool C_BaseAnimating::GetAttachmentLocal( int iAttachment, Vector &origin )
|
||
{
|
||
matrix3x4_t attachmentToEntity;
|
||
|
||
if ( GetAttachmentLocal( iAttachment, attachmentToEntity ) )
|
||
{
|
||
MatrixPosition( attachmentToEntity, origin );
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::GetRootBone( matrix3x4_t &rootBone )
|
||
{
|
||
Assert( !IsDynamicModelLoading() );
|
||
|
||
if ( IsEffectActive( EF_BONEMERGE ) && GetMoveParent() && m_pBoneMergeCache )
|
||
return m_pBoneMergeCache->GetRootBone( rootBone );
|
||
|
||
GetBoneTransform( 0, rootBone );
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Move sound location to center of body
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::GetSoundSpatialization( SpatializationInfo_t& info )
|
||
{
|
||
{
|
||
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
|
||
if ( !BaseClass::GetSoundSpatialization( info ) )
|
||
return false;
|
||
}
|
||
|
||
// move sound origin to center if npc has IK
|
||
if ( info.pOrigin && IsNPC() && m_pIk)
|
||
{
|
||
*info.pOrigin = GetAbsOrigin();
|
||
|
||
Vector mins, maxs, center;
|
||
|
||
modelinfo->GetModelBounds( GetModel(), mins, maxs );
|
||
VectorAdd( mins, maxs, center );
|
||
VectorScale( center, 0.5f, center );
|
||
|
||
(*info.pOrigin) += center;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::IsViewModel() const
|
||
{
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::UpdateOnRemove( void )
|
||
{
|
||
RemoveFromClientSideAnimationList( true );
|
||
|
||
BaseClass::UpdateOnRemove();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::IsMenuModel() const
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// UNDONE: Seems kind of silly to have this when we also have the cached bones in C_BaseAnimating
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
CBoneCache *C_BaseAnimating::GetBoneCache( CStudioHdr *pStudioHdr )
|
||
{
|
||
int boneMask = BONE_USED_BY_HITBOX;
|
||
CBoneCache *pcache = Studio_GetBoneCache( m_hitboxBoneCacheHandle );
|
||
if ( pcache )
|
||
{
|
||
if ( pcache->IsValid( gpGlobals->curtime, 0.0 ) )
|
||
{
|
||
// in memory and still valid, use it!
|
||
return pcache;
|
||
}
|
||
// in memory, but not the same bone set, destroy & rebuild
|
||
if ( (pcache->m_boneMask & boneMask) != boneMask )
|
||
{
|
||
Studio_DestroyBoneCache( m_hitboxBoneCacheHandle );
|
||
m_hitboxBoneCacheHandle = 0;
|
||
pcache = NULL;
|
||
}
|
||
}
|
||
|
||
if ( !pStudioHdr )
|
||
pStudioHdr = GetModelPtr( );
|
||
Assert(pStudioHdr);
|
||
|
||
C_BaseAnimating::PushAllowBoneAccess( true, false, "GetBoneCache" );
|
||
SetupBones( NULL, -1, boneMask, gpGlobals->curtime );
|
||
C_BaseAnimating::PopBoneAccess( "GetBoneCache" );
|
||
|
||
if ( pcache )
|
||
{
|
||
// still in memory but out of date, refresh the bones.
|
||
pcache->UpdateBones( m_CachedBoneData.Base(), pStudioHdr->numbones(), gpGlobals->curtime );
|
||
}
|
||
else
|
||
{
|
||
bonecacheparams_t params;
|
||
params.pStudioHdr = pStudioHdr;
|
||
// HACKHACK: We need the pointer to all bones here
|
||
params.pBoneToWorld = m_CachedBoneData.Base();
|
||
params.curtime = gpGlobals->curtime;
|
||
params.boneMask = boneMask;
|
||
|
||
m_hitboxBoneCacheHandle = Studio_CreateBoneCache( params );
|
||
pcache = Studio_GetBoneCache( m_hitboxBoneCacheHandle );
|
||
}
|
||
Assert(pcache);
|
||
return pcache;
|
||
}
|
||
|
||
|
||
class CTraceFilterSkipNPCsAndPlayers : public CTraceFilterSimple
|
||
{
|
||
public:
|
||
CTraceFilterSkipNPCsAndPlayers( const IHandleEntity *passentity, int collisionGroup )
|
||
: CTraceFilterSimple( passentity, collisionGroup )
|
||
{
|
||
}
|
||
|
||
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
|
||
{
|
||
if ( CTraceFilterSimple::ShouldHitEntity(pServerEntity, contentsMask) )
|
||
{
|
||
C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
|
||
if ( !pEntity )
|
||
return true;
|
||
|
||
if ( pEntity->IsNPC() || pEntity->IsPlayer() )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
};
|
||
|
||
|
||
/*
|
||
void drawLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration)
|
||
{
|
||
debugoverlay->AddLineOverlay( origin, dest, r, g, b, noDepthTest, duration );
|
||
}
|
||
*/
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: update latched IK contacts if they're in a moving reference frame.
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void C_BaseAnimating::UpdateIKLocks( float currentTime )
|
||
{
|
||
if (!m_pIk)
|
||
return;
|
||
|
||
int targetCount = m_pIk->m_target.Count();
|
||
if ( targetCount == 0 )
|
||
return;
|
||
|
||
for (int i = 0; i < targetCount; i++)
|
||
{
|
||
CIKTarget *pTarget = &m_pIk->m_target[i];
|
||
|
||
if (!pTarget->IsActive())
|
||
continue;
|
||
|
||
if (pTarget->GetOwner() != -1)
|
||
{
|
||
C_BaseEntity *pOwner = cl_entitylist->GetEnt( pTarget->GetOwner() );
|
||
if (pOwner != NULL)
|
||
{
|
||
pTarget->UpdateOwner( pOwner->entindex(), pOwner->GetAbsOrigin(), pOwner->GetAbsAngles() );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Find the ground or external attachment points needed by IK rules
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void C_BaseAnimating::CalculateIKLocks( float currentTime )
|
||
{
|
||
if (!m_pIk)
|
||
return;
|
||
|
||
int targetCount = m_pIk->m_target.Count();
|
||
if ( targetCount == 0 )
|
||
return;
|
||
|
||
// In TF, we might be attaching a player's view to a walking model that's using IK. If we are, it can
|
||
// get in here during the view setup code, and it's not normally supposed to be able to access the spatial
|
||
// partition that early in the rendering loop. So we allow access right here for that special case.
|
||
SpatialPartitionListMask_t curSuppressed = ::partition->GetSuppressedLists();
|
||
::partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
|
||
CBaseEntity::PushEnableAbsRecomputations( false );
|
||
|
||
Ray_t ray;
|
||
CTraceFilterSkipNPCsAndPlayers traceFilter( this, GetCollisionGroup() );
|
||
|
||
// FIXME: trace based on gravity or trace based on angles?
|
||
Vector up;
|
||
AngleVectors( GetRenderAngles(), NULL, NULL, &up );
|
||
|
||
// FIXME: check number of slots?
|
||
float minHeight = FLT_MAX;
|
||
float maxHeight = -FLT_MAX;
|
||
|
||
for (int i = 0; i < targetCount; i++)
|
||
{
|
||
trace_t trace;
|
||
CIKTarget *pTarget = &m_pIk->m_target[i];
|
||
|
||
if (!pTarget->IsActive())
|
||
continue;
|
||
|
||
switch( pTarget->type)
|
||
{
|
||
case IK_GROUND:
|
||
{
|
||
Vector estGround;
|
||
Vector p1, p2;
|
||
|
||
// adjust ground to original ground position
|
||
estGround = (pTarget->est.pos - GetRenderOrigin());
|
||
estGround = estGround - (estGround * up) * up;
|
||
estGround = GetAbsOrigin() + estGround + pTarget->est.floor * up;
|
||
|
||
VectorMA( estGround, pTarget->est.height, up, p1 );
|
||
VectorMA( estGround, -pTarget->est.height, up, p2 );
|
||
|
||
float r = MAX( pTarget->est.radius, 1);
|
||
|
||
// don't IK to other characters
|
||
ray.Init( p1, p2, Vector(-r,-r,0), Vector(r,r,r*2) );
|
||
enginetrace->TraceRay( ray, PhysicsSolidMaskForEntity(), &traceFilter, &trace );
|
||
|
||
if ( trace.m_pEnt != NULL && trace.m_pEnt->GetMoveType() == MOVETYPE_PUSH )
|
||
{
|
||
pTarget->SetOwner( trace.m_pEnt->entindex(), trace.m_pEnt->GetAbsOrigin(), trace.m_pEnt->GetAbsAngles() );
|
||
}
|
||
else
|
||
{
|
||
pTarget->ClearOwner( );
|
||
}
|
||
|
||
if (trace.startsolid)
|
||
{
|
||
// trace from back towards hip
|
||
Vector tmp = estGround - pTarget->trace.closest;
|
||
tmp.NormalizeInPlace();
|
||
ray.Init( estGround - tmp * pTarget->est.height, estGround, Vector(-r,-r,0), Vector(r,r,1) );
|
||
|
||
// debugoverlay->AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 255, 0, 0, 0, 0 );
|
||
|
||
enginetrace->TraceRay( ray, MASK_SOLID, &traceFilter, &trace );
|
||
|
||
if (!trace.startsolid)
|
||
{
|
||
p1 = trace.endpos;
|
||
VectorMA( p1, - pTarget->est.height, up, p2 );
|
||
ray.Init( p1, p2, Vector(-r,-r,0), Vector(r,r,1) );
|
||
|
||
enginetrace->TraceRay( ray, MASK_SOLID, &traceFilter, &trace );
|
||
}
|
||
|
||
// debugoverlay->AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 0, 255, 0, 0, 0 );
|
||
}
|
||
|
||
|
||
if (!trace.startsolid)
|
||
{
|
||
if (trace.DidHitWorld())
|
||
{
|
||
// clamp normal to 33 degrees
|
||
const float limit = 0.832;
|
||
float dot = DotProduct(trace.plane.normal, up);
|
||
if (dot < limit)
|
||
{
|
||
Assert( dot >= 0 );
|
||
// subtract out up component
|
||
Vector diff = trace.plane.normal - up * dot;
|
||
// scale remainder such that it and the up vector are a unit vector
|
||
float d = sqrt( (1 - limit * limit) / DotProduct( diff, diff ) );
|
||
trace.plane.normal = up * limit + d * diff;
|
||
}
|
||
// FIXME: this is wrong with respect to contact position and actual ankle offset
|
||
pTarget->SetPosWithNormalOffset( trace.endpos, trace.plane.normal );
|
||
pTarget->SetNormal( trace.plane.normal );
|
||
pTarget->SetOnWorld( true );
|
||
|
||
// only do this on forward tracking or commited IK ground rules
|
||
if (pTarget->est.release < 0.1)
|
||
{
|
||
// keep track of ground height
|
||
float offset = DotProduct( pTarget->est.pos, up );
|
||
if (minHeight > offset )
|
||
minHeight = offset;
|
||
|
||
if (maxHeight < offset )
|
||
maxHeight = offset;
|
||
}
|
||
// FIXME: if we don't drop legs, running down hills looks horrible
|
||
/*
|
||
if (DotProduct( pTarget->est.pos, up ) < DotProduct( estGround, up ))
|
||
{
|
||
pTarget->est.pos = estGround;
|
||
}
|
||
*/
|
||
}
|
||
else if (trace.DidHitNonWorldEntity())
|
||
{
|
||
pTarget->SetPos( trace.endpos );
|
||
pTarget->SetAngles( GetRenderAngles() );
|
||
|
||
// only do this on forward tracking or commited IK ground rules
|
||
if (pTarget->est.release < 0.1)
|
||
{
|
||
float offset = DotProduct( pTarget->est.pos, up );
|
||
if (minHeight > offset )
|
||
minHeight = offset;
|
||
|
||
if (maxHeight < offset )
|
||
maxHeight = offset;
|
||
}
|
||
// FIXME: if we don't drop legs, running down hills looks horrible
|
||
/*
|
||
if (DotProduct( pTarget->est.pos, up ) < DotProduct( estGround, up ))
|
||
{
|
||
pTarget->est.pos = estGround;
|
||
}
|
||
*/
|
||
}
|
||
else
|
||
{
|
||
pTarget->IKFailed( );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (!trace.DidHitWorld())
|
||
{
|
||
pTarget->IKFailed( );
|
||
}
|
||
else
|
||
{
|
||
pTarget->SetPos( trace.endpos );
|
||
pTarget->SetAngles( GetRenderAngles() );
|
||
pTarget->SetOnWorld( true );
|
||
}
|
||
}
|
||
|
||
/*
|
||
debugoverlay->AddTextOverlay( p1, i, 0, "%d %.1f %.1f %.1f ", i,
|
||
pTarget->latched.deltaPos.x, pTarget->latched.deltaPos.y, pTarget->latched.deltaPos.z );
|
||
debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -r, -r, -1 ), Vector( r, r, 1), QAngle( 0, 0, 0 ), 255, 0, 0, 0, 0 );
|
||
*/
|
||
// debugoverlay->AddBoxOverlay( pTarget->latched.pos, Vector( -2, -2, 2 ), Vector( 2, 2, 6), QAngle( 0, 0, 0 ), 0, 255, 0, 0, 0 );
|
||
}
|
||
break;
|
||
|
||
case IK_ATTACHMENT:
|
||
{
|
||
C_BaseEntity *pEntity = NULL;
|
||
float flDist = pTarget->est.radius;
|
||
|
||
// FIXME: make entity finding sticky!
|
||
// FIXME: what should the radius check be?
|
||
for ( CEntitySphereQuery sphere( pTarget->est.pos, 64 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
|
||
{
|
||
C_BaseAnimating *pAnim = pEntity->GetBaseAnimating( );
|
||
if (!pAnim)
|
||
continue;
|
||
|
||
int iAttachment = pAnim->LookupAttachment( pTarget->offset.pAttachmentName );
|
||
if (iAttachment <= 0)
|
||
continue;
|
||
|
||
Vector origin;
|
||
QAngle angles;
|
||
pAnim->GetAttachment( iAttachment, origin, angles );
|
||
|
||
// debugoverlay->AddBoxOverlay( origin, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), QAngle( 0, 0, 0 ), 255, 0, 0, 0, 0 );
|
||
|
||
float d = (pTarget->est.pos - origin).Length();
|
||
|
||
if ( d >= flDist)
|
||
continue;
|
||
|
||
flDist = d;
|
||
pTarget->SetPos( origin );
|
||
pTarget->SetAngles( angles );
|
||
// debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -pTarget->est.radius, -pTarget->est.radius, -pTarget->est.radius ), Vector( pTarget->est.radius, pTarget->est.radius, pTarget->est.radius), QAngle( 0, 0, 0 ), 0, 255, 0, 0, 0 );
|
||
}
|
||
|
||
if (flDist >= pTarget->est.radius)
|
||
{
|
||
// debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -pTarget->est.radius, -pTarget->est.radius, -pTarget->est.radius ), Vector( pTarget->est.radius, pTarget->est.radius, pTarget->est.radius), QAngle( 0, 0, 0 ), 0, 0, 255, 0, 0 );
|
||
// no solution, disable ik rule
|
||
pTarget->IKFailed( );
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
#if defined( HL2_CLIENT_DLL )
|
||
if (minHeight < FLT_MAX)
|
||
{
|
||
input->AddIKGroundContactInfo( entindex(), minHeight, maxHeight );
|
||
}
|
||
#endif
|
||
|
||
CBaseEntity::PopEnableAbsRecomputations();
|
||
::partition->SuppressLists( curSuppressed, true );
|
||
}
|
||
|
||
bool C_BaseAnimating::GetPoseParameterRange( int index_, float &minValue, float &maxValue )
|
||
{
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
|
||
if (pStudioHdr)
|
||
{
|
||
if ( index_ >= 0 && index_ < pStudioHdr->GetNumPoseParameters())
|
||
{
|
||
const mstudioposeparamdesc_t &pose = pStudioHdr->pPoseParameter( index_ );
|
||
minValue = pose.start;
|
||
maxValue = pose.end;
|
||
return true;
|
||
}
|
||
}
|
||
minValue = 0.0f;
|
||
maxValue = 1.0f;
|
||
return false;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Do HL1 style lipsynch
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::ControlMouth( CStudioHdr *pstudiohdr )
|
||
{
|
||
if ( !MouthInfo().NeedsEnvelope() )
|
||
return;
|
||
|
||
if ( !pstudiohdr )
|
||
return;
|
||
|
||
int index_ = LookupPoseParameter( pstudiohdr, LIPSYNC_POSEPARAM_NAME );
|
||
|
||
if ( index_ != -1 )
|
||
{
|
||
float value = GetMouth()->mouthopen / 64.0;
|
||
|
||
float raw = value;
|
||
|
||
if ( value > 1.0 )
|
||
value = 1.0;
|
||
|
||
float start, end;
|
||
GetPoseParameterRange( index_, start, end );
|
||
|
||
value = (1.0 - value) * start + value * end;
|
||
|
||
//Adrian - Set the pose parameter value.
|
||
//It has to be called "mouth".
|
||
SetPoseParameter( pstudiohdr, index_, value );
|
||
// Reset interpolation here since the client is controlling this rather than the server...
|
||
m_iv_flPoseParameter.SetHistoryValuesForItem( index_, raw );
|
||
}
|
||
}
|
||
|
||
CMouthInfo *C_BaseAnimating::GetMouth( void )
|
||
{
|
||
return &m_mouth;
|
||
}
|
||
|
||
#ifdef DEBUG_BONE_SETUP_THREADING
|
||
ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" );
|
||
#endif
|
||
|
||
// Marked this developmentonly because it currently crashes, and users are enabling it and complaining because of
|
||
// course. Once this actually works it should just be FCVAR_INTERNAL_USE.
|
||
ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", FCVAR_DEVELOPMENTONLY | FCVAR_INTERNAL_USE,
|
||
"Enable parallel processing of C_BaseAnimating::SetupBones()" );
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Do the default sequence blending rules as done in HL1
|
||
//-----------------------------------------------------------------------------
|
||
|
||
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating )
|
||
{
|
||
if ( !pBaseAnimating->GetMoveParent() )
|
||
pBaseAnimating->SetupBones( NULL, -1, -1, gpGlobals->curtime );
|
||
}
|
||
|
||
static void PreThreadedBoneSetup()
|
||
{
|
||
mdlcache->BeginLock();
|
||
}
|
||
|
||
static void PostThreadedBoneSetup()
|
||
{
|
||
mdlcache->EndLock();
|
||
}
|
||
|
||
static bool g_bInThreadedBoneSetup;
|
||
static bool g_bDoThreadedBoneSetup;
|
||
|
||
void C_BaseAnimating::InitBoneSetupThreadPool()
|
||
{
|
||
}
|
||
|
||
void C_BaseAnimating::ShutdownBoneSetupThreadPool()
|
||
{
|
||
}
|
||
|
||
void C_BaseAnimating::ThreadedBoneSetup()
|
||
{
|
||
g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool();
|
||
if ( g_bDoThreadedBoneSetup )
|
||
{
|
||
int nCount = g_PreviousBoneSetups.Count();
|
||
if ( nCount > 1 )
|
||
{
|
||
g_bInThreadedBoneSetup = true;
|
||
|
||
ParallelProcess( "C_BaseAnimating::ThreadedBoneSetup", g_PreviousBoneSetups.Base(), nCount, &SetupBonesOnBaseAnimating, &PreThreadedBoneSetup, &PostThreadedBoneSetup );
|
||
|
||
g_bInThreadedBoneSetup = false;
|
||
}
|
||
}
|
||
g_iPreviousBoneCounter++;
|
||
g_PreviousBoneSetups.RemoveAll();
|
||
}
|
||
|
||
bool C_BaseAnimating::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
|
||
{
|
||
VPROF_BUDGET( "C_BaseAnimating::SetupBones", VPROF_BUDGETGROUP_CLIENT_ANIMATION );
|
||
|
||
//=============================================================================
|
||
// HPE_BEGIN:
|
||
// [pfreese] Added the check for pBoneToWorldOut != NULL in this debug warning
|
||
// code. SetupBones is called in the CSS anytime an attachment wants its
|
||
// parent's transform, hence this warning is hit extremely frequently.
|
||
// I'm not actually sure if this is the right "fix" for this, as the bones are
|
||
// actually accessed as part of the setup process, but since I'm not clear on the
|
||
// purpose of this dev warning, I'm including this comment block.
|
||
//=============================================================================
|
||
|
||
if ( pBoneToWorldOut != NULL && !IsBoneAccessAllowed() )
|
||
{
|
||
static float lastWarning = 0.0f;
|
||
|
||
// Prevent spammage!!!
|
||
if ( gpGlobals->realtime >= lastWarning + 1.0f )
|
||
{
|
||
DevMsgRT( "*** ERROR: Bone access not allowed (entity %i:%s)\n", index, GetClassname() );
|
||
lastWarning = gpGlobals->realtime;
|
||
}
|
||
}
|
||
|
||
//boneMask = BONE_USED_BY_ANYTHING; // HACK HACK - this is a temp fix until we have accessors for bones to find out where problems are.
|
||
|
||
if ( GetSequence() == -1 )
|
||
return false;
|
||
|
||
if ( boneMask == -1 )
|
||
{
|
||
boneMask = m_iPrevBoneMask;
|
||
}
|
||
|
||
// We should get rid of this someday when we have solutions for the odd cases where a bone doesn't
|
||
// get setup and its transform is asked for later.
|
||
if ( cl_SetupAllBones.GetInt() )
|
||
{
|
||
boneMask |= BONE_USED_BY_ANYTHING;
|
||
}
|
||
|
||
// Set up all bones if recording, too
|
||
if ( IsToolRecording() )
|
||
{
|
||
boneMask |= BONE_USED_BY_ANYTHING;
|
||
}
|
||
|
||
if ( g_bInThreadedBoneSetup )
|
||
{
|
||
if ( !m_BoneSetupLock.TryLock() )
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
#ifdef DEBUG_BONE_SETUP_THREADING
|
||
if ( cl_warn_thread_contested_bone_setup.GetBool() )
|
||
{
|
||
if ( !m_BoneSetupLock.TryLock() )
|
||
{
|
||
Msg( "Contested bone setup in frame %d!\n", gpGlobals->framecount );
|
||
}
|
||
else
|
||
{
|
||
m_BoneSetupLock.Unlock();
|
||
}
|
||
}
|
||
#endif
|
||
|
||
AUTO_LOCK( m_BoneSetupLock );
|
||
|
||
if ( g_bInThreadedBoneSetup )
|
||
{
|
||
m_BoneSetupLock.Unlock();
|
||
}
|
||
|
||
if ( m_iMostRecentModelBoneCounter != g_iModelBoneCounter )
|
||
{
|
||
// Clear out which bones we've touched this frame if this is
|
||
// the first time we've seen this object this frame.
|
||
if ( LastBoneChangedTime() >= m_flLastBoneSetupTime )
|
||
{
|
||
m_BoneAccessor.SetReadableBones( 0 );
|
||
m_BoneAccessor.SetWritableBones( 0 );
|
||
m_flLastBoneSetupTime = currentTime;
|
||
}
|
||
m_iPrevBoneMask = m_iAccumulatedBoneMask;
|
||
m_iAccumulatedBoneMask = 0;
|
||
|
||
#ifdef STUDIO_ENABLE_PERF_COUNTERS
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if (hdr)
|
||
{
|
||
hdr->ClearPerfCounters();
|
||
}
|
||
#endif
|
||
}
|
||
|
||
int nBoneCount = m_CachedBoneData.Count();
|
||
if ( g_bDoThreadedBoneSetup && !g_bInThreadedBoneSetup && ( nBoneCount >= 16 ) && !GetMoveParent() && m_iMostRecentBoneSetupRequest != g_iPreviousBoneCounter )
|
||
{
|
||
m_iMostRecentBoneSetupRequest = g_iPreviousBoneCounter;
|
||
Assert( g_PreviousBoneSetups.Find( this ) == -1 );
|
||
g_PreviousBoneSetups.AddToTail( this );
|
||
}
|
||
|
||
// Keep track of everthing asked for over the entire frame
|
||
m_iAccumulatedBoneMask |= boneMask;
|
||
|
||
// Make sure that we know that we've already calculated some bone stuff this time around.
|
||
m_iMostRecentModelBoneCounter = g_iModelBoneCounter;
|
||
|
||
// Have we cached off all bones meeting the flag set?
|
||
if( ( m_BoneAccessor.GetReadableBones() & boneMask ) != boneMask )
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr || !hdr->SequencesAvailable() )
|
||
return false;
|
||
|
||
// Setup our transform based on render angles and origin.
|
||
matrix3x4_t parentTransform;
|
||
AngleMatrix( GetRenderAngles(), GetRenderOrigin(), parentTransform );
|
||
|
||
// Load the boneMask with the total of what was asked for last frame.
|
||
boneMask |= m_iPrevBoneMask;
|
||
|
||
// Allow access to the bones we're setting up so we don't get asserts in here.
|
||
int oldReadableBones = m_BoneAccessor.GetReadableBones();
|
||
m_BoneAccessor.SetWritableBones( m_BoneAccessor.GetReadableBones() | boneMask );
|
||
m_BoneAccessor.SetReadableBones( m_BoneAccessor.GetWritableBones() );
|
||
|
||
if (hdr->flags() & STUDIOHDR_FLAGS_STATIC_PROP)
|
||
{
|
||
MatrixCopy( parentTransform, GetBoneForWrite( 0 ) );
|
||
}
|
||
else
|
||
{
|
||
TrackBoneSetupEnt( this );
|
||
|
||
// This is necessary because it's possible that CalculateIKLocks will trigger our move children
|
||
// to call GetAbsOrigin(), and they'll use our OLD bone transforms to get their attachments
|
||
// since we're right in the middle of setting up our new transforms.
|
||
//
|
||
// Setting this flag forces move children to keep their abs transform invalidated.
|
||
AddFlag( EFL_SETTING_UP_BONES );
|
||
|
||
// NOTE: For model scaling, we need to opt out of IK because it will mark the bones as already being calculated
|
||
if ( !IsModelScaled() )
|
||
{
|
||
// only allocate an ik block if the npc can use it
|
||
if ( !m_pIk && hdr->numikchains() > 0 && !(m_EntClientFlags & ENTCLIENTFLAG_DONTUSEIK) )
|
||
{
|
||
m_pIk = new CIKContext;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Reset the IK
|
||
if ( m_pIk )
|
||
{
|
||
delete m_pIk;
|
||
m_pIk = NULL;
|
||
}
|
||
}
|
||
|
||
Vector pos[MAXSTUDIOBONES];
|
||
Quaternion q[MAXSTUDIOBONES];
|
||
#if defined(FP_EXCEPTIONS_ENABLED) || defined(DBGFLAG_ASSERT)
|
||
// Having these uninitialized means that some bugs are very hard
|
||
// to reproduce. A memset of 0xFF is a simple way of getting NaNs.
|
||
memset( pos, 0xFF, sizeof(pos) );
|
||
memset( q, 0xFF, sizeof(q) );
|
||
#endif
|
||
|
||
int bonesMaskNeedRecalc = boneMask | oldReadableBones; // Hack to always recalc bones, to fix the arm jitter in the new CS player anims until Ken makes the real fix
|
||
|
||
if ( m_pIk )
|
||
{
|
||
if (Teleported() || IsNoInterpolationFrame())
|
||
m_pIk->ClearTargets();
|
||
|
||
m_pIk->Init( hdr, GetRenderAngles(), GetRenderOrigin(), currentTime, gpGlobals->framecount, bonesMaskNeedRecalc );
|
||
}
|
||
|
||
// Let pose debugger know that we are blending
|
||
g_pPoseDebugger->StartBlending( this, hdr );
|
||
|
||
StandardBlendingRules( hdr, pos, q, currentTime, bonesMaskNeedRecalc );
|
||
|
||
CBoneBitList boneComputed;
|
||
// don't calculate IK on ragdolls
|
||
if ( m_pIk && !IsRagdoll() )
|
||
{
|
||
UpdateIKLocks( currentTime );
|
||
|
||
m_pIk->UpdateTargets( pos, q, m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
|
||
|
||
CalculateIKLocks( currentTime );
|
||
m_pIk->SolveDependencies( pos, q, m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
|
||
}
|
||
|
||
BuildTransformations( hdr, pos, q, parentTransform, bonesMaskNeedRecalc, boneComputed );
|
||
|
||
RemoveFlag( EFL_SETTING_UP_BONES );
|
||
ControlMouth( hdr );
|
||
}
|
||
|
||
if( !( oldReadableBones & BONE_USED_BY_ATTACHMENT ) && ( boneMask & BONE_USED_BY_ATTACHMENT ) )
|
||
{
|
||
if ( !SetupBones_AttachmentHelper( hdr ) )
|
||
{
|
||
DevWarning( 2, "SetupBones: SetupBones_AttachmentHelper failed.\n" );
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Do they want to get at the bone transforms? If it's just making sure an aiment has
|
||
// its bones setup, it doesn't need the transforms yet.
|
||
if ( pBoneToWorldOut )
|
||
{
|
||
if ( nMaxBones >= m_CachedBoneData.Count() )
|
||
{
|
||
memcpy( pBoneToWorldOut, m_CachedBoneData.Base(), sizeof( matrix3x4_t ) * m_CachedBoneData.Count() );
|
||
}
|
||
else
|
||
{
|
||
ExecuteNTimes( 25, Warning( "SetupBones: invalid bone array size (%d - needs %d)\n", nMaxBones, m_CachedBoneData.Count() ) );
|
||
return false;
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
C_BaseAnimating* C_BaseAnimating::FindFollowedEntity()
|
||
{
|
||
C_BaseEntity *follow = GetFollowedEntity();
|
||
|
||
if ( !follow )
|
||
return NULL;
|
||
|
||
if ( follow->IsDormant() )
|
||
return NULL;
|
||
|
||
if ( !follow->GetModel() )
|
||
{
|
||
Warning( "mod_studio: MOVETYPE_FOLLOW with no model.\n" );
|
||
return NULL;
|
||
}
|
||
|
||
if ( modelinfo->GetModelType( follow->GetModel() ) != mod_studio )
|
||
{
|
||
Warning( "Attached %s (mod_studio) to %s (%d)\n",
|
||
modelinfo->GetModelName( GetModel() ),
|
||
modelinfo->GetModelName( follow->GetModel() ),
|
||
modelinfo->GetModelType( follow->GetModel() ) );
|
||
return NULL;
|
||
}
|
||
|
||
return assert_cast< C_BaseAnimating* >( follow );
|
||
}
|
||
|
||
|
||
|
||
void C_BaseAnimating::InvalidateBoneCache()
|
||
{
|
||
m_iMostRecentModelBoneCounter = g_iModelBoneCounter - 1;
|
||
m_flLastBoneSetupTime = -FLT_MAX;
|
||
}
|
||
|
||
|
||
bool C_BaseAnimating::IsBoneCacheValid() const
|
||
{
|
||
return m_iMostRecentModelBoneCounter == g_iModelBoneCounter;
|
||
}
|
||
|
||
|
||
// Causes an assert to happen if bones or attachments are used while this is false.
|
||
struct BoneAccess
|
||
{
|
||
BoneAccess()
|
||
{
|
||
bAllowBoneAccessForNormalModels = false;
|
||
bAllowBoneAccessForViewModels = false;
|
||
tag = NULL;
|
||
}
|
||
|
||
bool bAllowBoneAccessForNormalModels;
|
||
bool bAllowBoneAccessForViewModels;
|
||
char const *tag;
|
||
};
|
||
|
||
// the modelcache critical section is insufficient for preventing us from getting into the bone cache at the same time.
|
||
// The bonecache itself is protected by a mutex, but the actual bone access stack needs to be protected separately.
|
||
static CThreadFastMutex g_BoneAccessMutex;
|
||
static CUtlVector< BoneAccess > g_BoneAccessStack;
|
||
static BoneAccess g_BoneAcessBase;
|
||
|
||
bool C_BaseAnimating::IsBoneAccessAllowed() const
|
||
{
|
||
if ( IsViewModel() )
|
||
return g_BoneAcessBase.bAllowBoneAccessForViewModels;
|
||
else
|
||
return g_BoneAcessBase.bAllowBoneAccessForNormalModels;
|
||
}
|
||
|
||
// (static function)
|
||
void C_BaseAnimating::PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush )
|
||
{
|
||
AUTO_LOCK( g_BoneAccessMutex );
|
||
STAGING_ONLY_EXEC( ReentrancyVerifier rv( &dbg_bonestack_reentrant_count, dbg_bonestack_perturb.GetInt() ) );
|
||
|
||
BoneAccess save = g_BoneAcessBase;
|
||
g_BoneAccessStack.AddToTail( save );
|
||
|
||
Assert( g_BoneAccessStack.Count() < 32 ); // Most likely we are leaking "PushAllowBoneAccess" calls if PopBoneAccess is never called. Consider using AutoAllowBoneAccess.
|
||
g_BoneAcessBase.bAllowBoneAccessForNormalModels = bAllowForNormalModels;
|
||
g_BoneAcessBase.bAllowBoneAccessForViewModels = bAllowForViewModels;
|
||
g_BoneAcessBase.tag = tagPush;
|
||
}
|
||
|
||
void C_BaseAnimating::PopBoneAccess( char const *tagPop )
|
||
{
|
||
AUTO_LOCK( g_BoneAccessMutex );
|
||
STAGING_ONLY_EXEC( ReentrancyVerifier rv( &dbg_bonestack_reentrant_count, dbg_bonestack_perturb.GetInt() ) );
|
||
|
||
// Validate that pop matches the push
|
||
Assert( ( g_BoneAcessBase.tag == tagPop ) || ( g_BoneAcessBase.tag && g_BoneAcessBase.tag != ( char const * ) 1 && tagPop && tagPop != ( char const * ) 1 && !strcmp( g_BoneAcessBase.tag, tagPop ) ) );
|
||
int lastIndex = g_BoneAccessStack.Count() - 1;
|
||
if ( lastIndex < 0 )
|
||
{
|
||
Assert( !"C_BaseAnimating::PopBoneAccess: Stack is empty!!!" );
|
||
return;
|
||
}
|
||
g_BoneAcessBase = g_BoneAccessStack[lastIndex ];
|
||
g_BoneAccessStack.Remove( lastIndex );
|
||
}
|
||
|
||
C_BaseAnimating::AutoAllowBoneAccess::AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels )
|
||
{
|
||
C_BaseAnimating::PushAllowBoneAccess( bAllowForNormalModels, bAllowForViewModels, ( char const * ) 1 );
|
||
}
|
||
|
||
C_BaseAnimating::AutoAllowBoneAccess::~AutoAllowBoneAccess( )
|
||
{
|
||
C_BaseAnimating::PopBoneAccess( ( char const * ) 1 );
|
||
}
|
||
|
||
// (static function)
|
||
void C_BaseAnimating::InvalidateBoneCaches()
|
||
{
|
||
g_iModelBoneCounter++;
|
||
}
|
||
|
||
bool C_BaseAnimating::ShouldDraw()
|
||
{
|
||
return !IsDynamicModelLoading() && BaseClass::ShouldDraw();
|
||
}
|
||
|
||
void C_BaseAnimating::UpdateVisibility()
|
||
{
|
||
BaseClass::UpdateVisibility();
|
||
|
||
if ( ShouldDraw() )
|
||
{
|
||
if ( !m_bInitModelEffects )
|
||
{
|
||
InitModelEffects();
|
||
}
|
||
}
|
||
else if ( m_bHasAttachedParticles )
|
||
{
|
||
ParticleProp()->StopParticlesInvolving( this );
|
||
m_bHasAttachedParticles = false;
|
||
m_bInitModelEffects = false;
|
||
}
|
||
}
|
||
|
||
ConVar r_drawothermodels( "r_drawothermodels", "1", FCVAR_CHEAT, "0=Off, 1=Normal, 2=Wireframe" );
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Draws the object
|
||
// Input : flags -
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::DrawModel( int flags )
|
||
{
|
||
VPROF_BUDGET( "C_BaseAnimating::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
|
||
if ( !m_bReadyToDraw )
|
||
return 0;
|
||
|
||
int drawn = 0;
|
||
|
||
#ifdef TF_CLIENT_DLL
|
||
ValidateModelIndex();
|
||
#endif
|
||
|
||
if ( r_drawothermodels.GetInt() )
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
|
||
int extraFlags = 0;
|
||
if ( r_drawothermodels.GetInt() == 2 )
|
||
{
|
||
extraFlags |= STUDIO_WIREFRAME;
|
||
}
|
||
|
||
if ( flags & STUDIO_SHADOWDEPTHTEXTURE )
|
||
{
|
||
extraFlags |= STUDIO_SHADOWDEPTHTEXTURE;
|
||
}
|
||
|
||
if ( flags & STUDIO_SSAODEPTHTEXTURE )
|
||
{
|
||
extraFlags |= STUDIO_SSAODEPTHTEXTURE;
|
||
}
|
||
|
||
if ( ( flags & ( STUDIO_SSAODEPTHTEXTURE | STUDIO_SHADOWDEPTHTEXTURE ) ) == 0 &&
|
||
g_pStudioStatsEntity != NULL && g_pStudioStatsEntity == GetClientRenderable() )
|
||
{
|
||
extraFlags |= STUDIO_GENERATE_STATS;
|
||
}
|
||
|
||
if ( flags & ( STUDIO_NO_OVERRIDE_FOR_ATTACH ) )
|
||
{
|
||
extraFlags |= STUDIO_NO_OVERRIDE_FOR_ATTACH;
|
||
}
|
||
|
||
// Necessary for lighting blending
|
||
CreateModelInstance();
|
||
|
||
if ( !IsFollowingEntity() )
|
||
{
|
||
drawn = InternalDrawModel( flags|extraFlags );
|
||
}
|
||
else
|
||
{
|
||
// this doesn't draw unless master entity is visible and it's a studio model!!!
|
||
C_BaseAnimating *follow = FindFollowedEntity();
|
||
if ( follow )
|
||
{
|
||
// recompute master entity bone structure
|
||
int baseDrawn = follow->DrawModel( 0 );
|
||
|
||
// draw entity
|
||
// FIXME: Currently only draws if aiment is drawn.
|
||
// BUGBUG: Fixup bbox and do a separate cull for follow object
|
||
if ( baseDrawn )
|
||
{
|
||
drawn = InternalDrawModel( STUDIO_RENDER|extraFlags );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// If we're visualizing our bboxes, draw them
|
||
DrawBBoxVisualizations();
|
||
|
||
return drawn;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Gets the hitbox-to-world transforms, returns false if there was a problem
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] )
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
|
||
if ( !GetModel() )
|
||
return false;
|
||
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if (!pStudioHdr)
|
||
return false;
|
||
|
||
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( GetHitboxSet() );
|
||
if ( !set )
|
||
return false;
|
||
|
||
if ( !set->numhitboxes )
|
||
return false;
|
||
|
||
CBoneCache *pCache = GetBoneCache( pStudioHdr );
|
||
pCache->ReadCachedBonePointers( pHitboxToWorld, pStudioHdr->numbones() );
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo )
|
||
{
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
|
||
{
|
||
if ( m_hLightingOriginRelative.Get() )
|
||
{
|
||
C_InfoLightingRelative *pInfoLighting = assert_cast<C_InfoLightingRelative*>( m_hLightingOriginRelative.Get() );
|
||
pInfoLighting->GetLightingOffset( pInfo->lightingOffset );
|
||
pInfo->pLightingOffset = &pInfo->lightingOffset;
|
||
}
|
||
if ( m_hLightingOrigin )
|
||
{
|
||
pInfo->pLightingOrigin = &(m_hLightingOrigin->GetAbsOrigin());
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray )
|
||
{
|
||
if ( pState)
|
||
{
|
||
modelrender->DrawModelExecute( *pState, *pInfo, pBoneToWorldArray );
|
||
}
|
||
|
||
if ( vcollide_wireframe.GetBool() )
|
||
{
|
||
if ( IsRagdoll() )
|
||
{
|
||
m_pRagdoll->DrawWireframe();
|
||
}
|
||
else if ( IsSolid() && CollisionProp()->GetSolid() == SOLID_VPHYSICS )
|
||
{
|
||
vcollide_t *pCollide = modelinfo->GetVCollide( GetModelIndex() );
|
||
if ( pCollide && pCollide->solidCount == 1 )
|
||
{
|
||
static color32 debugColor = {0,255,255,0};
|
||
matrix3x4_t matrix;
|
||
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), matrix );
|
||
engine->DebugDrawPhysCollide( pCollide->solids[0], NULL, matrix, debugColor );
|
||
if ( VPhysicsGetObject() )
|
||
{
|
||
static color32 debugColorPhys = {255,0,0,0};
|
||
VPhysicsGetObject()->GetPositionMatrix( &matrix );
|
||
engine->DebugDrawPhysCollide( pCollide->solids[0], NULL, matrix, debugColorPhys );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef TF_CLIENT_DLL
|
||
// Move this elsewhere if we ever need it again.
|
||
class MaterialOverrideRestore
|
||
{
|
||
public:
|
||
MaterialOverrideRestore()
|
||
: m_bRestore( false )
|
||
, m_pOverrideMaterial( NULL )
|
||
, m_nOverrideType( OVERRIDE_NORMAL )
|
||
{ }
|
||
|
||
~MaterialOverrideRestore()
|
||
{
|
||
if ( m_bRestore )
|
||
{
|
||
modelrender->ForcedMaterialOverride( m_pOverrideMaterial, m_nOverrideType );
|
||
}
|
||
}
|
||
|
||
void RestoreOverride( IMaterial* pRestoreOverride, OverrideType_t overType )
|
||
{
|
||
m_bRestore = true;
|
||
m_pOverrideMaterial = pRestoreOverride;
|
||
m_nOverrideType = overType;
|
||
}
|
||
|
||
private:
|
||
bool m_bRestore;
|
||
IMaterial* m_pOverrideMaterial;
|
||
OverrideType_t m_nOverrideType;
|
||
};
|
||
#endif
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Draws the object
|
||
// Input : flags -
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::InternalDrawModel( int flags )
|
||
{
|
||
VPROF( "C_BaseAnimating::InternalDrawModel" );
|
||
|
||
#ifdef TF_CLIENT_DLL
|
||
MaterialOverrideRestore overrideRestore;
|
||
// TODO: We should listen for TF_COND_TAUNTING changing and then just do this then,
|
||
// rather than every frame.
|
||
bool bIgnoreOverride = false;
|
||
|
||
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
if ( pOwner )
|
||
{
|
||
CTFPlayerInventory *pInv = pOwner->Inventory();
|
||
if ( pInv )
|
||
{
|
||
if ( pOwner->m_Shared.InCond( TF_COND_TAUNTING ) )
|
||
{
|
||
int iClass = pOwner->GetPlayerClass()->GetClassIndex();
|
||
CEconItemView *pMiscItemView = pInv->GetItemInLoadout( iClass, pOwner->GetActiveTauntSlot() );
|
||
if ( pMiscItemView && pMiscItemView->IsValid() )
|
||
{
|
||
if ( pMiscItemView->GetStaticData()->GetTauntData() )
|
||
{
|
||
bIgnoreOverride = pMiscItemView->GetStaticData()->GetTauntData()->GetProp( iClass ) != NULL;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( !bIgnoreOverride )
|
||
{
|
||
// If there is some other material override, it's probably the client asking for us to render invuln or the
|
||
// spy cloaking. Those are way more important than ours, so do them instead.
|
||
IMaterial* pOverrideMaterial = NULL;
|
||
OverrideType_t nDontcare = OVERRIDE_NORMAL;
|
||
modelrender->GetMaterialOverride( &pOverrideMaterial, &nDontcare );
|
||
|
||
bIgnoreOverride = ( pOverrideMaterial != NULL );
|
||
}
|
||
|
||
IMaterial* pOverrideMaterial = GetEconWeaponMaterialOverride( GetTeamNumber() );
|
||
|
||
bool bUseOverride = !bIgnoreOverride && pOverrideMaterial != NULL;
|
||
if ( bUseOverride && ( flags & STUDIO_RENDER ) )
|
||
{
|
||
// Set us up to restore properly on exit
|
||
overrideRestore.RestoreOverride( NULL, OVERRIDE_NORMAL );
|
||
|
||
modelrender->ForcedMaterialOverride( pOverrideMaterial );
|
||
flags |= STUDIO_NO_OVERRIDE_FOR_ATTACH; // Don't apply override materials to attachments.
|
||
}
|
||
#endif
|
||
|
||
if ( !GetModel() )
|
||
return 0;
|
||
|
||
// This should never happen, but if the server class hierarchy has bmodel entities derived from CBaseAnimating or does a
|
||
// SetModel with the wrong type of model, this could occur.
|
||
if ( modelinfo->GetModelType( GetModel() ) != mod_studio )
|
||
{
|
||
return BaseClass::DrawModel( flags );
|
||
}
|
||
|
||
// Make sure hdr is valid for drawing
|
||
if ( !GetModelPtr() )
|
||
return 0;
|
||
|
||
UpdateBoneAttachments( );
|
||
|
||
if ( IsEffectActive( EF_ITEM_BLINK ) )
|
||
{
|
||
flags |= STUDIO_ITEM_BLINK;
|
||
}
|
||
|
||
ClientModelRenderInfo_t info;
|
||
ClientModelRenderInfo_t *pInfo;
|
||
|
||
pInfo = &info;
|
||
|
||
pInfo->flags = flags;
|
||
pInfo->pRenderable = this;
|
||
pInfo->instance = GetModelInstance();
|
||
pInfo->entity_index = index;
|
||
pInfo->pModel = GetModel();
|
||
pInfo->origin = GetRenderOrigin();
|
||
pInfo->angles = GetRenderAngles();
|
||
pInfo->skin = GetSkin();
|
||
pInfo->body = GetBody();
|
||
pInfo->hitboxset = m_nHitboxSet;
|
||
|
||
if ( !OnInternalDrawModel( pInfo ) )
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
Assert( !pInfo->pModelToWorld);
|
||
if ( !pInfo->pModelToWorld )
|
||
{
|
||
pInfo->pModelToWorld = &pInfo->modelToWorld;
|
||
|
||
// Turns the origin + angles into a matrix
|
||
AngleMatrix( pInfo->angles, pInfo->origin, pInfo->modelToWorld );
|
||
}
|
||
|
||
DrawModelState_t state;
|
||
matrix3x4_t *pBoneToWorld = NULL;
|
||
bool bMarkAsDrawn = modelrender->DrawModelSetup( *pInfo, &state, NULL, &pBoneToWorld );
|
||
|
||
// Scale the base transform if we don't have a bone hierarchy
|
||
if ( IsModelScaled() )
|
||
{
|
||
CStudioHdr *pHdr = GetModelPtr();
|
||
if ( pHdr && pBoneToWorld && pHdr->numbones() == 1 )
|
||
{
|
||
// Scale the bone to world at this point
|
||
const float flScale = GetModelScale();
|
||
VectorScale( (*pBoneToWorld)[0], flScale, (*pBoneToWorld)[0] );
|
||
VectorScale( (*pBoneToWorld)[1], flScale, (*pBoneToWorld)[1] );
|
||
VectorScale( (*pBoneToWorld)[2], flScale, (*pBoneToWorld)[2] );
|
||
}
|
||
}
|
||
|
||
DoInternalDrawModel( pInfo, ( bMarkAsDrawn && ( pInfo->flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld );
|
||
|
||
OnPostInternalDrawModel( pInfo );
|
||
|
||
return bMarkAsDrawn;
|
||
}
|
||
|
||
extern ConVar muzzleflash_light;
|
||
|
||
void C_BaseAnimating::ProcessMuzzleFlashEvent()
|
||
{
|
||
// If we have an attachment, then stick a light on it.
|
||
if ( muzzleflash_light.GetBool() )
|
||
{
|
||
//FIXME: We should really use a named attachment for this
|
||
if ( m_Attachments.Count() > 0 )
|
||
{
|
||
Vector vAttachment;
|
||
QAngle dummyAngles;
|
||
GetAttachment( 1, vAttachment, dummyAngles );
|
||
|
||
// Make an elight
|
||
dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH + index );
|
||
el->origin = vAttachment;
|
||
el->radius = random->RandomInt( 32, 64 );
|
||
el->decay = el->radius / 0.05f;
|
||
el->die = gpGlobals->curtime + 0.05f;
|
||
el->color.r = 255;
|
||
el->color.g = 192;
|
||
el->color.b = 64;
|
||
el->color.exponent = 5;
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Internal routine to process animation events for studiomodels
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::DoAnimationEvents( CStudioHdr *pStudioHdr )
|
||
{
|
||
if ( !pStudioHdr )
|
||
return;
|
||
|
||
#ifdef DEBUG
|
||
bool watch = dbganimmodel.GetString()[0] && V_stristr( pStudioHdr->pszName(), dbganimmodel.GetString() );
|
||
#else
|
||
bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false;
|
||
#endif
|
||
|
||
//Adrian: eh? This should never happen.
|
||
if ( GetSequence() == -1 )
|
||
return;
|
||
|
||
// build root animation
|
||
float flEventCycle = GetCycle();
|
||
|
||
// If we're invisible, don't draw the muzzle flash
|
||
bool bIsInvisible = !IsVisible() && !IsViewModel() && !IsMenuModel();
|
||
|
||
if ( bIsInvisible && !clienttools->IsInRecordingMode() )
|
||
return;
|
||
|
||
// add in muzzleflash effect
|
||
if ( ShouldMuzzleFlash() )
|
||
{
|
||
DisableMuzzleFlash();
|
||
|
||
ProcessMuzzleFlashEvent();
|
||
}
|
||
|
||
// If we're invisible, don't process animation events.
|
||
if ( bIsInvisible )
|
||
return;
|
||
|
||
// If we don't have any sequences, don't do anything
|
||
int nStudioNumSeq = pStudioHdr->GetNumSeq();
|
||
if ( nStudioNumSeq < 1 )
|
||
{
|
||
Warning( "%s[%d]: no sequences?\n", GetDebugName(), entindex() );
|
||
Assert( nStudioNumSeq >= 1 );
|
||
return;
|
||
}
|
||
|
||
int nSeqNum = GetSequence();
|
||
if ( nSeqNum >= nStudioNumSeq )
|
||
{
|
||
// This can happen e.g. while reloading Heavy's shotgun, switch to the minigun.
|
||
Warning( "%s[%d]: Playing sequence %d but there's only %d in total?\n", GetDebugName(), entindex(), nSeqNum, nStudioNumSeq );
|
||
return;
|
||
}
|
||
|
||
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( nSeqNum );
|
||
|
||
if (seqdesc.numevents == 0)
|
||
return;
|
||
|
||
// Forces anim event indices to get set and returns pEvent(0);
|
||
mstudioevent_t *pevent = GetEventIndexForSequence( seqdesc );
|
||
|
||
if ( watch )
|
||
{
|
||
Msg( "%i cycle %f\n", gpGlobals->tickcount, GetCycle() );
|
||
}
|
||
|
||
bool resetEvents = m_nResetEventsParity != m_nPrevResetEventsParity;
|
||
m_nPrevResetEventsParity = m_nResetEventsParity;
|
||
|
||
if (m_nEventSequence != GetSequence() || resetEvents )
|
||
{
|
||
if ( watch )
|
||
{
|
||
Msg( "new seq: %i - old seq: %i - reset: %s - m_flCycle %f - Model Name: %s - (time %.3f)\n",
|
||
GetSequence(), m_nEventSequence,
|
||
resetEvents ? "true" : "false",
|
||
GetCycle(), pStudioHdr->pszName(),
|
||
gpGlobals->curtime);
|
||
}
|
||
|
||
m_nEventSequence = GetSequence();
|
||
flEventCycle = 0.0f;
|
||
m_flPrevEventCycle = -0.01; // back up to get 0'th frame animations
|
||
}
|
||
|
||
// stalled?
|
||
if (flEventCycle == m_flPrevEventCycle)
|
||
return;
|
||
|
||
if ( watch )
|
||
{
|
||
Msg( "%i (seq %d cycle %.3f ) evcycle %.3f prevevcycle %.3f (time %.3f)\n",
|
||
gpGlobals->tickcount,
|
||
GetSequence(),
|
||
GetCycle(),
|
||
flEventCycle,
|
||
m_flPrevEventCycle,
|
||
gpGlobals->curtime );
|
||
}
|
||
|
||
// check for looping
|
||
BOOL bLooped = false;
|
||
if (flEventCycle <= m_flPrevEventCycle)
|
||
{
|
||
if (m_flPrevEventCycle - flEventCycle > 0.5)
|
||
{
|
||
bLooped = true;
|
||
}
|
||
else
|
||
{
|
||
// things have backed up, which is bad since it'll probably result in a hitch in the animation playback
|
||
// but, don't play events again for the same time slice
|
||
return;
|
||
}
|
||
}
|
||
|
||
// This makes sure events that occur at the end of a sequence occur are
|
||
// sent before events that occur at the beginning of a sequence.
|
||
if (bLooped)
|
||
{
|
||
for (int i = 0; i < (int)seqdesc.numevents; i++)
|
||
{
|
||
// ignore all non-client-side events
|
||
|
||
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
|
||
{
|
||
if ( !( pevent[i].type & AE_TYPE_CLIENT ) )
|
||
continue;
|
||
}
|
||
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system
|
||
continue;
|
||
|
||
if ( pevent[i].cycle <= m_flPrevEventCycle )
|
||
continue;
|
||
|
||
if ( watch )
|
||
{
|
||
Msg( "%i FE %i Looped cycle %f, prev %f ev %f (time %.3f)\n",
|
||
gpGlobals->tickcount,
|
||
pevent[i].event,
|
||
pevent[i].cycle,
|
||
m_flPrevEventCycle,
|
||
flEventCycle,
|
||
gpGlobals->curtime );
|
||
}
|
||
|
||
|
||
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() );
|
||
}
|
||
|
||
// Necessary to get the next loop working
|
||
m_flPrevEventCycle = flEventCycle - 0.001f;
|
||
}
|
||
|
||
for (int i = 0; i < (int)seqdesc.numevents; i++)
|
||
{
|
||
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
|
||
{
|
||
if ( !( pevent[i].type & AE_TYPE_CLIENT ) )
|
||
continue;
|
||
}
|
||
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system
|
||
continue;
|
||
|
||
if ( (pevent[i].cycle > m_flPrevEventCycle && pevent[i].cycle <= flEventCycle) )
|
||
{
|
||
if ( watch )
|
||
{
|
||
Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n",
|
||
gpGlobals->tickcount,
|
||
GetSequence(),
|
||
pevent[i].event,
|
||
pevent[i].cycle,
|
||
m_flPrevEventCycle,
|
||
flEventCycle,
|
||
gpGlobals->curtime );
|
||
}
|
||
|
||
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() );
|
||
}
|
||
}
|
||
|
||
m_flPrevEventCycle = flEventCycle;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Parses a muzzle effect event and sends it out for drawing
|
||
// Input : *options - event parameters in text format
|
||
// isFirstPerson - whether this is coming from an NPC or the player
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::DispatchMuzzleEffect( const char *options, bool isFirstPerson )
|
||
{
|
||
const char *p = options;
|
||
char token[128];
|
||
int weaponType = 0;
|
||
|
||
// Get the first parameter
|
||
p = nexttoken( token, p, ' ' );
|
||
|
||
// Find the weapon type
|
||
if ( token[0] )
|
||
{
|
||
//TODO: Parse the type from a list instead
|
||
if ( Q_stricmp( token, "COMBINE" ) == 0 )
|
||
{
|
||
weaponType = MUZZLEFLASH_COMBINE;
|
||
}
|
||
else if ( Q_stricmp( token, "SMG1" ) == 0 )
|
||
{
|
||
weaponType = MUZZLEFLASH_SMG1;
|
||
}
|
||
else if ( Q_stricmp( token, "PISTOL" ) == 0 )
|
||
{
|
||
weaponType = MUZZLEFLASH_PISTOL;
|
||
}
|
||
else if ( Q_stricmp( token, "SHOTGUN" ) == 0 )
|
||
{
|
||
weaponType = MUZZLEFLASH_SHOTGUN;
|
||
}
|
||
else if ( Q_stricmp( token, "357" ) == 0 )
|
||
{
|
||
weaponType = MUZZLEFLASH_357;
|
||
}
|
||
else if ( Q_stricmp( token, "RPG" ) == 0 )
|
||
{
|
||
weaponType = MUZZLEFLASH_RPG;
|
||
}
|
||
else
|
||
{
|
||
//NOTENOTE: This means you specified an invalid muzzleflash type, check your spelling?
|
||
Assert( 0 );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
//NOTENOTE: This means that there wasn't a proper parameter passed into the animevent
|
||
Assert( 0 );
|
||
return false;
|
||
}
|
||
|
||
// Get the second parameter
|
||
p = nexttoken( token, p, ' ' );
|
||
|
||
int attachmentIndex = -1;
|
||
|
||
// Find the attachment name
|
||
if ( token[0] )
|
||
{
|
||
attachmentIndex = LookupAttachment( token );
|
||
|
||
// Found an invalid attachment
|
||
if ( attachmentIndex <= 0 )
|
||
{
|
||
//NOTENOTE: This means that the attachment you're trying to use is invalid
|
||
Assert( 0 );
|
||
return false;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
//NOTENOTE: This means that there wasn't a proper parameter passed into the animevent
|
||
Assert( 0 );
|
||
return false;
|
||
}
|
||
|
||
// Send it out
|
||
tempents->MuzzleFlash( weaponType, GetRefEHandle(), attachmentIndex, isFirstPerson );
|
||
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
void MaterialFootstepSound( C_BaseAnimating *pEnt, bool bLeftFoot, float flVolume )
|
||
{
|
||
trace_t tr;
|
||
Vector traceStart;
|
||
QAngle angles;
|
||
|
||
int attachment;
|
||
|
||
//!!!PERF - These string lookups here aren't the swiftest, but
|
||
// this doesn't get called very frequently unless a lot of NPCs
|
||
// are using this code.
|
||
if( bLeftFoot )
|
||
{
|
||
attachment = pEnt->LookupAttachment( "LeftFoot" );
|
||
}
|
||
else
|
||
{
|
||
attachment = pEnt->LookupAttachment( "RightFoot" );
|
||
}
|
||
|
||
if( attachment == -1 )
|
||
{
|
||
// Exit if this NPC doesn't have the proper attachments.
|
||
return;
|
||
}
|
||
|
||
pEnt->GetAttachment( attachment, traceStart, angles );
|
||
|
||
UTIL_TraceLine( traceStart, traceStart - Vector( 0, 0, 48.0f), MASK_SHOT_HULL, pEnt, COLLISION_GROUP_NONE, &tr );
|
||
if( tr.fraction < 1.0 && tr.m_pEnt )
|
||
{
|
||
surfacedata_t *psurf = physprops->GetSurfaceData( tr.surface.surfaceProps );
|
||
if( psurf )
|
||
{
|
||
EmitSound_t params;
|
||
if( bLeftFoot )
|
||
{
|
||
params.m_pSoundName = physprops->GetString(psurf->sounds.stepleft);
|
||
}
|
||
else
|
||
{
|
||
params.m_pSoundName = physprops->GetString(psurf->sounds.stepright);
|
||
}
|
||
|
||
CPASAttenuationFilter filter( pEnt, params.m_pSoundName );
|
||
|
||
params.m_bWarnOnDirectWaveReference = true;
|
||
params.m_flVolume = flVolume;
|
||
|
||
pEnt->EmitSound( filter, pEnt->entindex(), params );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *origin -
|
||
// *angles -
|
||
// event -
|
||
// *options -
|
||
// numAttachments -
|
||
// attachments[] -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
|
||
{
|
||
switch( event )
|
||
{
|
||
case AE_CL_CREATE_PARTICLE_EFFECT:
|
||
{
|
||
int iAttachment = -1;
|
||
int iAttachType = PATTACH_ABSORIGIN_FOLLOW;
|
||
char szParticleEffect[256];
|
||
CSplitString splitString( options, " " );
|
||
|
||
if ( splitString.Count() < 2 )
|
||
{
|
||
Warning( "Invalid options specified for AE_CL_CREATE_PARTICLE_EFFECT event. Must specify \"<particle effect name> <attachment type> <attachment point>\"\n" );
|
||
return;
|
||
}
|
||
|
||
// Get the particle effect name
|
||
const char* mtoken = ModifyEventParticles( splitString[0] );
|
||
if ( !mtoken || mtoken[0] == '\0' )
|
||
return;
|
||
V_strncpy( szParticleEffect, mtoken, sizeof(szParticleEffect) );
|
||
|
||
const char *pszAttachType = splitString[1];
|
||
iAttachType = GetAttachTypeFromString( pszAttachType );
|
||
if ( iAttachType == -1 )
|
||
{
|
||
Warning( "Invalid attach type specified for AE_CL_CREATE_PARTICLE_EFFECT event. Trying to spawn effect '%s' with attach type of '%s'\n", szParticleEffect, pszAttachType );
|
||
return;
|
||
}
|
||
|
||
// Get the attachment point index
|
||
if ( splitString.Count() > 2 )
|
||
{
|
||
const char *pszAttachment = splitString[2];
|
||
iAttachment = atoi( pszAttachment );
|
||
|
||
// See if we can find any attachment points matching the name
|
||
if ( pszAttachment[0] != '0' && iAttachment == 0 )
|
||
{
|
||
iAttachment = LookupAttachment( pszAttachment );
|
||
if ( iAttachment <= 0 )
|
||
{
|
||
Warning( "Failed to find attachment point specified for AE_CL_CREATE_PARTICLE_EFFECT event. Trying to spawn effect '%s' on attachment named '%s'\n", szParticleEffect, pszAttachment );
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Spawn the particle effect
|
||
ParticleProp()->Create( szParticleEffect, (ParticleAttachment_t)iAttachType, iAttachment );
|
||
}
|
||
break;
|
||
|
||
case AE_CL_REMOVE_PARTICLE_EFFECT:
|
||
{
|
||
int iAttachment = -1;
|
||
char szParticleEffect[256];
|
||
CSplitString splitString( options, " " );
|
||
if ( splitString.Count() < 1 )
|
||
{
|
||
Warning( "Invalid options specified for AE_CL_REMOVE_PARTICLE_EFFECT event. Must specify \"<particle effect name> <attachment point>\"\n" );
|
||
return;
|
||
}
|
||
|
||
const char* mtoken = ModifyEventParticles( splitString[0] );
|
||
if ( !mtoken || mtoken[0] == '\0' )
|
||
return;
|
||
V_strncpy( szParticleEffect, mtoken, sizeof(szParticleEffect) );
|
||
|
||
if ( splitString.Count() > 1 )
|
||
{
|
||
const char *pszAttachment = splitString[1];
|
||
iAttachment = atoi( pszAttachment );
|
||
|
||
// See if we can find any attachment points matching the name
|
||
if ( pszAttachment[0] != '0' && iAttachment == 0 )
|
||
{
|
||
iAttachment = LookupAttachment( pszAttachment );
|
||
if ( iAttachment <= 0 )
|
||
{
|
||
Warning( "Failed to find attachment point specified for AE_CL_REMOVE_PARTICLE_EFFECT event. Trying to spawn effect '%s' on attachment named '%s'\n", szParticleEffect, pszAttachment );
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( iAttachment != -1 )
|
||
{
|
||
ParticleProp()->StopParticlesWithNameAndAttachment( szParticleEffect, iAttachment );
|
||
}
|
||
else
|
||
{
|
||
// if no attachment specicied, just remove all particles with specified name from this entity
|
||
ParticleProp()->StopParticlesNamed( szParticleEffect );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AE_CL_PLAYSOUND:
|
||
{
|
||
CLocalPlayerFilter filter;
|
||
Vector attachOrigin;
|
||
QAngle attachAngles;
|
||
|
||
if ( m_Attachments.Count() > 0)
|
||
{
|
||
GetAttachment( 1, attachOrigin, attachAngles );
|
||
EmitSound( filter, GetSoundSourceIndex(), options, &attachOrigin );
|
||
}
|
||
else
|
||
{
|
||
EmitSound( filter, GetSoundSourceIndex(), options, &GetAbsOrigin() );
|
||
}
|
||
}
|
||
break;
|
||
case AE_CL_STOPSOUND:
|
||
{
|
||
StopSound( GetSoundSourceIndex(), options );
|
||
}
|
||
break;
|
||
|
||
case CL_EVENT_FOOTSTEP_LEFT:
|
||
{
|
||
#ifndef HL2MP
|
||
char pSoundName[256];
|
||
if ( !options || !options[0] )
|
||
{
|
||
options = "NPC_CombineS";
|
||
}
|
||
|
||
Vector vel;
|
||
EstimateAbsVelocity( vel );
|
||
|
||
// If he's moving fast enough, play the run sound
|
||
if ( vel.Length2DSqr() > RUN_SPEED_ESTIMATE_SQR )
|
||
{
|
||
Q_snprintf( pSoundName, 256, "%s.RunFootstepLeft", options );
|
||
}
|
||
else
|
||
{
|
||
Q_snprintf( pSoundName, 256, "%s.FootstepLeft", options );
|
||
}
|
||
EmitSound( pSoundName );
|
||
#endif
|
||
}
|
||
break;
|
||
|
||
case CL_EVENT_FOOTSTEP_RIGHT:
|
||
{
|
||
#ifndef HL2MP
|
||
char pSoundName[256];
|
||
if ( !options || !options[0] )
|
||
{
|
||
options = "NPC_CombineS";
|
||
}
|
||
|
||
Vector vel;
|
||
EstimateAbsVelocity( vel );
|
||
// If he's moving fast enough, play the run sound
|
||
if ( vel.Length2DSqr() > RUN_SPEED_ESTIMATE_SQR )
|
||
{
|
||
Q_snprintf( pSoundName, 256, "%s.RunFootstepRight", options );
|
||
}
|
||
else
|
||
{
|
||
Q_snprintf( pSoundName, 256, "%s.FootstepRight", options );
|
||
}
|
||
EmitSound( pSoundName );
|
||
#endif
|
||
}
|
||
break;
|
||
|
||
case CL_EVENT_MFOOTSTEP_LEFT:
|
||
{
|
||
MaterialFootstepSound( this, true, VOL_NORM * 0.5f );
|
||
}
|
||
break;
|
||
|
||
case CL_EVENT_MFOOTSTEP_RIGHT:
|
||
{
|
||
MaterialFootstepSound( this, false, VOL_NORM * 0.5f );
|
||
}
|
||
break;
|
||
|
||
case CL_EVENT_MFOOTSTEP_LEFT_LOUD:
|
||
{
|
||
MaterialFootstepSound( this, true, VOL_NORM );
|
||
}
|
||
break;
|
||
|
||
case CL_EVENT_MFOOTSTEP_RIGHT_LOUD:
|
||
{
|
||
MaterialFootstepSound( this, false, VOL_NORM );
|
||
}
|
||
break;
|
||
|
||
// Eject brass
|
||
case CL_EVENT_EJECTBRASS1:
|
||
if ( m_Attachments.Count() > 0 )
|
||
{
|
||
if ( MainViewOrigin().DistToSqr( GetAbsOrigin() ) < (256 * 256) )
|
||
{
|
||
Vector attachOrigin;
|
||
QAngle attachAngles;
|
||
|
||
if( GetAttachment( 2, attachOrigin, attachAngles ) )
|
||
{
|
||
tempents->EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) );
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AE_MUZZLEFLASH:
|
||
{
|
||
// Send out the effect for a player
|
||
DispatchMuzzleEffect( options, true );
|
||
break;
|
||
}
|
||
|
||
case AE_NPC_MUZZLEFLASH:
|
||
{
|
||
// Send out the effect for an NPC
|
||
DispatchMuzzleEffect( options, false );
|
||
break;
|
||
}
|
||
|
||
// OBSOLETE EVENTS. REPLACED BY NEWER SYSTEMS.
|
||
// See below in FireObsoleteEvent() for comments on what to use instead.
|
||
case AE_CLIENT_EFFECT_ATTACH:
|
||
case CL_EVENT_DISPATCHEFFECT0:
|
||
case CL_EVENT_DISPATCHEFFECT1:
|
||
case CL_EVENT_DISPATCHEFFECT2:
|
||
case CL_EVENT_DISPATCHEFFECT3:
|
||
case CL_EVENT_DISPATCHEFFECT4:
|
||
case CL_EVENT_DISPATCHEFFECT5:
|
||
case CL_EVENT_DISPATCHEFFECT6:
|
||
case CL_EVENT_DISPATCHEFFECT7:
|
||
case CL_EVENT_DISPATCHEFFECT8:
|
||
case CL_EVENT_DISPATCHEFFECT9:
|
||
case CL_EVENT_MUZZLEFLASH0:
|
||
case CL_EVENT_MUZZLEFLASH1:
|
||
case CL_EVENT_MUZZLEFLASH2:
|
||
case CL_EVENT_MUZZLEFLASH3:
|
||
case CL_EVENT_NPC_MUZZLEFLASH0:
|
||
case CL_EVENT_NPC_MUZZLEFLASH1:
|
||
case CL_EVENT_NPC_MUZZLEFLASH2:
|
||
case CL_EVENT_NPC_MUZZLEFLASH3:
|
||
case CL_EVENT_SPARK0:
|
||
case CL_EVENT_SOUND:
|
||
FireObsoleteEvent( origin, angles, event, options );
|
||
break;
|
||
|
||
case AE_CL_ENABLE_BODYGROUP:
|
||
{
|
||
int index_ = FindBodygroupByName( options );
|
||
if ( index_ >= 0 )
|
||
{
|
||
SetBodygroup( index_, 1 );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AE_CL_DISABLE_BODYGROUP:
|
||
{
|
||
int index_ = FindBodygroupByName( options );
|
||
if ( index_ >= 0 )
|
||
{
|
||
SetBodygroup( index_, 0 );
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AE_CL_BODYGROUP_SET_VALUE:
|
||
{
|
||
int value;
|
||
char token[256];
|
||
char szBodygroupName[256];
|
||
|
||
const char *p = options;
|
||
|
||
// Bodygroup Name
|
||
p = nexttoken(token, p, ' ');
|
||
Q_strncpy( szBodygroupName, token, sizeof(szBodygroupName) );
|
||
|
||
// Get the desired value
|
||
p = nexttoken(token, p, ' ');
|
||
value = token[0] ? atoi( token ) : 0;
|
||
|
||
int index_ = FindBodygroupByName( szBodygroupName );
|
||
if ( index_ >= 0 )
|
||
{
|
||
SetBodygroup( index_, value );
|
||
}
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: These events are all obsolete events, left here to support old games.
|
||
// Their systems have all been replaced with better ones.
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
|
||
{
|
||
Vector attachOrigin;
|
||
QAngle attachAngles;
|
||
|
||
switch( event )
|
||
{
|
||
// Obsolete. Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
|
||
case AE_CLIENT_EFFECT_ATTACH:
|
||
{
|
||
int iAttachment;
|
||
int iParam;
|
||
char token[128];
|
||
char effectFunc[128];
|
||
|
||
const char *p = options;
|
||
|
||
p = nexttoken(token, p, ' ');
|
||
Q_strncpy( effectFunc, token, sizeof(effectFunc) );
|
||
|
||
p = nexttoken(token, p, ' ');
|
||
iAttachment = token[0] ? atoi(token) : -1;
|
||
|
||
p = nexttoken(token, p, ' ');
|
||
iParam = token[0] ? atoi(token) : 0;
|
||
|
||
if ( iAttachment != -1 && m_Attachments.Count() >= iAttachment )
|
||
{
|
||
GetAttachment( iAttachment, attachOrigin, attachAngles );
|
||
|
||
// Fill out the generic data
|
||
CEffectData data;
|
||
data.m_vOrigin = attachOrigin;
|
||
data.m_vAngles = attachAngles;
|
||
AngleVectors( attachAngles, &data.m_vNormal );
|
||
data.m_hEntity = GetRefEHandle();
|
||
data.m_nAttachmentIndex = iAttachment + 1;
|
||
data.m_fFlags = iParam;
|
||
|
||
DispatchEffect( effectFunc, data );
|
||
}
|
||
}
|
||
break;
|
||
|
||
// Obsolete. Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
|
||
case CL_EVENT_DISPATCHEFFECT0:
|
||
case CL_EVENT_DISPATCHEFFECT1:
|
||
case CL_EVENT_DISPATCHEFFECT2:
|
||
case CL_EVENT_DISPATCHEFFECT3:
|
||
case CL_EVENT_DISPATCHEFFECT4:
|
||
case CL_EVENT_DISPATCHEFFECT5:
|
||
case CL_EVENT_DISPATCHEFFECT6:
|
||
case CL_EVENT_DISPATCHEFFECT7:
|
||
case CL_EVENT_DISPATCHEFFECT8:
|
||
case CL_EVENT_DISPATCHEFFECT9:
|
||
{
|
||
int iAttachment = -1;
|
||
|
||
// First person muzzle flashes
|
||
switch (event)
|
||
{
|
||
case CL_EVENT_DISPATCHEFFECT0:
|
||
iAttachment = 0;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT1:
|
||
iAttachment = 1;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT2:
|
||
iAttachment = 2;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT3:
|
||
iAttachment = 3;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT4:
|
||
iAttachment = 4;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT5:
|
||
iAttachment = 5;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT6:
|
||
iAttachment = 6;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT7:
|
||
iAttachment = 7;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT8:
|
||
iAttachment = 8;
|
||
break;
|
||
|
||
case CL_EVENT_DISPATCHEFFECT9:
|
||
iAttachment = 9;
|
||
break;
|
||
}
|
||
|
||
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
|
||
{
|
||
GetAttachment( iAttachment+1, attachOrigin, attachAngles );
|
||
|
||
// Fill out the generic data
|
||
CEffectData data;
|
||
data.m_vOrigin = attachOrigin;
|
||
data.m_vAngles = attachAngles;
|
||
AngleVectors( attachAngles, &data.m_vNormal );
|
||
data.m_hEntity = GetRefEHandle();
|
||
data.m_nAttachmentIndex = iAttachment + 1;
|
||
|
||
DispatchEffect( options, data );
|
||
}
|
||
}
|
||
break;
|
||
|
||
// Obsolete. Use the AE_MUZZLEFLASH / AE_NPC_MUZZLEFLASH events instead.
|
||
case CL_EVENT_MUZZLEFLASH0:
|
||
case CL_EVENT_MUZZLEFLASH1:
|
||
case CL_EVENT_MUZZLEFLASH2:
|
||
case CL_EVENT_MUZZLEFLASH3:
|
||
case CL_EVENT_NPC_MUZZLEFLASH0:
|
||
case CL_EVENT_NPC_MUZZLEFLASH1:
|
||
case CL_EVENT_NPC_MUZZLEFLASH2:
|
||
case CL_EVENT_NPC_MUZZLEFLASH3:
|
||
{
|
||
int iAttachment = -1;
|
||
bool bFirstPerson = true;
|
||
|
||
// First person muzzle flashes
|
||
switch (event)
|
||
{
|
||
case CL_EVENT_MUZZLEFLASH0:
|
||
iAttachment = 0;
|
||
break;
|
||
|
||
case CL_EVENT_MUZZLEFLASH1:
|
||
iAttachment = 1;
|
||
break;
|
||
|
||
case CL_EVENT_MUZZLEFLASH2:
|
||
iAttachment = 2;
|
||
break;
|
||
|
||
case CL_EVENT_MUZZLEFLASH3:
|
||
iAttachment = 3;
|
||
break;
|
||
|
||
// Third person muzzle flashes
|
||
case CL_EVENT_NPC_MUZZLEFLASH0:
|
||
iAttachment = 0;
|
||
bFirstPerson = false;
|
||
break;
|
||
|
||
case CL_EVENT_NPC_MUZZLEFLASH1:
|
||
iAttachment = 1;
|
||
bFirstPerson = false;
|
||
break;
|
||
|
||
case CL_EVENT_NPC_MUZZLEFLASH2:
|
||
iAttachment = 2;
|
||
bFirstPerson = false;
|
||
break;
|
||
|
||
case CL_EVENT_NPC_MUZZLEFLASH3:
|
||
iAttachment = 3;
|
||
bFirstPerson = false;
|
||
break;
|
||
}
|
||
|
||
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
|
||
{
|
||
GetAttachment( iAttachment+1, attachOrigin, attachAngles );
|
||
int entId = render->GetViewEntity();
|
||
ClientEntityHandle_t hEntity = ClientEntityList().EntIndexToHandle( entId );
|
||
tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson );
|
||
}
|
||
}
|
||
break;
|
||
|
||
// Obsolete: Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
|
||
case CL_EVENT_SPARK0:
|
||
{
|
||
Vector vecForward;
|
||
GetAttachment( 1, attachOrigin, attachAngles );
|
||
AngleVectors( attachAngles, &vecForward );
|
||
g_pEffects->Sparks( attachOrigin, atoi( options ), 1, &vecForward );
|
||
}
|
||
break;
|
||
|
||
// Obsolete: Use the AE_CL_PLAYSOUND event instead, which doesn't rely on a magic number in the .qc
|
||
case CL_EVENT_SOUND:
|
||
{
|
||
CLocalPlayerFilter filter;
|
||
|
||
if ( m_Attachments.Count() > 0)
|
||
{
|
||
GetAttachment( 1, attachOrigin, attachAngles );
|
||
EmitSound( filter, GetSoundSourceIndex(), options, &attachOrigin );
|
||
}
|
||
else
|
||
{
|
||
EmitSound( filter, GetSoundSourceIndex(), options );
|
||
}
|
||
}
|
||
break;
|
||
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::IsSelfAnimating()
|
||
{
|
||
if ( m_bClientSideAnimation )
|
||
return true;
|
||
|
||
// Yes, we use animtime.
|
||
int iMoveType = GetMoveType();
|
||
if ( iMoveType != MOVETYPE_STEP &&
|
||
iMoveType != MOVETYPE_NONE &&
|
||
iMoveType != MOVETYPE_WALK &&
|
||
iMoveType != MOVETYPE_FLY &&
|
||
iMoveType != MOVETYPE_FLYGRAVITY )
|
||
{
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Called by networking code when an entity is new to the PVS or comes down with the EF_NOINTERP flag set.
|
||
// The position history data is flushed out right after this call, so we need to store off the current data
|
||
// in the latched fields so we try to interpolate
|
||
// Input : *ent -
|
||
// full_reset -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::ResetLatched( void )
|
||
{
|
||
// Reset the IK
|
||
if ( m_pIk )
|
||
{
|
||
delete m_pIk;
|
||
m_pIk = NULL;
|
||
}
|
||
|
||
BaseClass::ResetLatched();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
|
||
bool C_BaseAnimating::Interpolate( float flCurrentTime )
|
||
{
|
||
// ragdolls don't need interpolation
|
||
if ( m_pRagdoll )
|
||
return true;
|
||
|
||
VPROF( "C_BaseAnimating::Interpolate" );
|
||
|
||
Vector oldOrigin;
|
||
QAngle oldAngles;
|
||
Vector oldVel;
|
||
float flOldCycle = GetCycle();
|
||
int nChangeFlags = 0;
|
||
|
||
if ( !m_bClientSideAnimation )
|
||
m_iv_flCycle.SetLooping( IsSequenceLooping( GetSequence() ) );
|
||
|
||
int bNoMoreChanges;
|
||
int retVal = BaseInterpolatePart1( flCurrentTime, oldOrigin, oldAngles, oldVel, bNoMoreChanges );
|
||
if ( retVal == INTERPOLATE_STOP )
|
||
{
|
||
if ( bNoMoreChanges )
|
||
RemoveFromInterpolationList();
|
||
return true;
|
||
}
|
||
|
||
|
||
// Did cycle change?
|
||
if( GetCycle() != flOldCycle )
|
||
nChangeFlags |= ANIMATION_CHANGED;
|
||
|
||
if ( bNoMoreChanges )
|
||
RemoveFromInterpolationList();
|
||
|
||
BaseInterpolatePart2( oldOrigin, oldAngles, oldVel, nChangeFlags );
|
||
return true;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// returns true if we're currently being ragdolled
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::IsRagdoll() const
|
||
{
|
||
return m_pRagdoll && (m_nRenderFX == kRenderFxRagdoll);
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// returns true if we're currently being ragdolled
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::IsAboutToRagdoll() const
|
||
{
|
||
return (m_nRenderFX == kRenderFxRagdoll);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Lets us check our sequence number after a network update
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::RestoreData( const char *context, int slot, int type )
|
||
{
|
||
int retVal = BaseClass::RestoreData( context, slot, type );
|
||
CStudioHdr *pHdr = GetModelPtr();
|
||
if( pHdr && m_nSequence >= pHdr->GetNumSeq() )
|
||
{
|
||
// Don't let a network update give us an invalid sequence
|
||
m_nSequence = 0;
|
||
}
|
||
return retVal;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// implements these so ragdolls can handle frustum culling & leaf visibility
|
||
//-----------------------------------------------------------------------------
|
||
|
||
void C_BaseAnimating::GetRenderBounds( Vector& theMins, Vector& theMaxs )
|
||
{
|
||
if ( IsRagdoll() )
|
||
{
|
||
m_pRagdoll->GetRagdollBounds( theMins, theMaxs );
|
||
}
|
||
else if ( GetModel() )
|
||
{
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if ( !pStudioHdr|| !pStudioHdr->SequencesAvailable() || GetSequence() == -1 )
|
||
{
|
||
theMins = vec3_origin;
|
||
theMaxs = vec3_origin;
|
||
return;
|
||
}
|
||
if (!VectorCompare( vec3_origin, pStudioHdr->view_bbmin() ) || !VectorCompare( vec3_origin, pStudioHdr->view_bbmax() ))
|
||
{
|
||
// clipping bounding box
|
||
VectorCopy ( pStudioHdr->view_bbmin(), theMins);
|
||
VectorCopy ( pStudioHdr->view_bbmax(), theMaxs);
|
||
}
|
||
else
|
||
{
|
||
// movement bounding box
|
||
VectorCopy ( pStudioHdr->hull_min(), theMins);
|
||
VectorCopy ( pStudioHdr->hull_max(), theMaxs);
|
||
}
|
||
|
||
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( GetSequence() );
|
||
VectorMin( seqdesc.bbmin, theMins, theMins );
|
||
VectorMax( seqdesc.bbmax, theMaxs, theMaxs );
|
||
}
|
||
else
|
||
{
|
||
theMins = vec3_origin;
|
||
theMaxs = vec3_origin;
|
||
}
|
||
|
||
// Scale this up depending on if our model is currently scaling
|
||
const float flScale = GetModelScale();
|
||
theMaxs *= flScale;
|
||
theMins *= flScale;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// implements these so ragdolls can handle frustum culling & leaf visibility
|
||
//-----------------------------------------------------------------------------
|
||
const Vector& C_BaseAnimating::GetRenderOrigin( void )
|
||
{
|
||
if ( IsRagdoll() )
|
||
{
|
||
return m_pRagdoll->GetRagdollOrigin();
|
||
}
|
||
else
|
||
{
|
||
return BaseClass::GetRenderOrigin();
|
||
}
|
||
}
|
||
|
||
const QAngle& C_BaseAnimating::GetRenderAngles( void )
|
||
{
|
||
if ( IsRagdoll() )
|
||
{
|
||
return vec3_angle;
|
||
|
||
}
|
||
else
|
||
{
|
||
return BaseClass::GetRenderAngles();
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::RagdollMoved( void )
|
||
{
|
||
SetAbsOrigin( m_pRagdoll->GetRagdollOrigin() );
|
||
SetAbsAngles( vec3_angle );
|
||
|
||
Vector mins, maxs;
|
||
m_pRagdoll->GetRagdollBounds( mins, maxs );
|
||
SetCollisionBounds( mins, maxs );
|
||
|
||
// If the ragdoll moves, its render-to-texture shadow is dirty
|
||
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: My physics object has been updated, react or extract data
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
||
{
|
||
// FIXME: Should make sure the physics objects being passed in
|
||
// is the ragdoll physics object, but I think it's pretty safe not to check
|
||
if (IsRagdoll())
|
||
{
|
||
m_pRagdoll->VPhysicsUpdate( pPhysics );
|
||
|
||
RagdollMoved();
|
||
|
||
return;
|
||
}
|
||
|
||
BaseClass::VPhysicsUpdate( pPhysics );
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : updateType -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::PreDataUpdate( DataUpdateType_t updateType )
|
||
{
|
||
VPROF( "C_BaseAnimating::PreDataUpdate" );
|
||
|
||
m_flOldCycle = GetCycle();
|
||
m_nOldSequence = GetSequence();
|
||
m_flOldModelScale = GetModelScale();
|
||
|
||
int i;
|
||
for ( i=0;i<MAXSTUDIOBONECTRLS;i++ )
|
||
{
|
||
m_flOldEncodedController[i] = m_flEncodedController[i];
|
||
}
|
||
|
||
for ( i=0;i<MAXSTUDIOPOSEPARAM;i++ )
|
||
{
|
||
m_flOldPoseParameters[i] = m_flPoseParameter[i];
|
||
}
|
||
|
||
BaseClass::PreDataUpdate( updateType );
|
||
}
|
||
|
||
void C_BaseAnimating::NotifyShouldTransmit( ShouldTransmitState_t state )
|
||
{
|
||
BaseClass::NotifyShouldTransmit( state );
|
||
|
||
if ( state == SHOULDTRANSMIT_START )
|
||
{
|
||
// If he's been firing a bunch, then he comes back into the PVS, his muzzle flash
|
||
// will show up even if he isn't firing now.
|
||
DisableMuzzleFlash();
|
||
|
||
m_nPrevResetEventsParity = m_nResetEventsParity;
|
||
m_nEventSequence = GetSequence();
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : updateType -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::PostDataUpdate( DataUpdateType_t updateType )
|
||
{
|
||
BaseClass::PostDataUpdate( updateType );
|
||
|
||
if ( m_bClientSideAnimation )
|
||
{
|
||
SetCycle( m_flOldCycle );
|
||
AddToClientSideAnimationList();
|
||
}
|
||
else
|
||
{
|
||
RemoveFromClientSideAnimationList();
|
||
}
|
||
|
||
bool bBoneControllersChanged = false;
|
||
|
||
int i;
|
||
for ( i=0;i<MAXSTUDIOBONECTRLS && !bBoneControllersChanged;i++ )
|
||
{
|
||
if ( m_flOldEncodedController[i] != m_flEncodedController[i] )
|
||
{
|
||
bBoneControllersChanged = true;
|
||
}
|
||
}
|
||
|
||
bool bPoseParametersChanged = false;
|
||
|
||
for ( i=0;i<MAXSTUDIOPOSEPARAM && !bPoseParametersChanged;i++ )
|
||
{
|
||
if ( m_flOldPoseParameters[i] != m_flPoseParameter[i] )
|
||
{
|
||
bPoseParametersChanged = true;
|
||
}
|
||
}
|
||
|
||
// Cycle change? Then re-render
|
||
bool bAnimationChanged = m_flOldCycle != GetCycle() || bBoneControllersChanged || bPoseParametersChanged;
|
||
bool bSequenceChanged = m_nOldSequence != GetSequence();
|
||
bool bScaleChanged = ( m_flOldModelScale != GetModelScale() );
|
||
if ( bAnimationChanged || bSequenceChanged || bScaleChanged )
|
||
{
|
||
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
|
||
}
|
||
|
||
if ( bAnimationChanged || bSequenceChanged )
|
||
{
|
||
if ( m_bClientSideAnimation )
|
||
{
|
||
ClientSideAnimationChanged();
|
||
}
|
||
}
|
||
|
||
// reset prev cycle if new sequence
|
||
if (m_nNewSequenceParity != m_nPrevNewSequenceParity)
|
||
{
|
||
// It's important not to call Reset() on a static prop, because if we call
|
||
// Reset(), then the entity will stay in the interpolated entities list
|
||
// forever, wasting CPU.
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( hdr && !( hdr->flags() & STUDIOHDR_FLAGS_STATIC_PROP ) )
|
||
{
|
||
m_iv_flCycle.Reset();
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : bnewentity -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::OnPreDataChanged( DataUpdateType_t updateType )
|
||
{
|
||
BaseClass::OnPreDataChanged( updateType );
|
||
|
||
m_bLastClientSideFrameReset = m_bClientSideFrameReset;
|
||
}
|
||
|
||
bool C_BaseAnimating::ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime )
|
||
{
|
||
// blow the cached prev bones
|
||
InvalidateBoneCache();
|
||
|
||
// reset root position to flTime
|
||
Interpolate( flTime );
|
||
|
||
// Setup bone state at the given time
|
||
return SetupBones( pBonesOut, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, flTime );
|
||
}
|
||
|
||
bool C_BaseAnimating::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
|
||
{
|
||
bool bSuccess = true;
|
||
|
||
if ( !ForceSetupBonesAtTime( pDeltaBones0, gpGlobals->curtime - boneDt ) )
|
||
bSuccess = false;
|
||
if ( !ForceSetupBonesAtTime( pDeltaBones1, gpGlobals->curtime ) )
|
||
bSuccess = false;
|
||
|
||
float ragdollCreateTime = PhysGetSyncCreateTime();
|
||
if ( ragdollCreateTime != gpGlobals->curtime )
|
||
{
|
||
// The next simulation frame begins before the end of this frame
|
||
// so initialize the ragdoll at that time so that it will reach the current
|
||
// position at curtime. Otherwise the ragdoll will simulate forward from curtime
|
||
// and pop into the future a bit at this point of transition
|
||
if ( !ForceSetupBonesAtTime( pCurrentBones, ragdollCreateTime ) )
|
||
bSuccess = false;
|
||
}
|
||
else
|
||
{
|
||
memcpy( pCurrentBones, m_CachedBoneData.Base(), sizeof( matrix3x4_t ) * m_CachedBoneData.Count() );
|
||
}
|
||
|
||
return bSuccess;
|
||
}
|
||
|
||
C_BaseAnimating *C_BaseAnimating::CreateRagdollCopy()
|
||
{
|
||
//Adrian: We now create a separate entity that becomes this entity's ragdoll.
|
||
//That way the server side version of this entity can go away.
|
||
//Plus we can hook save/restore code to these ragdolls so they don't fall on restore anymore.
|
||
C_ClientRagdoll *pRagdoll = new C_ClientRagdoll( false );
|
||
if ( pRagdoll == NULL )
|
||
return NULL;
|
||
|
||
TermRopes();
|
||
|
||
const model_t *pModel = GetModel();
|
||
const char *pModelName = modelinfo->GetModelName( pModel );
|
||
|
||
if ( pRagdoll->InitializeAsClientEntity( pModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
|
||
{
|
||
pRagdoll->Release();
|
||
return NULL;
|
||
}
|
||
|
||
// move my current model instance to the ragdoll's so decals are preserved.
|
||
SnatchModelInstance( pRagdoll );
|
||
|
||
// We need to take these from the entity
|
||
pRagdoll->SetAbsOrigin( GetAbsOrigin() );
|
||
pRagdoll->SetAbsAngles( GetAbsAngles() );
|
||
|
||
pRagdoll->IgniteRagdoll( this );
|
||
pRagdoll->TransferDissolveFrom( this );
|
||
pRagdoll->InitModelEffects();
|
||
|
||
if ( AddRagdollToFadeQueue() == true )
|
||
{
|
||
pRagdoll->m_bImportant = NPC_IsImportantNPC( this );
|
||
s_RagdollLRU.MoveToTopOfLRU( pRagdoll, pRagdoll->m_bImportant );
|
||
pRagdoll->m_bFadeOut = true;
|
||
}
|
||
|
||
m_builtRagdoll = true;
|
||
AddEffects( EF_NODRAW );
|
||
|
||
if ( IsEffectActive( EF_NOSHADOW ) )
|
||
{
|
||
pRagdoll->AddEffects( EF_NOSHADOW );
|
||
}
|
||
|
||
pRagdoll->m_nRenderFX = kRenderFxRagdoll;
|
||
pRagdoll->SetRenderMode( GetRenderMode() );
|
||
pRagdoll->SetRenderColor( GetRenderColor().r, GetRenderColor().g, GetRenderColor().b, GetRenderColor().a );
|
||
|
||
pRagdoll->m_nBody = m_nBody;
|
||
pRagdoll->m_nSkin = GetSkin();
|
||
pRagdoll->m_vecForce = m_vecForce;
|
||
pRagdoll->m_nForceBone = m_nForceBone;
|
||
pRagdoll->SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||
|
||
pRagdoll->SetModelName( AllocPooledString(pModelName) );
|
||
pRagdoll->SetModelScale( GetModelScale() );
|
||
return pRagdoll;
|
||
}
|
||
|
||
C_BaseAnimating *C_BaseAnimating::BecomeRagdollOnClient()
|
||
{
|
||
MoveToLastReceivedPosition( true );
|
||
GetAbsOrigin();
|
||
|
||
C_BaseAnimating *pRagdoll = CreateRagdollCopy();
|
||
if ( pRagdoll )
|
||
{
|
||
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
|
||
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
|
||
matrix3x4_t currentBones[MAXSTUDIOBONES];
|
||
const float boneDt = 0.1f;
|
||
|
||
bool bInitAsClient = false;
|
||
bool bInitBoneArrays = GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
|
||
|
||
if ( bInitBoneArrays )
|
||
{
|
||
bInitAsClient = pRagdoll->InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
|
||
}
|
||
|
||
if ( !bInitAsClient || !bInitBoneArrays )
|
||
{
|
||
Warning( "C_BaseAnimating::BecomeRagdollOnClient failed. pRagdoll:%p bInitBoneArrays:%d bInitAsClient:%d\n",
|
||
pRagdoll, bInitBoneArrays, bInitAsClient );
|
||
pRagdoll->Release();
|
||
return NULL;
|
||
}
|
||
}
|
||
|
||
return pRagdoll;
|
||
}
|
||
|
||
bool C_BaseAnimating::InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr || m_pRagdoll || m_builtRagdoll )
|
||
return false;
|
||
|
||
m_builtRagdoll = true;
|
||
|
||
// Store off our old mins & maxs
|
||
m_vecPreRagdollMins = WorldAlignMins();
|
||
m_vecPreRagdollMaxs = WorldAlignMaxs();
|
||
|
||
|
||
// Force MOVETYPE_STEP interpolation
|
||
MoveType_t savedMovetype = GetMoveType();
|
||
SetMoveType( MOVETYPE_STEP );
|
||
|
||
// HACKHACK: force time to last interpolation position
|
||
m_flPlaybackRate = 1;
|
||
|
||
m_pRagdoll = CreateRagdoll( this, hdr, m_vecForce, m_nForceBone, pDeltaBones0, pDeltaBones1, pCurrentBonePosition, boneDt, bFixedConstraints );
|
||
|
||
// Cause the entity to recompute its shadow type and make a
|
||
// version which only updates when physics state changes
|
||
// NOTE: We have to do this after m_pRagdoll is assigned above
|
||
// because that's what ShadowCastType uses to figure out which type of shadow to use.
|
||
DestroyShadow();
|
||
CreateShadow();
|
||
|
||
// Cache off ragdoll bone positions/quaternions
|
||
if ( m_bStoreRagdollInfo && m_pRagdoll )
|
||
{
|
||
matrix3x4_t parentTransform;
|
||
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), parentTransform );
|
||
// FIXME/CHECK: This might be too expensive to do every frame???
|
||
SaveRagdollInfo( hdr->numbones(), parentTransform, m_BoneAccessor );
|
||
}
|
||
|
||
SetMoveType( savedMovetype );
|
||
|
||
// Now set the dieragdoll sequence to get transforms for all
|
||
// non-simulated bones
|
||
m_nRestoreSequence = GetSequence();
|
||
SetSequence( SelectWeightedSequence( ACT_DIERAGDOLL ) );
|
||
m_nPrevSequence = GetSequence();
|
||
m_flPlaybackRate = 0;
|
||
UpdatePartitionListEntry();
|
||
|
||
NoteRagdollCreationTick( this );
|
||
|
||
UpdateVisibility();
|
||
|
||
#if defined( REPLAY_ENABLED )
|
||
// If Replay is enabled on server, add an entry to the ragdoll recorder for this entity
|
||
ConVar* pReplayEnable = (ConVar*)cvar->FindVar( "replay_enable" );
|
||
if ( m_pRagdoll && pReplayEnable && pReplayEnable->GetInt() && !engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo() )
|
||
{
|
||
CReplayRagdollRecorder& RagdollRecorder = CReplayRagdollRecorder::Instance();
|
||
int nStartTick = TIME_TO_TICKS( engine->GetLastTimeStamp() );
|
||
RagdollRecorder.AddEntry( this, nStartTick, m_pRagdoll->RagdollBoneCount() );
|
||
}
|
||
#endif
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : bnewentity -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::OnDataChanged( DataUpdateType_t updateType )
|
||
{
|
||
// don't let server change sequences after becoming a ragdoll
|
||
if ( m_pRagdoll && GetSequence() != m_nPrevSequence )
|
||
{
|
||
SetSequence( m_nPrevSequence );
|
||
m_flPlaybackRate = 0;
|
||
}
|
||
|
||
if ( !m_pRagdoll && m_nRestoreSequence != -1 )
|
||
{
|
||
SetSequence( m_nRestoreSequence );
|
||
m_nRestoreSequence = -1;
|
||
}
|
||
|
||
if (updateType == DATA_UPDATE_CREATED)
|
||
{
|
||
m_nPrevSequence = -1;
|
||
m_nRestoreSequence = -1;
|
||
}
|
||
|
||
|
||
|
||
bool modelchanged = false;
|
||
|
||
// UNDONE: The base class does this as well. So this is kind of ugly
|
||
// but getting a model by index is pretty cheap...
|
||
const model_t *pModel = modelinfo->GetModel( GetModelIndex() );
|
||
|
||
if ( pModel != GetModel() )
|
||
{
|
||
modelchanged = true;
|
||
}
|
||
|
||
BaseClass::OnDataChanged( updateType );
|
||
|
||
if ( (updateType == DATA_UPDATE_CREATED) || modelchanged )
|
||
{
|
||
ResetLatched();
|
||
// if you have this pose parameter, activate HL1-style lipsync/wave envelope tracking
|
||
if ( LookupPoseParameter( LIPSYNC_POSEPARAM_NAME ) != -1 )
|
||
{
|
||
MouthInfo().ActivateEnvelope();
|
||
}
|
||
}
|
||
|
||
// If there's a significant change, make sure the shadow updates
|
||
if ( modelchanged || (GetSequence() != m_nPrevSequence))
|
||
{
|
||
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
|
||
m_nPrevSequence = GetSequence();
|
||
}
|
||
|
||
// Only need to think if animating client side
|
||
if ( m_bClientSideAnimation )
|
||
{
|
||
// Check to see if we should reset our frame
|
||
if ( m_bClientSideFrameReset != m_bLastClientSideFrameReset )
|
||
{
|
||
ResetClientsideFrame();
|
||
}
|
||
}
|
||
// build a ragdoll if necessary
|
||
if ( m_nRenderFX == kRenderFxRagdoll && !m_builtRagdoll )
|
||
{
|
||
BecomeRagdollOnClient();
|
||
}
|
||
|
||
//HACKHACK!!!
|
||
if ( m_nRenderFX == kRenderFxRagdoll && m_builtRagdoll == true )
|
||
{
|
||
if ( m_pRagdoll == NULL )
|
||
AddEffects( EF_NODRAW );
|
||
}
|
||
|
||
if ( m_pRagdoll && m_nRenderFX != kRenderFxRagdoll )
|
||
{
|
||
ClearRagdoll();
|
||
}
|
||
|
||
// If ragdolling and get EF_NOINTERP, we probably were dead and are now respawning,
|
||
// don't do blend out of ragdoll at respawn spot.
|
||
if ( IsNoInterpolationFrame() &&
|
||
m_pRagdollInfo &&
|
||
m_pRagdollInfo->m_bActive )
|
||
{
|
||
Msg( "delete ragdoll due to nointerp\n" );
|
||
// Remove ragdoll info
|
||
delete m_pRagdollInfo;
|
||
m_pRagdollInfo = NULL;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::AddEntity( void )
|
||
{
|
||
// Server says don't interpolate this frame, so set previous info to new info.
|
||
if ( IsNoInterpolationFrame() )
|
||
{
|
||
ResetLatched();
|
||
}
|
||
|
||
BaseClass::AddEntity();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Get the index of the attachment point with the specified name
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::LookupAttachment( const char *pAttachmentName )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
{
|
||
return -1;
|
||
}
|
||
|
||
// NOTE: Currently, the network uses 0 to mean "no attachment"
|
||
// thus the client must add one to the index of the attachment
|
||
// UNDONE: Make the server do this too to be consistent.
|
||
return Studio_FindAttachment( hdr, pAttachmentName ) + 1;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Get a random index of an attachment point with the specified substring in its name
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::LookupRandomAttachment( const char *pAttachmentNameSubstring )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
{
|
||
return -1;
|
||
}
|
||
|
||
// NOTE: Currently, the network uses 0 to mean "no attachment"
|
||
// thus the client must add one to the index of the attachment
|
||
// UNDONE: Make the server do this too to be consistent.
|
||
return Studio_FindRandomAttachment( hdr, pAttachmentNameSubstring ) + 1;
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::ClientSideAnimationChanged()
|
||
{
|
||
if ( !m_bClientSideAnimation || m_ClientSideAnimationListHandle == INVALID_CLIENTSIDEANIMATION_LIST_HANDLE )
|
||
return;
|
||
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
|
||
clientanimating_t &anim = g_ClientSideAnimationList.Element(m_ClientSideAnimationListHandle);
|
||
Assert(anim.pAnimating == this);
|
||
anim.flags = ComputeClientSideAnimationFlags();
|
||
|
||
m_SequenceTransitioner.CheckForSequenceChange(
|
||
GetModelPtr(),
|
||
GetSequence(),
|
||
m_nNewSequenceParity != m_nPrevNewSequenceParity,
|
||
!IsNoInterpolationFrame()
|
||
);
|
||
}
|
||
|
||
unsigned int C_BaseAnimating::ComputeClientSideAnimationFlags()
|
||
{
|
||
return FCLIENTANIM_SEQUENCE_CYCLE;
|
||
}
|
||
|
||
void C_BaseAnimating::UpdateClientSideAnimation()
|
||
{
|
||
// Update client side animation
|
||
if ( m_bClientSideAnimation )
|
||
{
|
||
Assert( m_ClientSideAnimationListHandle != INVALID_CLIENTSIDEANIMATION_LIST_HANDLE );
|
||
if ( GetSequence() != -1 )
|
||
{
|
||
// latch old values
|
||
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
|
||
// move frame forward
|
||
FrameAdvance( 0.0f ); // 0 means to use the time we last advanced instead of a constant
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Assert( m_ClientSideAnimationListHandle == INVALID_CLIENTSIDEANIMATION_LIST_HANDLE );
|
||
}
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::Simulate()
|
||
{
|
||
if ( m_bDelayInitModelEffects )
|
||
{
|
||
DelayedInitModelEffects();
|
||
}
|
||
|
||
if ( gpGlobals->frametime != 0.0f )
|
||
{
|
||
DoAnimationEvents( GetModelPtr() );
|
||
}
|
||
BaseClass::Simulate();
|
||
if ( IsNoInterpolationFrame() )
|
||
{
|
||
ResetLatched();
|
||
}
|
||
if ( GetSequence() != -1 && m_pRagdoll && ( m_nRenderFX != kRenderFxRagdoll ) )
|
||
{
|
||
ClearRagdoll();
|
||
}
|
||
}
|
||
|
||
|
||
bool C_BaseAnimating::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
|
||
{
|
||
if ( ray.m_IsRay && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
|
||
{
|
||
if (!TestHitboxes( ray, fContentsMask, tr ))
|
||
return true;
|
||
|
||
return tr.DidHit();
|
||
}
|
||
|
||
if ( !ray.m_IsRay && IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ))
|
||
{
|
||
if (!TestHitboxes( ray, fContentsMask, tr ))
|
||
return true;
|
||
|
||
return true;
|
||
}
|
||
|
||
// We shouldn't get here.
|
||
Assert(0);
|
||
return false;
|
||
}
|
||
|
||
|
||
// UNDONE: This almost works. The client entities have no control over their solid box
|
||
// Also they have no ability to expose FSOLID_ flags to the engine to force the accurate
|
||
// collision tests.
|
||
// Add those and the client hitboxes will be robust
|
||
bool C_BaseAnimating::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
|
||
{
|
||
VPROF( "C_BaseAnimating::TestHitboxes" );
|
||
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if (!pStudioHdr)
|
||
return false;
|
||
|
||
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
|
||
if ( !set || !set->numhitboxes )
|
||
return false;
|
||
|
||
// Use vcollide for box traces.
|
||
if ( !ray.m_IsRay )
|
||
return false;
|
||
|
||
// This *has* to be true for the existing code to function correctly.
|
||
Assert( ray.m_StartOffset == vec3_origin );
|
||
|
||
CBoneCache *pCache = GetBoneCache( pStudioHdr );
|
||
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
|
||
pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );
|
||
|
||
if ( TraceToStudio( physprops, ray, pStudioHdr, set, hitboxbones, fContentsMask, GetRenderOrigin(), GetModelScale(), tr ) )
|
||
{
|
||
mstudiobbox_t *pbox = set->pHitbox( tr.hitbox );
|
||
mstudiobone_t *pBone = pStudioHdr->pBone(pbox->bone);
|
||
tr.surface.name = "**studio**";
|
||
tr.surface.flags = SURF_HITBOX;
|
||
tr.surface.surfaceProps = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() );
|
||
if ( IsRagdoll() )
|
||
{
|
||
IPhysicsObject *pReplace = m_pRagdoll->GetElement( tr.physicsbone );
|
||
if ( pReplace )
|
||
{
|
||
VPhysicsSetObject( NULL );
|
||
VPhysicsSetObject( pReplace );
|
||
}
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Check sequence framerate
|
||
// Input : iSequence -
|
||
// Output : float
|
||
//-----------------------------------------------------------------------------
|
||
float C_BaseAnimating::GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence )
|
||
{
|
||
float t = SequenceDuration( pStudioHdr, iSequence );
|
||
|
||
if ( t != 0.0f )
|
||
{
|
||
return 1.0f / t;
|
||
}
|
||
return t;
|
||
}
|
||
|
||
float C_BaseAnimating::GetAnimTimeInterval( void ) const
|
||
{
|
||
#define MAX_ANIMTIME_INTERVAL 0.2f
|
||
|
||
float flInterval = MIN( gpGlobals->curtime - m_flAnimTime, MAX_ANIMTIME_INTERVAL );
|
||
return flInterval;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sets the cycle, marks the entity as being dirty
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::SetCycle( float flCycle )
|
||
{
|
||
if ( m_flCycle != flCycle )
|
||
{
|
||
m_flCycle = flCycle;
|
||
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Sets the sequence, marks the entity as being dirty
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::SetSequence( int nSequence )
|
||
{
|
||
if ( m_nSequence != nSequence )
|
||
{
|
||
/*
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
// Assert( hdr );
|
||
if ( hdr )
|
||
{
|
||
Assert( nSequence >= 0 && nSequence < hdr->GetNumSeq() );
|
||
}
|
||
*/
|
||
|
||
m_nSequence = nSequence;
|
||
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
|
||
if ( m_bClientSideAnimation )
|
||
{
|
||
ClientSideAnimationChanged();
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
// StudioFrameAdvance - advance the animation frame up some interval (default 0.1) into the future
|
||
//=========================================================
|
||
void C_BaseAnimating::StudioFrameAdvance()
|
||
{
|
||
if ( m_bClientSideAnimation )
|
||
return;
|
||
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
return;
|
||
|
||
#ifdef DEBUG
|
||
bool watch = dbganimmodel.GetString()[0] && V_stristr( hdr->pszName(), dbganimmodel.GetString() );
|
||
#else
|
||
bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false;
|
||
#endif
|
||
|
||
//if (!anim.prevanimtime)
|
||
//{
|
||
//anim.prevanimtime = m_flAnimTime = gpGlobals->curtime;
|
||
//}
|
||
|
||
// How long since last animtime
|
||
float flInterval = GetAnimTimeInterval();
|
||
|
||
if (flInterval <= 0.001)
|
||
{
|
||
// Msg("%s : %s : %5.3f (skip)\n", STRING(pev->classname), GetSequenceName( GetSequence() ), GetCycle() );
|
||
return;
|
||
}
|
||
|
||
UpdateModelScale();
|
||
|
||
//anim.prevanimtime = m_flAnimTime;
|
||
float cycleAdvance = flInterval * GetSequenceCycleRate( hdr, GetSequence() ) * m_flPlaybackRate;
|
||
float flNewCycle = GetCycle() + cycleAdvance;
|
||
m_flAnimTime = gpGlobals->curtime;
|
||
|
||
if ( watch )
|
||
{
|
||
Msg("%s %6.3f : %6.3f (%.3f)\n", GetClassname(), gpGlobals->curtime, m_flAnimTime, flInterval );
|
||
}
|
||
|
||
if ( flNewCycle < 0.0f || flNewCycle >= 1.0f )
|
||
{
|
||
if ( IsSequenceLooping( hdr, GetSequence() ) )
|
||
{
|
||
flNewCycle -= (int)(flNewCycle);
|
||
}
|
||
else
|
||
{
|
||
flNewCycle = (flNewCycle < 0.0f) ? 0.0f : 1.0f;
|
||
}
|
||
|
||
m_bSequenceFinished = true; // just in case it wasn't caught in GetEvents
|
||
}
|
||
|
||
SetCycle( flNewCycle );
|
||
|
||
m_flGroundSpeed = GetSequenceGroundSpeed( hdr, GetSequence() ) * GetModelScale();
|
||
|
||
#if 0
|
||
// I didn't have a test case for this, but it seems like the right thing to do. Check multi-player!
|
||
|
||
// Msg("%s : %s : %5.1f\n", GetClassname(), GetSequenceName( GetSequence() ), GetCycle() );
|
||
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
|
||
#endif
|
||
|
||
if ( watch )
|
||
{
|
||
Msg("%s : %s : %5.1f\n", GetClassname(), GetSequenceName( GetSequence() ), GetCycle() );
|
||
}
|
||
}
|
||
|
||
float C_BaseAnimating::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence )
|
||
{
|
||
float t = SequenceDuration( pStudioHdr, iSequence );
|
||
|
||
if (t > 0)
|
||
{
|
||
return GetSequenceMoveDist( pStudioHdr, iSequence ) / t;
|
||
}
|
||
else
|
||
{
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//
|
||
// Input : iSequence -
|
||
//
|
||
// Output : float
|
||
//-----------------------------------------------------------------------------
|
||
float C_BaseAnimating::GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence )
|
||
{
|
||
Vector vecReturn;
|
||
|
||
::GetSequenceLinearMotion( pStudioHdr, iSequence, m_flPoseParameter, &vecReturn );
|
||
|
||
return vecReturn.Length();
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//
|
||
// Input : iSequence -
|
||
// *pVec -
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::GetSequenceLinearMotion( int iSequence, Vector *pVec )
|
||
{
|
||
::GetSequenceLinearMotion( GetModelPtr(), iSequence, m_flPoseParameter, pVec );
|
||
}
|
||
|
||
void C_BaseAnimating::GetBlendedLinearVelocity( Vector *pVec )
|
||
{
|
||
Vector vecDist;
|
||
float flDuration;
|
||
|
||
GetSequenceLinearMotion( GetSequence(), &vecDist );
|
||
flDuration = SequenceDuration( GetSequence() );
|
||
|
||
VectorScale( vecDist, 1.0 / flDuration, *pVec );
|
||
|
||
Vector tmp;
|
||
for (int i = m_SequenceTransitioner.m_animationQueue.Count() - 2; i >= 0; i--)
|
||
{
|
||
C_AnimationLayer *blend = &m_SequenceTransitioner.m_animationQueue[i];
|
||
|
||
GetSequenceLinearMotion( blend->m_nSequence, &vecDist );
|
||
flDuration = SequenceDuration( blend->m_nSequence );
|
||
|
||
VectorScale( vecDist, 1.0 / flDuration, tmp );
|
||
|
||
float flWeight = blend->GetFadeout( gpGlobals->curtime );
|
||
*pVec = Lerp( flWeight, *pVec, tmp );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : flInterval -
|
||
// Output : float
|
||
//-----------------------------------------------------------------------------
|
||
float C_BaseAnimating::FrameAdvance( float flInterval )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
return 0.0f;
|
||
|
||
#ifdef DEBUG
|
||
bool bWatch = dbganimmodel.GetString()[0] && V_stristr( hdr->pszName(), dbganimmodel.GetString() );
|
||
#else
|
||
bool bWatch = false; // Q_strstr( hdr->name, "medkit_large" ) ? true : false;
|
||
#endif
|
||
|
||
float curtime = gpGlobals->curtime;
|
||
|
||
if (flInterval == 0.0f)
|
||
{
|
||
flInterval = ( curtime - m_flAnimTime );
|
||
if (flInterval <= 0.001f)
|
||
{
|
||
return 0.0f;
|
||
}
|
||
}
|
||
|
||
if ( !m_flAnimTime )
|
||
{
|
||
flInterval = 0.0f;
|
||
}
|
||
|
||
float cyclerate = GetSequenceCycleRate( hdr, GetSequence() );
|
||
float addcycle = flInterval * cyclerate * m_flPlaybackRate;
|
||
|
||
if( GetServerIntendedCycle() != -1.0f )
|
||
{
|
||
// The server would like us to ease in a correction so that we will animate the same on the client and server.
|
||
// So we will actually advance the average of what we would have done and what the server wants.
|
||
float serverCycle = GetServerIntendedCycle();
|
||
float serverAdvance = serverCycle - GetCycle();
|
||
bool adjustOkay = serverAdvance > 0.0f;// only want to go forward. backing up looks really jarring, even when slight
|
||
if( serverAdvance < -0.8f )
|
||
{
|
||
// Oh wait, it was just a wraparound from .9 to .1.
|
||
serverAdvance += 1;
|
||
adjustOkay = true;
|
||
}
|
||
|
||
if( adjustOkay )
|
||
{
|
||
float originalAdvance = addcycle;
|
||
addcycle = (serverAdvance + addcycle) / 2;
|
||
|
||
const float MAX_CYCLE_ADJUSTMENT = 0.1f;
|
||
addcycle = MIN( MAX_CYCLE_ADJUSTMENT, addcycle );// Don't do too big of a jump; it's too jarring as well.
|
||
|
||
DevMsg( 2, "(%d): Cycle latch used to correct %.2f in to %.2f instead of %.2f.\n",
|
||
entindex(), GetCycle(), GetCycle() + addcycle, GetCycle() + originalAdvance );
|
||
}
|
||
|
||
SetServerIntendedCycle(-1.0f); // Only use a correction once, it isn't valid any time but right now.
|
||
}
|
||
|
||
float flNewCycle = GetCycle() + addcycle;
|
||
m_flAnimTime = curtime;
|
||
|
||
if ( bWatch )
|
||
{
|
||
Msg("%i CLIENT Time: %6.3f : (Interval %f) : cycle %f rate %f add %f\n",
|
||
gpGlobals->tickcount, gpGlobals->curtime, flInterval, flNewCycle, cyclerate, addcycle );
|
||
}
|
||
|
||
if ( (flNewCycle < 0.0f) || (flNewCycle >= 1.0f) )
|
||
{
|
||
if ( IsSequenceLooping( hdr, GetSequence() ) )
|
||
{
|
||
flNewCycle -= (int)(flNewCycle);
|
||
}
|
||
else
|
||
{
|
||
flNewCycle = (flNewCycle < 0.0f) ? 0.0f : 1.0f;
|
||
}
|
||
m_bSequenceFinished = true;
|
||
}
|
||
|
||
SetCycle( flNewCycle );
|
||
|
||
return flInterval;
|
||
}
|
||
|
||
// Stubs for weapon prediction
|
||
void C_BaseAnimating::ResetSequenceInfo( void )
|
||
{
|
||
if ( GetSequence() == -1 )
|
||
{
|
||
// This shouldn't happen. Setting m_nSequence blindly is a horrible coding practice.
|
||
SetSequence( 0 );
|
||
}
|
||
|
||
if ( IsDynamicModelLoading() )
|
||
{
|
||
m_bResetSequenceInfoOnLoad = true;
|
||
return;
|
||
}
|
||
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
m_flGroundSpeed = GetSequenceGroundSpeed( pStudioHdr, GetSequence() ) * GetModelScale();
|
||
m_bSequenceLoops = ( ( GetSequenceFlags( pStudioHdr, GetSequence() ) & STUDIO_LOOPING ) != 0 );
|
||
// m_flAnimTime = gpGlobals->time;
|
||
m_flPlaybackRate = 1.0;
|
||
m_bSequenceFinished = false;
|
||
m_flLastEventCheck = 0;
|
||
|
||
m_nNewSequenceParity = ( m_nNewSequenceParity + 1 ) & EF_PARITY_MASK;
|
||
m_nResetEventsParity = ( m_nResetEventsParity + 1 ) & EF_PARITY_MASK;
|
||
|
||
// FIXME: why is this called here? Nothing should have changed to make this nessesary
|
||
if ( pStudioHdr )
|
||
{
|
||
SetEventIndexForSequence( pStudioHdr->pSeqdesc( GetSequence() ) );
|
||
}
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
|
||
bool C_BaseAnimating::IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence )
|
||
{
|
||
return (::GetSequenceFlags( pStudioHdr, iSequence ) & STUDIO_LOOPING) != 0;
|
||
}
|
||
|
||
float C_BaseAnimating::SequenceDuration( CStudioHdr *pStudioHdr, int iSequence )
|
||
{
|
||
if ( !pStudioHdr )
|
||
{
|
||
return 0.1f;
|
||
}
|
||
|
||
if ( !pStudioHdr->SequencesAvailable() )
|
||
{
|
||
return 0.1;
|
||
}
|
||
|
||
if (iSequence >= pStudioHdr->GetNumSeq() || iSequence < 0 )
|
||
{
|
||
DevWarning( 2, "C_BaseAnimating::SequenceDuration( %d ) out of range\n", iSequence );
|
||
return 0.1;
|
||
}
|
||
|
||
return Studio_Duration( pStudioHdr, iSequence, m_flPoseParameter );
|
||
|
||
}
|
||
|
||
int C_BaseAnimating::FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir )
|
||
{
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
if ( !hdr )
|
||
{
|
||
return -1;
|
||
}
|
||
|
||
if (piDir == NULL)
|
||
{
|
||
int iDir = 1;
|
||
int sequence = ::FindTransitionSequence( hdr, iCurrentSequence, iGoalSequence, &iDir );
|
||
if (iDir != 1)
|
||
return -1;
|
||
else
|
||
return sequence;
|
||
}
|
||
|
||
return ::FindTransitionSequence( hdr, iCurrentSequence, iGoalSequence, piDir );
|
||
|
||
}
|
||
|
||
void C_BaseAnimating::SetBodygroup( int iGroup, int iValue )
|
||
{
|
||
// SetBodygroup is not supported on pending dynamic models. Wait for it to load!
|
||
// XXX TODO we could buffer up the group and value if we really needed to. -henryg
|
||
Assert( GetModelPtr() );
|
||
::SetBodygroup( GetModelPtr( ), m_nBody, iGroup, iValue );
|
||
}
|
||
|
||
int C_BaseAnimating::GetBodygroup( int iGroup )
|
||
{
|
||
Assert( IsDynamicModelLoading() || GetModelPtr() );
|
||
return IsDynamicModelLoading() ? 0 : ::GetBodygroup( GetModelPtr( ), m_nBody, iGroup );
|
||
}
|
||
|
||
const char *C_BaseAnimating::GetBodygroupName( int iGroup )
|
||
{
|
||
Assert( IsDynamicModelLoading() || GetModelPtr() );
|
||
return IsDynamicModelLoading() ? "" : ::GetBodygroupName( GetModelPtr( ), iGroup );
|
||
}
|
||
|
||
int C_BaseAnimating::FindBodygroupByName( const char *name )
|
||
{
|
||
Assert( IsDynamicModelLoading() || GetModelPtr() );
|
||
return IsDynamicModelLoading() ? -1 : ::FindBodygroupByName( GetModelPtr( ), name );
|
||
}
|
||
|
||
int C_BaseAnimating::GetBodygroupCount( int iGroup )
|
||
{
|
||
Assert( IsDynamicModelLoading() || GetModelPtr() );
|
||
return IsDynamicModelLoading() ? 0 : ::GetBodygroupCount( GetModelPtr( ), iGroup );
|
||
}
|
||
|
||
int C_BaseAnimating::GetNumBodyGroups( void )
|
||
{
|
||
Assert( IsDynamicModelLoading() || GetModelPtr() );
|
||
return IsDynamicModelLoading() ? 0 : ::GetNumBodyGroups( GetModelPtr( ) );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : setnum -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::SetHitboxSet( int setnum )
|
||
{
|
||
if ( IsDynamicModelLoading() )
|
||
return;
|
||
|
||
#ifdef _DEBUG
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if ( !pStudioHdr )
|
||
return;
|
||
|
||
if (setnum > pStudioHdr->numhitboxsets())
|
||
{
|
||
// Warn if an bogus hitbox set is being used....
|
||
static bool s_bWarned = false;
|
||
if (!s_bWarned)
|
||
{
|
||
Warning("Using bogus hitbox set in entity %s!\n", GetClassname() );
|
||
s_bWarned = true;
|
||
}
|
||
setnum = 0;
|
||
}
|
||
#endif
|
||
|
||
m_nHitboxSet = setnum;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *setname -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::SetHitboxSetByName( const char *setname )
|
||
{
|
||
if ( IsDynamicModelLoading() )
|
||
return;
|
||
|
||
m_nHitboxSet = FindHitboxSetByName( GetModelPtr(), setname );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : int
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::GetHitboxSet( void )
|
||
{
|
||
return m_nHitboxSet;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : char const
|
||
//-----------------------------------------------------------------------------
|
||
const char *C_BaseAnimating::GetHitboxSetName( void )
|
||
{
|
||
if ( IsDynamicModelLoading() )
|
||
return "";
|
||
|
||
return ::GetHitboxSetName( GetModelPtr(), m_nHitboxSet );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : int
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::GetHitboxSetCount( void )
|
||
{
|
||
if ( IsDynamicModelLoading() )
|
||
return 0;
|
||
|
||
return ::GetHitboxSetCount( GetModelPtr() );
|
||
}
|
||
|
||
static Vector hullcolor[8] =
|
||
{
|
||
Vector( 1.0, 1.0, 1.0 ),
|
||
Vector( 1.0, 0.5, 0.5 ),
|
||
Vector( 0.5, 1.0, 0.5 ),
|
||
Vector( 1.0, 1.0, 0.5 ),
|
||
Vector( 0.5, 0.5, 1.0 ),
|
||
Vector( 1.0, 0.5, 1.0 ),
|
||
Vector( 0.5, 1.0, 1.0 ),
|
||
Vector( 1.0, 1.0, 1.0 )
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Draw the current hitboxes
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::DrawClientHitboxes( float duration /*= 0.0f*/, bool monocolor /*= false*/ )
|
||
{
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if ( !pStudioHdr )
|
||
return;
|
||
|
||
mstudiohitboxset_t *set =pStudioHdr->pHitboxSet( m_nHitboxSet );
|
||
if ( !set )
|
||
return;
|
||
|
||
Vector position;
|
||
QAngle angles;
|
||
|
||
int r = 255;
|
||
int g = 0;
|
||
int b = 0;
|
||
|
||
for ( int i = 0; i < set->numhitboxes; i++ )
|
||
{
|
||
mstudiobbox_t *pbox = set->pHitbox( i );
|
||
|
||
GetBonePosition( pbox->bone, position, angles );
|
||
|
||
if ( !monocolor )
|
||
{
|
||
int j = (pbox->group % 8);
|
||
r = ( int ) ( 255.0f * hullcolor[j][0] );
|
||
g = ( int ) ( 255.0f * hullcolor[j][1] );
|
||
b = ( int ) ( 255.0f * hullcolor[j][2] );
|
||
}
|
||
|
||
if ( debugoverlay )
|
||
{
|
||
debugoverlay->AddBoxOverlay( position, pbox->bbmin, pbox->bbmax, angles, r, g, b, 0 ,duration );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : activity -
|
||
// Output : int C_BaseAnimating::SelectWeightedSequence
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::SelectWeightedSequence ( int activity )
|
||
{
|
||
Assert( activity != ACT_INVALID );
|
||
|
||
return ::SelectWeightedSequence( GetModelPtr(), activity );
|
||
|
||
}
|
||
|
||
int C_BaseAnimating::SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount )
|
||
{
|
||
Assert( activity != ACT_INVALID );
|
||
Assert( GetModelPtr() );
|
||
return GetModelPtr()->SelectWeightedSequenceFromModifiers( activity, pActivityModifiers, iModifierCount );
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
int C_BaseAnimating::LookupPoseParameter( CStudioHdr *pstudiohdr, const char *szName )
|
||
{
|
||
if ( !pstudiohdr )
|
||
return 0;
|
||
|
||
for (int i = 0; i < pstudiohdr->GetNumPoseParameters(); i++)
|
||
{
|
||
if (stricmp( pstudiohdr->pPoseParameter( i ).pszName(), szName ) == 0)
|
||
{
|
||
return i;
|
||
}
|
||
}
|
||
|
||
// AssertMsg( 0, UTIL_VarArgs( "poseparameter %s couldn't be mapped!!!\n", szName ) );
|
||
return -1; // Error
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
float C_BaseAnimating::SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue )
|
||
{
|
||
return SetPoseParameter( pStudioHdr, LookupPoseParameter( pStudioHdr, szName ), flValue );
|
||
}
|
||
|
||
float C_BaseAnimating::SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue )
|
||
{
|
||
if ( !pStudioHdr )
|
||
{
|
||
Assert(!"C_BaseAnimating::SetPoseParameter: model missing");
|
||
return flValue;
|
||
}
|
||
|
||
if (iParameter >= 0)
|
||
{
|
||
float flNewValue;
|
||
flValue = Studio_SetPoseParameter( pStudioHdr, iParameter, flValue, flNewValue );
|
||
m_flPoseParameter[ iParameter ] = flNewValue;
|
||
}
|
||
|
||
return flValue;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *label -
|
||
// Output : int
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::LookupSequence( const char *label )
|
||
{
|
||
Assert( GetModelPtr() );
|
||
return ::LookupSequence( GetModelPtr(), label );
|
||
}
|
||
|
||
void C_BaseAnimating::Release()
|
||
{
|
||
ClearRagdoll();
|
||
BaseClass::Release();
|
||
}
|
||
|
||
void C_BaseAnimating::Clear( void )
|
||
{
|
||
InvalidateMdlCache();
|
||
Q_memset(&m_mouth, 0, sizeof(m_mouth));
|
||
m_flCycle = 0;
|
||
m_flOldCycle = 0;
|
||
m_bResetSequenceInfoOnLoad = false;
|
||
m_bDynamicModelPending = false;
|
||
m_AutoRefModelIndex.Clear();
|
||
BaseClass::Clear();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Clear current ragdoll
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::ClearRagdoll()
|
||
{
|
||
if ( m_pRagdoll )
|
||
{
|
||
// immediately mark the member ragdoll as being NULL,
|
||
// so that we have no reentrancy problems with the delete
|
||
// (such as the disappearance of the ragdoll physics waking up
|
||
// IVP which causes other objects to move and have a touch
|
||
// callback on the ragdoll entity, which was a crash on TF)
|
||
// That is to say: it is vital that the member be cleared out
|
||
// BEFORE the delete occurs.
|
||
CRagdoll * RESTRICT pDoomed = m_pRagdoll;
|
||
m_pRagdoll = NULL;
|
||
|
||
delete pDoomed;
|
||
|
||
// Set to null so that the destructor's call to DestroyObject won't destroy
|
||
// m_pObjects[ 0 ] twice since that's the physics object for the prop
|
||
VPhysicsSetObject( NULL );
|
||
|
||
// If we have ragdoll mins/maxs, we've just come out of ragdoll, so restore them
|
||
if ( m_vecPreRagdollMins != vec3_origin || m_vecPreRagdollMaxs != vec3_origin )
|
||
{
|
||
SetCollisionBounds( m_vecPreRagdollMins, m_vecPreRagdollMaxs );
|
||
}
|
||
|
||
#if defined( REPLAY_ENABLED )
|
||
// Delete entry from ragdoll recorder if Replay is enabled on server
|
||
ConVar* pReplayEnable = (ConVar*)cvar->FindVar( "replay_enable" );
|
||
if ( pReplayEnable && pReplayEnable->GetInt() && !engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo() )
|
||
{
|
||
CReplayRagdollRecorder& RagdollRecorder = CReplayRagdollRecorder::Instance();
|
||
RagdollRecorder.StopRecordingRagdoll( this );
|
||
}
|
||
#endif
|
||
}
|
||
m_builtRagdoll = false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Looks up an activity by name.
|
||
// Input : label - Name of the activity, ie "ACT_IDLE".
|
||
// Output : Returns the activity ID or ACT_INVALID.
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::LookupActivity( const char *label )
|
||
{
|
||
Assert( GetModelPtr() );
|
||
return ::LookupActivity( GetModelPtr(), label );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//
|
||
// Input : iSequence -
|
||
//
|
||
// Output : char
|
||
//-----------------------------------------------------------------------------
|
||
const char *C_BaseAnimating::GetSequenceActivityName( int iSequence )
|
||
{
|
||
if( iSequence == -1 )
|
||
{
|
||
return "Not Found!";
|
||
}
|
||
|
||
if ( !GetModelPtr() )
|
||
return "No model!";
|
||
|
||
return ::GetSequenceActivityName( GetModelPtr(), iSequence );
|
||
}
|
||
|
||
//=========================================================
|
||
//=========================================================
|
||
float C_BaseAnimating::SetBoneController ( int iController, float flValue )
|
||
{
|
||
Assert( GetModelPtr() );
|
||
|
||
CStudioHdr *pmodel = GetModelPtr();
|
||
|
||
Assert(iController >= 0 && iController < NUM_BONECTRLS);
|
||
|
||
float controller = m_flEncodedController[iController];
|
||
float retVal = Studio_SetController( pmodel, iController, flValue, controller );
|
||
m_flEncodedController[iController] = controller;
|
||
return retVal;
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles )
|
||
{
|
||
CBaseEntity *pMoveParent;
|
||
if ( IsEffectActive( EF_BONEMERGE ) && IsEffectActive( EF_BONEMERGE_FASTCULL ) && (pMoveParent = GetMoveParent()) != NULL )
|
||
{
|
||
// Doing this saves a lot of CPU.
|
||
*pAbsOrigin = pMoveParent->WorldSpaceCenter();
|
||
*pAbsAngles = pMoveParent->GetRenderAngles();
|
||
}
|
||
else
|
||
{
|
||
if ( !m_pBoneMergeCache || !m_pBoneMergeCache->GetAimEntOrigin( pAbsOrigin, pAbsAngles ) )
|
||
BaseClass::GetAimEntOrigin( pAttachedTo, pAbsOrigin, pAbsAngles );
|
||
}
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//
|
||
// Input : iSequence -
|
||
//
|
||
// Output : char
|
||
//-----------------------------------------------------------------------------
|
||
const char *C_BaseAnimating::GetSequenceName( int iSequence )
|
||
{
|
||
if( iSequence == -1 )
|
||
{
|
||
return "Not Found!";
|
||
}
|
||
|
||
if ( !GetModelPtr() )
|
||
return "No model!";
|
||
|
||
return ::GetSequenceName( GetModelPtr(), iSequence );
|
||
}
|
||
|
||
Activity C_BaseAnimating::GetSequenceActivity( int iSequence )
|
||
{
|
||
if( iSequence == -1 )
|
||
{
|
||
return ACT_INVALID;
|
||
}
|
||
|
||
if ( !GetModelPtr() )
|
||
return ACT_INVALID;
|
||
|
||
return (Activity)::GetSequenceActivity( GetModelPtr(), iSequence );
|
||
}
|
||
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// returns the sequence keyvalue text as a KeyValues pointer
|
||
//-----------------------------------------------------------------------------
|
||
KeyValues *C_BaseAnimating::GetSequenceKeyValues( int iSequence )
|
||
{
|
||
const char *szText = Studio_GetKeyValueText( GetModelPtr(), iSequence );
|
||
|
||
if (szText)
|
||
{
|
||
KeyValues *seqKeyValues = new KeyValues("");
|
||
if ( seqKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), szText ) )
|
||
{
|
||
return seqKeyValues;
|
||
}
|
||
seqKeyValues->deleteThis();
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Computes a box that surrounds all hitboxes
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
|
||
{
|
||
// Note that this currently should not be called during position recomputation because of IK.
|
||
// The code below recomputes bones so as to get at the hitboxes,
|
||
// which causes IK to trigger, which causes raycasts against the other entities to occur,
|
||
// which is illegal to do while in the computeabsposition phase.
|
||
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if (!pStudioHdr)
|
||
return false;
|
||
|
||
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
|
||
if ( !set || !set->numhitboxes )
|
||
return false;
|
||
|
||
CBoneCache *pCache = GetBoneCache( pStudioHdr );
|
||
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
|
||
pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );
|
||
|
||
// Compute a box in world space that surrounds this entity
|
||
pVecWorldMins->Init( FLT_MAX, FLT_MAX, FLT_MAX );
|
||
pVecWorldMaxs->Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
|
||
|
||
Vector vecBoxAbsMins, vecBoxAbsMaxs;
|
||
for ( int i = 0; i < set->numhitboxes; i++ )
|
||
{
|
||
mstudiobbox_t *pbox = set->pHitbox(i);
|
||
|
||
TransformAABB( *hitboxbones[pbox->bone], pbox->bbmin, pbox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
|
||
VectorMin( *pVecWorldMins, vecBoxAbsMins, *pVecWorldMins );
|
||
VectorMax( *pVecWorldMaxs, vecBoxAbsMaxs, *pVecWorldMaxs );
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Computes a box that surrounds all hitboxes, in entity space
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
|
||
{
|
||
// Note that this currently should not be called during position recomputation because of IK.
|
||
// The code below recomputes bones so as to get at the hitboxes,
|
||
// which causes IK to trigger, which causes raycasts against the other entities to occur,
|
||
// which is illegal to do while in the computeabsposition phase.
|
||
|
||
CStudioHdr *pStudioHdr = GetModelPtr();
|
||
if (!pStudioHdr)
|
||
return false;
|
||
|
||
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
|
||
if ( !set || !set->numhitboxes )
|
||
return false;
|
||
|
||
CBoneCache *pCache = GetBoneCache( pStudioHdr );
|
||
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
|
||
pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );
|
||
|
||
// Compute a box in world space that surrounds this entity
|
||
pVecWorldMins->Init( FLT_MAX, FLT_MAX, FLT_MAX );
|
||
pVecWorldMaxs->Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
|
||
|
||
matrix3x4_t worldToEntity, boneToEntity;
|
||
MatrixInvert( EntityToWorldTransform(), worldToEntity );
|
||
|
||
Vector vecBoxAbsMins, vecBoxAbsMaxs;
|
||
for ( int i = 0; i < set->numhitboxes; i++ )
|
||
{
|
||
mstudiobbox_t *pbox = set->pHitbox(i);
|
||
|
||
ConcatTransforms( worldToEntity, *hitboxbones[pbox->bone], boneToEntity );
|
||
TransformAABB( boneToEntity, pbox->bbmin, pbox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
|
||
VectorMin( *pVecWorldMins, vecBoxAbsMins, *pVecWorldMins );
|
||
VectorMax( *pVecWorldMaxs, vecBoxAbsMaxs, *pVecWorldMaxs );
|
||
}
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : scale -
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::SetModelScale( float scale, float change_duration /*= 0.0f*/ )
|
||
{
|
||
if ( change_duration > 0.0f )
|
||
{
|
||
ModelScale *mvs = ( ModelScale * )CreateDataObject( MODELSCALE );
|
||
mvs->m_flModelScaleStart = m_flModelScale;
|
||
mvs->m_flModelScaleGoal = scale;
|
||
mvs->m_flModelScaleStartTime = gpGlobals->curtime;
|
||
mvs->m_flModelScaleFinishTime = mvs->m_flModelScaleStartTime + change_duration;
|
||
}
|
||
else
|
||
{
|
||
m_flModelScale = scale;
|
||
RefreshCollisionBounds();
|
||
|
||
if ( HasDataObjectType( MODELSCALE ) )
|
||
{
|
||
DestroyDataObject( MODELSCALE );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::UpdateModelScale()
|
||
{
|
||
ModelScale *mvs = ( ModelScale * )GetDataObject( MODELSCALE );
|
||
if ( !mvs )
|
||
{
|
||
return;
|
||
}
|
||
|
||
float dt = mvs->m_flModelScaleFinishTime - mvs->m_flModelScaleStartTime;
|
||
Assert( dt > 0.0f );
|
||
|
||
float frac = ( gpGlobals->curtime - mvs->m_flModelScaleStartTime ) / dt;
|
||
frac = clamp( frac, 0.0f, 1.0f );
|
||
|
||
if ( gpGlobals->curtime >= mvs->m_flModelScaleFinishTime )
|
||
{
|
||
m_flModelScale = mvs->m_flModelScaleGoal;
|
||
DestroyDataObject( MODELSCALE );
|
||
}
|
||
else
|
||
{
|
||
m_flModelScale = Lerp( frac, mvs->m_flModelScaleStart, mvs->m_flModelScaleGoal );
|
||
}
|
||
|
||
RefreshCollisionBounds();
|
||
}
|
||
|
||
void C_BaseAnimating::RefreshCollisionBounds( void )
|
||
{
|
||
CollisionProp()->RefreshScaledCollisionBounds();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Clientside bone follower class. Used just to visualize them.
|
||
// Bone followers WON'T be sent to the client if VISUALIZE_FOLLOWERS is
|
||
// undefined in the server's physics_bone_followers.cpp
|
||
//-----------------------------------------------------------------------------
|
||
class C_BoneFollower : public C_BaseEntity
|
||
{
|
||
DECLARE_CLASS( C_BoneFollower, C_BaseEntity );
|
||
DECLARE_CLIENTCLASS();
|
||
public:
|
||
C_BoneFollower( void )
|
||
{
|
||
}
|
||
|
||
bool ShouldDraw( void );
|
||
int DrawModel( int flags );
|
||
bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
|
||
|
||
private:
|
||
int m_modelIndex;
|
||
int m_solidIndex;
|
||
};
|
||
|
||
IMPLEMENT_CLIENTCLASS_DT( C_BoneFollower, DT_BoneFollower, CBoneFollower )
|
||
RecvPropInt( RECVINFO( m_modelIndex ) ),
|
||
RecvPropInt( RECVINFO( m_solidIndex ) ),
|
||
END_RECV_TABLE()
|
||
|
||
void VCollideWireframe_ChangeCallback( IConVar *pConVar, char const *pOldString, float flOldValue )
|
||
{
|
||
for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) )
|
||
{
|
||
pEntity->UpdateVisibility();
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns whether object should render.
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BoneFollower::ShouldDraw( void )
|
||
{
|
||
return ( vcollide_wireframe.GetBool() ); //MOTODO
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
int C_BoneFollower::DrawModel( int flags )
|
||
{
|
||
vcollide_t *pCollide = modelinfo->GetVCollide( m_modelIndex );
|
||
if ( pCollide )
|
||
{
|
||
static color32 debugColor = {0,255,255,0};
|
||
matrix3x4_t matrix;
|
||
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), matrix );
|
||
engine->DebugDrawPhysCollide( pCollide->solids[m_solidIndex], NULL, matrix, debugColor );
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
bool C_BoneFollower::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
|
||
{
|
||
vcollide_t *pCollide = modelinfo->GetVCollide( m_modelIndex );
|
||
Assert( pCollide && pCollide->solidCount > m_solidIndex );
|
||
|
||
physcollision->TraceBox( ray, pCollide->solids[m_solidIndex], GetAbsOrigin(), GetAbsAngles(), &trace );
|
||
|
||
if ( trace.fraction >= 1 )
|
||
return false;
|
||
|
||
// return owner as trace hit
|
||
trace.m_pEnt = GetOwnerEntity();
|
||
trace.hitgroup = 0;//m_hitGroup;
|
||
trace.physicsbone = 0;//m_physicsBone; // UNDONE: Get physics bone index & hitgroup
|
||
return trace.DidHit();
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::DisableMuzzleFlash()
|
||
{
|
||
m_nOldMuzzleFlashParity = m_nMuzzleFlashParity;
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::DoMuzzleFlash()
|
||
{
|
||
m_nMuzzleFlashParity = (m_nMuzzleFlashParity+1) & ((1 << EF_MUZZLEFLASH_BITS) - 1);
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void DevMsgRT( char const* pMsg, ... )
|
||
{
|
||
if (gpGlobals->frametime != 0.0f)
|
||
{
|
||
va_list argptr;
|
||
va_start( argptr, pMsg );
|
||
//
|
||
{
|
||
static char string[1024];
|
||
Q_vsnprintf (string, sizeof( string ), pMsg, argptr);
|
||
DevMsg( 1, "%s", string );
|
||
}
|
||
// DevMsg( pMsg, argptr );
|
||
va_end( argptr );
|
||
}
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::ForceClientSideAnimationOn()
|
||
{
|
||
m_bClientSideAnimation = true;
|
||
AddToClientSideAnimationList();
|
||
}
|
||
|
||
|
||
void C_BaseAnimating::AddToClientSideAnimationList()
|
||
{
|
||
// Already in list
|
||
if ( m_ClientSideAnimationListHandle != INVALID_CLIENTSIDEANIMATION_LIST_HANDLE )
|
||
return;
|
||
|
||
clientanimating_t list( this, 0 );
|
||
m_ClientSideAnimationListHandle = g_ClientSideAnimationList.AddToTail( list );
|
||
ClientSideAnimationChanged();
|
||
|
||
UpdateRelevantInterpolatedVars();
|
||
}
|
||
|
||
void C_BaseAnimating::RemoveFromClientSideAnimationList( bool bBeingDestroyed /*= false*/ )
|
||
{
|
||
// Not in list yet
|
||
if ( INVALID_CLIENTSIDEANIMATION_LIST_HANDLE == m_ClientSideAnimationListHandle )
|
||
return;
|
||
|
||
unsigned int c = g_ClientSideAnimationList.Count();
|
||
|
||
Assert( m_ClientSideAnimationListHandle < c );
|
||
|
||
unsigned int last = c - 1;
|
||
|
||
if ( last == m_ClientSideAnimationListHandle )
|
||
{
|
||
// Just wipe the final entry
|
||
g_ClientSideAnimationList.FastRemove( last );
|
||
}
|
||
else
|
||
{
|
||
clientanimating_t lastEntry = g_ClientSideAnimationList[ last ];
|
||
// Remove the last entry
|
||
g_ClientSideAnimationList.FastRemove( last );
|
||
|
||
// And update it's handle to point to this slot.
|
||
lastEntry.pAnimating->m_ClientSideAnimationListHandle = m_ClientSideAnimationListHandle;
|
||
g_ClientSideAnimationList[ m_ClientSideAnimationListHandle ] = lastEntry;
|
||
}
|
||
|
||
// Invalidate our handle no matter what.
|
||
m_ClientSideAnimationListHandle = INVALID_CLIENTSIDEANIMATION_LIST_HANDLE;
|
||
|
||
if ( !bBeingDestroyed )
|
||
{
|
||
UpdateRelevantInterpolatedVars();
|
||
}
|
||
}
|
||
|
||
|
||
// static method
|
||
void C_BaseAnimating::UpdateClientSideAnimations()
|
||
{
|
||
VPROF_BUDGET( "UpdateClientSideAnimations", VPROF_BUDGETGROUP_CLIENT_ANIMATION );
|
||
|
||
int c = g_ClientSideAnimationList.Count();
|
||
for ( int i = 0; i < c ; ++i )
|
||
{
|
||
clientanimating_t &anim = g_ClientSideAnimationList.Element(i);
|
||
if ( !(anim.flags & FCLIENTANIM_SEQUENCE_CYCLE) )
|
||
continue;
|
||
Assert( anim.pAnimating );
|
||
anim.pAnimating->UpdateClientSideAnimation();
|
||
}
|
||
}
|
||
|
||
CBoneList *C_BaseAnimating::RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState )
|
||
{
|
||
if ( !ToolsEnabled() )
|
||
return NULL;
|
||
|
||
VPROF_BUDGET( "C_BaseAnimating::RecordBones", VPROF_BUDGETGROUP_TOOLS );
|
||
|
||
// Possible optimization: Instead of inverting everything while recording, record the pos/q stuff into a structure instead?
|
||
Assert( hdr );
|
||
|
||
// Setup our transform based on render angles and origin.
|
||
matrix3x4_t parentTransform;
|
||
AngleMatrix( GetRenderAngles(), GetRenderOrigin(), parentTransform );
|
||
|
||
CBoneList *boneList = CBoneList::Alloc();
|
||
Assert( boneList );
|
||
|
||
boneList->m_nBones = hdr->numbones();
|
||
|
||
for ( int i = 0; i < hdr->numbones(); i++ )
|
||
{
|
||
matrix3x4_t inverted;
|
||
matrix3x4_t output;
|
||
|
||
mstudiobone_t *bone = hdr->pBone( i );
|
||
|
||
// Only update bones referenced during setup
|
||
if ( !(bone->flags & BONE_USED_BY_ANYTHING ) )
|
||
{
|
||
boneList->m_quatRot[ i ].Init( 0.0f, 0.0f, 0.0f, 1.0f ); // Init by default sets all 0's, which is invalid
|
||
boneList->m_vecPos[ i ].Init();
|
||
continue;
|
||
}
|
||
|
||
if ( bone->parent == -1 )
|
||
{
|
||
// Decompose into parent space
|
||
MatrixInvert( parentTransform, inverted );
|
||
}
|
||
else
|
||
{
|
||
MatrixInvert( pBoneState[ bone->parent ], inverted );
|
||
}
|
||
|
||
ConcatTransforms( inverted, pBoneState[ i ], output );
|
||
|
||
MatrixAngles( output,
|
||
boneList->m_quatRot[ i ],
|
||
boneList->m_vecPos[ i ] );
|
||
}
|
||
|
||
return boneList;
|
||
}
|
||
|
||
void C_BaseAnimating::GetToolRecordingState( KeyValues *msg )
|
||
{
|
||
if ( !ToolsEnabled() )
|
||
return;
|
||
|
||
VPROF_BUDGET( "C_BaseAnimating::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
|
||
|
||
// Force the animation to drive bones
|
||
CStudioHdr *hdr = GetModelPtr();
|
||
matrix3x4_t *pBones = (matrix3x4_t*)_alloca( ( hdr ? hdr->numbones() : 1 ) * sizeof(matrix3x4_t) );
|
||
if ( hdr )
|
||
{
|
||
SetupBones( pBones, hdr->numbones(), BONE_USED_BY_ANYTHING, gpGlobals->curtime );
|
||
}
|
||
else
|
||
{
|
||
SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
|
||
}
|
||
|
||
BaseClass::GetToolRecordingState( msg );
|
||
|
||
static BaseAnimatingRecordingState_t state;
|
||
state.m_nSkin = GetSkin();
|
||
state.m_nBody = m_nBody;
|
||
state.m_nSequence = m_nSequence;
|
||
state.m_pBoneList = NULL;
|
||
msg->SetPtr( "baseanimating", &state );
|
||
msg->SetInt( "viewmodel", IsViewModel() ? 1 : 0 );
|
||
|
||
if ( hdr )
|
||
{
|
||
state.m_pBoneList = RecordBones( hdr, pBones );
|
||
}
|
||
}
|
||
|
||
void C_BaseAnimating::CleanupToolRecordingState( KeyValues *msg )
|
||
{
|
||
if ( !ToolsEnabled() )
|
||
return;
|
||
|
||
BaseAnimatingRecordingState_t *pState = (BaseAnimatingRecordingState_t*)msg->GetPtr( "baseanimating" );
|
||
if ( pState && pState->m_pBoneList )
|
||
{
|
||
pState->m_pBoneList->Release();
|
||
}
|
||
|
||
BaseClass::CleanupToolRecordingState( msg );
|
||
}
|
||
|
||
LocalFlexController_t C_BaseAnimating::GetNumFlexControllers( void )
|
||
{
|
||
CStudioHdr *pstudiohdr = GetModelPtr( );
|
||
if (! pstudiohdr)
|
||
return LocalFlexController_t(0);
|
||
|
||
return pstudiohdr->numflexcontrollers();
|
||
}
|
||
|
||
const char *C_BaseAnimating::GetFlexDescFacs( int iFlexDesc )
|
||
{
|
||
CStudioHdr *pstudiohdr = GetModelPtr( );
|
||
if (! pstudiohdr)
|
||
return 0;
|
||
|
||
mstudioflexdesc_t *pflexdesc = pstudiohdr->pFlexdesc( iFlexDesc );
|
||
|
||
return pflexdesc->pszFACS( );
|
||
}
|
||
|
||
const char *C_BaseAnimating::GetFlexControllerName( LocalFlexController_t iFlexController )
|
||
{
|
||
CStudioHdr *pstudiohdr = GetModelPtr( );
|
||
if (! pstudiohdr)
|
||
return 0;
|
||
|
||
mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( iFlexController );
|
||
|
||
return pflexcontroller->pszName( );
|
||
}
|
||
|
||
const char *C_BaseAnimating::GetFlexControllerType( LocalFlexController_t iFlexController )
|
||
{
|
||
CStudioHdr *pstudiohdr = GetModelPtr( );
|
||
if (! pstudiohdr)
|
||
return 0;
|
||
|
||
mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( iFlexController );
|
||
|
||
return pflexcontroller->pszType( );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns the fade scale of the entity in question
|
||
// Output : unsigned char - 0 - 255 alpha value
|
||
//-----------------------------------------------------------------------------
|
||
unsigned char C_BaseAnimating::GetClientSideFade( void )
|
||
{
|
||
return UTIL_ComputeEntityFade( this, m_fadeMinDist, m_fadeMaxDist, m_flFadeScale );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Note that we've been transmitted a sequence
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::SetReceivedSequence( void )
|
||
{
|
||
m_bReceivedSequence = true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: See if we should force reset our sequence on a new model
|
||
//-----------------------------------------------------------------------------
|
||
bool C_BaseAnimating::ShouldResetSequenceOnNewModel( void )
|
||
{
|
||
return ( m_bReceivedSequence == false );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::UpdateBoneAttachments( void )
|
||
{
|
||
if ( !m_pAttachedTo )
|
||
return;
|
||
|
||
// Assert( IsFollowingEntity() );
|
||
// Assert( m_boneIndexAttached >= 0 );
|
||
|
||
C_BaseAnimating *follow = FindFollowedEntity();
|
||
if ( follow && (m_boneIndexAttached >= 0) )
|
||
{
|
||
matrix3x4_t boneToWorld, localSpace;
|
||
follow->GetCachedBoneMatrix( m_boneIndexAttached, boneToWorld );
|
||
AngleMatrix( m_boneAngles, m_bonePosition, localSpace );
|
||
ConcatTransforms( boneToWorld, localSpace, GetBoneForWrite( 0 ) );
|
||
|
||
Vector absOrigin;
|
||
MatrixGetColumn( GetBone( 0 ), 3, absOrigin );
|
||
SetAbsOrigin( absOrigin );
|
||
|
||
QAngle absAngle;
|
||
MatrixAngles( GetBone( 0 ), absAngle );
|
||
SetAbsAngles( absAngle);
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached, Vector bonePosition, QAngle boneAngles )
|
||
{
|
||
if ( !attachTarget )
|
||
return;
|
||
|
||
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
||
FollowEntity( attachTarget );
|
||
SetOwnerEntity( attachTarget );
|
||
|
||
// Assert( boneIndexAttached >= 0 ); // We should be attaching to a bone.
|
||
|
||
if ( boneIndexAttached >= 0 )
|
||
{
|
||
m_boneIndexAttached = boneIndexAttached;
|
||
m_bonePosition = bonePosition;
|
||
m_boneAngles = boneAngles;
|
||
}
|
||
|
||
m_BoneAccessor.SetReadableBones( BONE_USED_BY_ANYTHING );
|
||
m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
|
||
|
||
attachTarget->AddBoneAttachment( this );
|
||
|
||
NotifyBoneAttached( attachTarget );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::NotifyBoneAttached( C_BaseAnimating* attachTarget )
|
||
{
|
||
// If we're already attached to something, remove us from it.
|
||
if ( m_pAttachedTo )
|
||
{
|
||
m_pAttachedTo->RemoveBoneAttachment( this );
|
||
m_pAttachedTo = NULL;
|
||
}
|
||
|
||
// Remember the new attach target.
|
||
m_pAttachedTo = attachTarget;
|
||
|
||
// Special case: if we just attached to the local player and he is hidden, hide us as well.
|
||
C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer*>(attachTarget);
|
||
if ( pPlayer && pPlayer->IsLocalPlayer() )
|
||
{
|
||
if ( !C_BasePlayer::ShouldDrawLocalPlayer() )
|
||
{
|
||
AddEffects( EF_NODRAW );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
RemoveEffects( EF_NODRAW );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::AddBoneAttachment( C_BaseAnimating* newBoneAttachment )
|
||
{
|
||
if ( !newBoneAttachment )
|
||
return;
|
||
|
||
m_BoneAttachments.AddToTail( newBoneAttachment );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::RemoveBoneAttachment( C_BaseAnimating* boneAttachment )
|
||
{
|
||
if ( !boneAttachment )
|
||
return;
|
||
|
||
m_BoneAttachments.FindAndRemove( boneAttachment );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
int C_BaseAnimating::GetNumBoneAttachments()
|
||
{
|
||
return m_BoneAttachments.Count();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
C_BaseAnimating* C_BaseAnimating::GetBoneAttachment( int i )
|
||
{
|
||
if ( m_BoneAttachments.IsValidIndex(i) )
|
||
{
|
||
return m_BoneAttachments[i];
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::DestroyBoneAttachments()
|
||
{
|
||
while ( GetNumBoneAttachments() )
|
||
{
|
||
C_BaseAnimating *pAttachment = GetBoneAttachment(0);
|
||
if ( pAttachment )
|
||
{
|
||
pAttachment->Release();
|
||
}
|
||
else
|
||
{
|
||
m_BoneAttachments.Remove(0);
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void C_BaseAnimating::MoveBoneAttachments( C_BaseAnimating* attachTarget )
|
||
{
|
||
if ( !attachTarget )
|
||
return;
|
||
|
||
// Move all of our bone attachments to this new object.
|
||
// Preserves the specific bone and attachment location information.
|
||
while ( GetNumBoneAttachments() )
|
||
{
|
||
C_BaseAnimating *pAttachment = GetBoneAttachment(0);
|
||
if ( pAttachment )
|
||
{
|
||
pAttachment->AttachEntityToBone( attachTarget );
|
||
}
|
||
else
|
||
{
|
||
m_BoneAttachments.Remove(0);
|
||
}
|
||
}
|
||
}
|