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460 lines
16 KiB
C++
460 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Operators that generate combinations
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//
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//=============================================================================
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#ifndef DMECOMBINATIONOPERATOR_H
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#define DMECOMBINATIONOPERATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "datamodel/dmelement.h"
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#include "datamodel/dmattribute.h"
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#include "datamodel/dmattributevar.h"
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#include "movieobjects/dmeoperator.h"
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#include "movieobjects/dmeexpressionoperator.h"
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#include "datamodel/dmehandle.h"
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//-----------------------------------------------------------------------------
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// Expression operator
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//-----------------------------------------------------------------------------
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class CDmeChannel;
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class CDmeDag;
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class CDmElement;
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class CDmeChannelsClip;
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class CDmeShape;
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//-----------------------------------------------------------------------------
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// Control handles
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//-----------------------------------------------------------------------------
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typedef int ControlIndex_t;
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//-----------------------------------------------------------------------------
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// Basic version..
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//-----------------------------------------------------------------------------
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class CDmeCombinationInputControl : public CDmElement
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{
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DEFINE_ELEMENT( CDmeCombinationInputControl, CDmElement );
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public:
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virtual void OnElementUnserialized();
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// Adds a control, returns the control index,
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// returns true if remapped control lists need updating
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bool AddRawControl( const char *pRawControlName );
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// Removes controls
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// returns true if remapped control lists need updating
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bool RemoveRawControl( const char *pRawControlName );
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void RemoveAllRawControls();
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// Iterates remapped controls
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int RawControlCount() const;
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const char *RawControlName( int nIndex ) const;
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// Do we have a raw control?
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bool HasRawControl( const char *pRawControlName ) const;
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// Reordering controls
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void MoveRawControlUp( const char *pRawControlName );
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void MoveRawControlDown( const char *pRawControlName );
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// Is this control a stereo control?
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bool IsStereo() const;
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void SetStereo( bool bStereo );
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// Is this control an eyelid control?
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bool IsEyelid() const;
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void SetEyelid( bool bEyelid );
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// Returns the name of the eyeball
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const char *GetEyesUpDownFlexName() const;
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// Returns the wrinkle scale for a particular control
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float WrinkleScale( const char *pRawControlName );
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float WrinkleScale( int nIndex );
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void SetWrinkleScale( const char *pRawControlName, float flWrinkleScale );
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float GetDefaultValue() const;
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float GetBaseValue() const;
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private:
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int FindRawControl( const char *pRawControlName );
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CDmaStringArray m_RawControlNames;
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CDmaVar<bool> m_bIsStereo;
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CDmaVar< bool > m_bIsEyelid;
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// FIXME! Remove soon! Used to autogenerate wrinkle deltas
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CDmaArray< float > m_WrinkleScales;
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};
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//-----------------------------------------------------------------------------
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// Basic version..
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//-----------------------------------------------------------------------------
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class CDmeCombinationDominationRule : public CDmElement
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{
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DEFINE_ELEMENT( CDmeCombinationDominationRule, CDmElement );
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public:
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// Methods of IDmElement
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virtual void OnAttributeChanged( CDmAttribute *pAttribute );
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// Adds a dominating control
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void AddDominator( const char *pDominatorControl );
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// Add a suppressed control
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void AddSuppressed( const char *pSuppressedControl );
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// Remove all dominatior + suppressed controls
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void RemoveAllDominators();
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void RemoveAllSuppressed();
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// Iteration
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int DominatorCount() const;
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const char *GetDominator( int i ) const;
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int SuppressedCount() const;
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const char *GetSuppressed( int i ) const;
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// Search
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bool HasDominatorControl( const char *pDominatorControl ) const;
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bool HasSuppressedControl( const char *pSuppressedControl ) const;
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private:
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bool HasString( const char *pString, const CDmaStringArray& attr );
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CDmaStringArray m_Dominators;
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CDmaStringArray m_Suppressed;
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};
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//-----------------------------------------------------------------------------
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// Basic version.. needs channels to copy the data out of its output attributes
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//-----------------------------------------------------------------------------
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enum CombinationControlType_t
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{
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COMBO_CONTROL_FIRST = 0,
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COMBO_CONTROL_NORMAL = 0,
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COMBO_CONTROL_LAGGED,
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COMBO_CONTROL_TYPE_COUNT,
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};
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class CDmeCombinationOperator : public CDmeOperator
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{
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DEFINE_ELEMENT( CDmeCombinationOperator, CDmeOperator );
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public:
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// Methods of IDmElement
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virtual void OnAttributeChanged( CDmAttribute *pAttribute );
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virtual void OnElementUnserialized();
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// Adds a control, returns the control index. Also adds a raw control with the same name to this control
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ControlIndex_t FindOrCreateControl( const char *pControlName, bool bStereo, bool bAutoAddRawControl = false );
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// Finds the index of the control with the specified name
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ControlIndex_t FindControlIndex( const char *pControlName );
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// Changes a control's name
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void SetControlName( ControlIndex_t nControl, const char *pControlName );
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// Removes a control
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void RemoveControl( const char *pControlName );
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void RemoveAllControls();
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// Adds a remapped control to a input control
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void AddRawControl( ControlIndex_t nControl, const char *pRawControlName );
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// Removes an remapped control from a control
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void RemoveRawControl( ControlIndex_t nControl, const char *pRawControlName );
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void RemoveAllRawControls( ControlIndex_t nControl );
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// Iterates output controls associated with an input control
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int GetRawControlCount( ControlIndex_t nControl ) const;
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const char *GetRawControlName( ControlIndex_t nControl, int nIndex ) const;
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float GetRawControlWrinkleScale( ControlIndex_t nControl, int nIndex ) const;
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float GetRawControlWrinkleScale( ControlIndex_t nControl, const char *pRawControlName ) const;
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// Iterates a global list of output controls
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int GetRawControlCount( ) const;
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const char *GetRawControlName( int nIndex ) const;
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float GetRawControlWrinkleScale( int nIndex ) const;
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bool IsStereoRawControl( int nIndex ) const;
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bool IsEyelidRawControl( int nIndex ) const;
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// Gets Input Control Default & Base Values
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float GetControlDefaultValue( ControlIndex_t nControl ) const;
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float GetControlBaseValue( ControlIndex_t nControl ) const;
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// Do we have a raw control?
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bool HasRawControl( const char *pRawControlName ) const;
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// Sets the wrinkle scale for a particular raw control
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void SetWrinkleScale( ControlIndex_t nControlIndex, const char *pRawControlName, float flWrinkleScale );
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// Sets the value of a control
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void SetControlValue( ControlIndex_t nControlIndex, float flValue, CombinationControlType_t type = COMBO_CONTROL_NORMAL );
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// Sets the value of a stereo control
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void SetControlValue( ControlIndex_t nControlIndex, float flLevel, float flBalance, CombinationControlType_t type = COMBO_CONTROL_NORMAL );
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void SetControlValue( ControlIndex_t nControlIndex, const Vector2D& vec, CombinationControlType_t type = COMBO_CONTROL_NORMAL );
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// Returns true if a control is a stereo control
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void SetStereoControl( ControlIndex_t nControlIndex, bool bIsStereo );
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bool IsStereoControl( ControlIndex_t nControlIndex ) const;
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// Sets the level of a control (only used by controls w/ 3 or more remappings)
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void SetMultiControlLevel( ControlIndex_t nControlIndex, float flLevel, CombinationControlType_t type = COMBO_CONTROL_NORMAL );
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float GetMultiControlLevel( ControlIndex_t nControlIndex, CombinationControlType_t type = COMBO_CONTROL_NORMAL ) const;
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// Reordering controls
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void MoveControlUp( const char *pControlName );
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void MoveControlDown( const char *pControlName );
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void MoveControlBefore( const char *pDragControlName, const char *pDropControlName );
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void MoveControlAfter( const char *pDragControlName, const char *pDropControlName );
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void MoveRawControlUp( ControlIndex_t nControlIndex, const char *pRawControlName );
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void MoveRawControlDown( ControlIndex_t nControlIndex, const char *pRawControlName );
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// Returns true if a control is a multi control (a control w/ 3 or more remappings)
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bool IsMultiControl( ControlIndex_t nControlIndex ) const;
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// Returns true if a control is a multi-control which controls eyelids
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void SetEyelidControl( ControlIndex_t nControlIndex, bool bIsEyelid );
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bool IsEyelidControl( ControlIndex_t nControlIndex ) const;
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const char *GetEyesUpDownFlexName( ControlIndex_t nControlIndex ) const;
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// Sets the value of a control
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float GetControlValue( ControlIndex_t nControlIndex, CombinationControlType_t type = COMBO_CONTROL_NORMAL ) const;
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const Vector2D& GetStereoControlValue( ControlIndex_t nControlIndex, CombinationControlType_t type = COMBO_CONTROL_NORMAL ) const;
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// Iterates controls
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int GetControlCount() const;
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const char *GetControlName( ControlIndex_t i ) const;
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// Attaches a channel to an input
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void AttachChannelToControlValue( ControlIndex_t nControlIndex, CombinationControlType_t type, CDmeChannel *pChannel );
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// Adds a domination rule. Domination rules are specified using raw control names
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CDmeCombinationDominationRule *AddDominationRule( );
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CDmeCombinationDominationRule *AddDominationRule( int nDominatorCount, const char **ppDominatorOutputControlNames, int nSuppressedCount, const char **ppSuppressedOutputControlNames );
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CDmeCombinationDominationRule *AddDominationRule( const CUtlVector< const char * > dominators, const CUtlVector< const char * > suppressed );
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CDmeCombinationDominationRule *AddDominationRule( CDmeCombinationDominationRule *pSrcRule );
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// Removes a domination rule
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void RemoveDominationRule( int nIndex );
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void RemoveDominationRule( CDmeCombinationDominationRule *pRule );
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void RemoveAllDominationRules();
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// Iteration
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int DominationRuleCount() const;
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CDmeCombinationDominationRule *GetDominationRule( int i );
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// Rule reordering
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void MoveDominationRuleUp( CDmeCombinationDominationRule* pRule );
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void MoveDominationRuleDown( CDmeCombinationDominationRule* pRule );
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// Indicates we're using lagged control values
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void UsingLaggedData( bool bEnable );
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bool IsUsingLaggedData() const;
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// Adds a target model/arbitrary element to perform the combinations on
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// The arbitrary element must have two attributes
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// "deltaStates", which is an array of elements
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// "deltaStateWeights", which is an array of floats
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// In the case of the model, it will look for all shapes in the dag hierarchy
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// and attempt to add that shape as a target
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// NOTE: Targets are not saved
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void AddTarget( CDmeDag *pDag );
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void AddTarget( CDmElement *pElement );
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void RemoveAllTargets();
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// Used by studiomdl to discover the various combination rules
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int GetOperationTargetCount() const;
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CDmElement *GetOperationTarget( int nTargetIndex );
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int GetOperationCount( int nTargetIndex ) const;
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CDmElement *GetOperationDeltaState( int nTargetIndex, int nOpIndex );
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const CUtlVector< int > &GetOperationControls( int nTargetIndex, int nOpIndex ) const;
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int GetOperationDominatorCount( int nTargetIndex, int nOpIndex ) const;
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const CUtlVector< int > &GetOperationDominator( int nTargetIndex, int nOpIndex, int nDominatorIndex ) const;
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// Does one of the targets we refer to contain a particular delta state?
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bool DoesTargetContainDeltaState( const char *pDeltaStateName );
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virtual void Operate();
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virtual void Resolve();
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virtual void GetInputAttributes ( CUtlVector< CDmAttribute * > &attrs );
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virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
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// Would a particular delta state attached to this combination operator end up stero?
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bool IsDeltaStateStereo( const char *pDeltaStateName );
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void CopyControls( CDmeCombinationOperator *pSrc );
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// FIXME: Remove soon!
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// This is a very short-term solution to the problem of autogenerating
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// wrinkle data; when we have real editors we can remove it
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void GenerateWrinkleDeltas( bool bOverwrite = true );
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void SetToDefault();
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// The base values are different from the default values see CDmeCombinationInputControl
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void SetToBase();
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// Remove all controls and domination rules which are not referring to anything
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void Purge();
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protected:
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void ComputeCombinationInfo( int nIndex );
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private:
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typedef int RawControlIndex_t;
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struct DominatorInfo_t
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{
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CUtlVector< RawControlIndex_t > m_DominantIndices;
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CUtlVector< RawControlIndex_t > m_SuppressedIndices;
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};
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struct CombinationOperation_t
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{
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int m_nDeltaStateIndex;
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CUtlVector< RawControlIndex_t > m_ControlIndices;
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CUtlVector< RawControlIndex_t > m_DominatorIndices;
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};
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struct CombinationInfo_t
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{
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DmAttributeHandle_t m_hDestAttribute[COMBO_CONTROL_TYPE_COUNT];
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CUtlVector< CombinationOperation_t > m_Outputs;
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};
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struct RawControlInfo_t
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{
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CUtlString m_Name;
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bool m_bIsDefaultControl;
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ControlIndex_t m_InputControl;
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float m_flWrinkleScale;
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bool m_bLowerEyelid;
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Vector4D m_FilterRamp; // [0] = point at which ramp starts going up
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// [1] = point at which ramp hits 1.0
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// [2] = point at which ramp stops holding at 1.0
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// [3] = point at which ramp starts going down
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};
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void ComputeCombinationInfo();
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void CleanUpCombinationInfo( int nIndex );
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void CleanUpCombinationInfo();
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// Is a particular remapped control stereo?
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bool IsRawControlStereo( const char *pRawControlName );
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// Determines the weighting of input controls based on the deltaState name
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int FindDeltaStateIndex( CDmAttribute *pDeltaArray, const char *pDeltaStateName );
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// Determines which combination to use based on the deltaState name
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int ParseDeltaName( const char *pDeltaStateName, int *pControlIndices );
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// Finds dominators
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void FindDominators( CombinationOperation_t& op );
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// Computes lists of dominators and suppressors
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void RebuildDominatorInfo();
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// Computes list of all remapped controls
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void RebuildRawControlList();
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// Remaps non-stereo -> stereo, stereo ->left/right
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void ComputeInternalControlValue( RawControlIndex_t nRawControlIndex, CombinationControlType_t type, Vector2D &value );
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// Computes lagged input values from non-lagged input
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void ComputeLaggedInputValues();
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// Finds the index of the remapped control with the specified name
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RawControlIndex_t FindRawControlIndex( const char *pControlName, bool bIgnoreDefaultControls = false ) const;
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// Updates the default value associated with a control
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void UpdateDefaultValue( ControlIndex_t nControlIndex );
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// Finds a domination rule
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int FindDominationRule( CDmeCombinationDominationRule *pRule );
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// Generates wrinkle deltas for a dag hierarchy
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void GenerateWrinkleDeltas( CDmeShape *pShape, bool bOverwrite );
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CDmaElementArray< CDmeCombinationInputControl > m_InputControls;
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CDmaArray< Vector > m_ControlValues[COMBO_CONTROL_TYPE_COUNT];
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CDmaVar< bool > m_bSpecifyingLaggedData;
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CDmaElementArray< CDmeCombinationDominationRule > m_Dominators;
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CDmaElementArray< CDmElement > m_Targets;
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CUtlVector< bool > m_IsDefaultValue; // one per control value
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CUtlVector< RawControlInfo_t > m_RawControlInfo;
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CUtlVector< CombinationInfo_t > m_CombinationInfo;
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CUtlVector< DominatorInfo_t > m_DominatorInfo;
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float m_flLastLaggedComputationTime;
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};
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//-----------------------------------------------------------------------------
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// Indicates we're using lagged control values
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//-----------------------------------------------------------------------------
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inline void CDmeCombinationOperator::UsingLaggedData( bool bEnable )
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{
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m_bSpecifyingLaggedData = bEnable;
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}
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inline bool CDmeCombinationOperator::IsUsingLaggedData() const
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{
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return m_bSpecifyingLaggedData;
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}
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//-----------------------------------------------------------------------------
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// Helper method to create a lagged version of channel data from source data
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//-----------------------------------------------------------------------------
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void CreateLaggedVertexAnimation( CDmeChannelsClip *pClip, int nSamplesPerSec );
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//-----------------------------------------------------------------------------
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//
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// A class used to edit combination operators in Maya.. doesn't connect to targets
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//
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//-----------------------------------------------------------------------------
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class CDmeMayaCombinationOperator : public CDmeCombinationOperator
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{
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DEFINE_ELEMENT( CDmeMayaCombinationOperator, CDmeCombinationOperator );
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public:
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void AddDeltaState( const char *pDeltaStateName );
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void RemoveDeltaState( const char *pDeltaStateName );
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void RemoveAllDeltaStates();
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int FindDeltaState( const char *pDeltaStateName );
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int DeltaStateCount() const;
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const char *GetDeltaState( int nIndex ) const;
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const Vector2D& GetDeltaStateWeight( int nIndex, CombinationControlType_t type ) const;
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private:
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CDmaElementArray< CDmElement > m_DeltaStates;
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CDmaArray< Vector2D > m_DeltaStateWeights[COMBO_CONTROL_TYPE_COUNT];
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};
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#endif // DMECOMBINATIONOPERATOR_H
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