mirror of
https://github.com/nillerusr/source-engine.git
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819 lines
28 KiB
C++
819 lines
28 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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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_BASEANIMATING_H
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#define C_BASEANIMATING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include "studio.h"
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#include "utlvector.h"
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#include "ragdoll.h"
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#include "mouthinfo.h"
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// Shared activities
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#include "ai_activity.h"
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#include "animationlayer.h"
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#include "sequence_Transitioner.h"
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#include "bone_accessor.h"
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#include "bone_merge_cache.h"
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#include "ragdoll_shared.h"
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#include "tier0/threadtools.h"
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#include "datacache/idatacache.h"
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#define LIPSYNC_POSEPARAM_NAME "mouth"
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#define NUM_HITBOX_FIRES 10
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/*
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class C_BaseClientShader
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{
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virtual void RenderMaterial( C_BaseEntity *pEntity, int count, const vec4_t *verts, const vec4_t *normals, const vec2_t *texcoords, vec4_t *lightvalues );
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};
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*/
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class IRagdoll;
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class CIKContext;
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class CIKState;
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class ConVar;
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class C_RopeKeyframe;
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class CBoneBitList;
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class CBoneList;
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class KeyValues;
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class CJiggleBones;
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class IBoneSetup;
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FORWARD_DECLARE_HANDLE( memhandle_t );
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typedef unsigned short MDLHandle_t;
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extern ConVar vcollide_wireframe;
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struct ClientModelRenderInfo_t : public ModelRenderInfo_t
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{
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// Added space for lighting origin override. Just allocated space, need to set base pointer
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matrix3x4_t lightingOffset;
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// Added space for model to world matrix. Just allocated space, need to set base pointer
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matrix3x4_t modelToWorld;
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};
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struct RagdollInfo_t
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{
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bool m_bActive;
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float m_flSaveTime;
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int m_nNumBones;
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Vector m_rgBonePos[MAXSTUDIOBONES];
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Quaternion m_rgBoneQuaternion[MAXSTUDIOBONES];
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};
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class CAttachmentData
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{
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public:
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matrix3x4_t m_AttachmentToWorld;
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QAngle m_angRotation;
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Vector m_vOriginVelocity;
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int m_nLastFramecount : 31;
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int m_bAnglesComputed : 1;
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};
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typedef unsigned int ClientSideAnimationListHandle_t;
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#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
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class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
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{
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public:
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DECLARE_CLASS( C_BaseAnimating, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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enum
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{
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NUM_POSEPAREMETERS = 24,
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NUM_BONECTRLS = 4
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};
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C_BaseAnimating();
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~C_BaseAnimating();
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virtual C_BaseAnimating* GetBaseAnimating() { return this; }
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bool UsesPowerOfTwoFrameBufferTexture( void );
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virtual bool Interpolate( float currentTime );
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virtual void Simulate();
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virtual void Release();
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float GetAnimTimeInterval( void ) const;
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virtual unsigned char GetClientSideFade( void );
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// Get bone controller values.
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virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
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virtual float SetBoneController ( int iController, float flValue );
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LocalFlexController_t GetNumFlexControllers( void );
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const char *GetFlexDescFacs( int iFlexDesc );
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const char *GetFlexControllerName( LocalFlexController_t iFlexController );
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const char *GetFlexControllerType( LocalFlexController_t iFlexController );
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virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
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// Computes a box that surrounds all hitboxes
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bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Gets the hitbox-to-world transforms, returns false if there was a problem
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bool HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] );
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// base model functionality
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float ClampCycle( float cycle, bool isLooping );
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virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
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virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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// model specific
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
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virtual void UpdateIKLocks( float currentTime );
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virtual void CalculateIKLocks( float currentTime );
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virtual bool ShouldDraw();
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virtual int DrawModel( int flags );
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virtual int InternalDrawModel( int flags );
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virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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void DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL );
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//
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virtual CMouthInfo *GetMouth();
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virtual void ControlMouth( CStudioHdr *pStudioHdr );
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// override in sub-classes
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virtual void DoAnimationEvents( CStudioHdr *pStudio );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual const char* ModifyEventParticles( const char* token ) { return token; }
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// Parses and distributes muzzle flash events
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virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
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// virtual void AllocateMaterials( void );
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// virtual void FreeMaterials( void );
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virtual void ValidateModelIndex( void );
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virtual CStudioHdr *OnNewModel( void );
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CStudioHdr *GetModelPtr() const;
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void InvalidateMdlCache();
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virtual void SetPredictable( bool state );
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void UseClientSideAnimation();
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// C_BaseClientShader **p_ClientShaders;
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virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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void UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime );
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void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] );
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virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
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virtual void ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask );
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// Attachments
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int LookupAttachment( const char *pAttachmentName );
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int LookupRandomAttachment( const char *pAttachmentNameSubstring );
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int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
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inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
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float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
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inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
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float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
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inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
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float GetPoseParameter( int iPoseParameter );
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bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue );
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int LookupBone( const char *szName );
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void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
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void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Finds the bone associated with the given hitbox
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//=============================================================================
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int GetHitboxBone( int hitboxIndex );
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//=============================================================================
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// HPE_END
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//=============================================================================
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// Bone attachments
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virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) );
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void AddBoneAttachment( C_BaseAnimating* newBoneAttachment );
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void RemoveBoneAttachment( C_BaseAnimating* boneAttachment );
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void RemoveBoneAttachments();
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void DestroyBoneAttachments();
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void MoveBoneAttachments( C_BaseAnimating* attachTarget );
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int GetNumBoneAttachments();
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C_BaseAnimating* GetBoneAttachment( int i );
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virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
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virtual void UpdateBoneAttachments( void );
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//bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2);
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//void DebugIK( mstudioikchain_t *pikchain );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual int RestoreData( const char *context, int slot, int type );
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void AddEntity( void );
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// This can be used to force client side animation to be on. Only use if you know what you're doing!
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// Normally, the server entity should set this.
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void ForceClientSideAnimationOn();
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void AddToClientSideAnimationList();
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void RemoveFromClientSideAnimationList();
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virtual bool IsSelfAnimating();
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virtual void ResetLatched();
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// implements these so ragdolls can handle frustum culling & leaf visibility
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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virtual const Vector& GetRenderOrigin( void );
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virtual const QAngle& GetRenderAngles( void );
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virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
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// Attachments.
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bool GetAttachment( const char *szName, Vector &absOrigin );
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bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
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// Inherited from C_BaseEntity
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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// Returns the attachment in local space
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bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
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bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
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bool GetAttachmentLocal( int iAttachment, Vector &origin );
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bool GetRootBone( matrix3x4_t &rootBone );
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// Should this object cast render-to-texture shadows?
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virtual ShadowType_t ShadowCastType();
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// Should we collide?
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virtual CollideType_t GetCollideType( void );
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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// returns true if we're currently being ragdolled
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bool IsRagdoll() const;
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bool IsAboutToRagdoll() const;
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virtual C_BaseAnimating *BecomeRagdollOnClient();
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C_BaseAnimating *CreateRagdollCopy();
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bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints=false );
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void IgniteRagdoll( C_BaseAnimating *pSource );
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void TransferDissolveFrom( C_BaseAnimating *pSource );
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virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld );
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virtual bool RetrieveRagdollInfo( Vector *pos, Quaternion *q );
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virtual void Clear( void );
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void ClearRagdoll();
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void CreateUnragdollInfo( C_BaseAnimating *pRagdoll );
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void ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime );
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virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
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// For shadows rendering the correct body + sequence...
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virtual int GetBody() { return m_nBody; }
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virtual int GetSkin() { return m_nSkin; }
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bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
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inline float GetPlaybackRate();
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inline void SetPlaybackRate( float rate );
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void SetModelScale( float scale, float change_duration = 0.0f );
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float GetModelScale() const { return m_flModelScale; }
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inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) )
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inline bool IsModelScaled() const;
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void UpdateModelScale( void );
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virtual void RefreshCollisionBounds( void );
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int GetSequence();
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virtual void SetSequence(int nSequence);
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inline void ResetSequence(int nSequence);
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float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
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inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
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bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
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inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
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float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
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void GetSequenceLinearMotion( int iSequence, Vector *pVec );
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void GetBlendedLinearVelocity( Vector *pVec );
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int LookupSequence ( const char *label );
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int LookupActivity( const char *label );
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char const *GetSequenceName( int iSequence );
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char const *GetSequenceActivityName( int iSequence );
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Activity GetSequenceActivity( int iSequence );
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KeyValues *GetSequenceKeyValues( int iSequence );
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virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
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// Clientside animation
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virtual float FrameAdvance( float flInterval = 0.0f );
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virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
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virtual void UpdateClientSideAnimation();
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void ClientSideAnimationChanged();
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virtual unsigned int ComputeClientSideAnimationFlags();
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virtual void ResetClientsideFrame( void ) { SetCycle( 0 ); }
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void SetCycle( float flCycle );
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float GetCycle() const;
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void SetBodygroup( int iGroup, int iValue );
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int GetBodygroup( int iGroup );
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const char *GetBodygroupName( int iGroup );
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int FindBodygroupByName( const char *name );
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int GetBodygroupCount( int iGroup );
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int GetNumBodyGroups( void );
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class CBoneCache *GetBoneCache( CStudioHdr *pStudioHdr );
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void SetHitboxSet( int setnum );
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void SetHitboxSetByName( const char *setname );
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int GetHitboxSet( void );
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char const *GetHitboxSetName( void );
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int GetHitboxSetCount( void );
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void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false );
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C_BaseAnimating* FindFollowedEntity();
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virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
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inline bool IsSequenceFinished( void );
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inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
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// All view model attachments origins are stretched so you can place entities at them and
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// they will match up with where the attachment winds up being drawn on the view model, since
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// the view models are drawn with a different FOV.
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//
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// If you're drawing something inside of a view model's DrawModel() function, then you want the
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// original attachment origin instead of the adjusted one. To get that, call this on the
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// adjusted attachment origin.
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virtual void UncorrectViewModelAttachment( Vector &vOrigin ) {}
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// Call this if SetupBones() has already been called this frame but you need to move the
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// entity and rerender.
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void InvalidateBoneCache();
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bool IsBoneCacheValid() const; // Returns true if the bone cache is considered good for this frame.
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void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out );
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// Wrappers for CBoneAccessor.
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const matrix3x4_t& GetBone( int iBone ) const;
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matrix3x4_t& GetBoneForWrite( int iBone );
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// Used for debugging. Will produce asserts if someone tries to setup bones or
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// attachments before it's allowed.
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// Use the "AutoAllowBoneAccess" class to auto push/pop bone access.
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// Use a distinct "tag" when pushing/popping - asserts when push/pop tags do not match.
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struct AutoAllowBoneAccess
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{
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AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels );
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~AutoAllowBoneAccess( void );
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};
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static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush );
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static void PopBoneAccess( char const *tagPop );
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static void ThreadedBoneSetup();
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static void InitBoneSetupThreadPool();
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static void ShutdownBoneSetupThreadPool();
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// Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated.
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static void InvalidateBoneCaches();
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// Purpose: My physics object has been updated, react or extract data
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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void DisableMuzzleFlash(); // Turn off the muzzle flash (ie: signal that we handled the server's event).
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virtual void DoMuzzleFlash(); // Force a muzzle flash event. Note: this only QUEUES an event, so
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// ProcessMuzzleFlashEvent will get called later.
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bool ShouldMuzzleFlash() const; // Is the muzzle flash event on?
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// This is called to do the actual muzzle flash effect.
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virtual void ProcessMuzzleFlashEvent();
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// Update client side animations
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static void UpdateClientSideAnimations();
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// Load the model's keyvalues section and create effects listed inside it
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void InitModelEffects( void );
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// Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection)
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virtual void SetServerIntendedCycle( float intended ) { (void)intended; }
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virtual float GetServerIntendedCycle( void ) { return -1.0f; }
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// For prediction
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int SelectWeightedSequence ( int activity );
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void ResetSequenceInfo( void );
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float SequenceDuration( void );
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float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
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inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
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int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
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void RagdollMoved( void );
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virtual void GetToolRecordingState( KeyValues *msg );
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virtual void CleanupToolRecordingState( KeyValues *msg );
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void SetReceivedSequence( void );
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virtual bool ShouldResetSequenceOnNewModel( void );
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virtual bool IsViewModel() const;
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protected:
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// View models scale their attachment positions to account for FOV. To get the unmodified
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// attachment position (like if you're rendering something else during the view model's DrawModel call),
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// use TransformViewModelAttachmentToWorld.
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virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {}
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// View models say yes to this.
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bool IsBoneAccessAllowed() const;
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CMouthInfo& MouthInfo();
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// Models used in a ModelPanel say yes to this
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virtual bool IsMenuModel() const;
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// Allow studio models to tell C_BaseEntity what their m_nBody value is
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virtual int GetStudioBody( void ) { return m_nBody; }
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virtual bool CalcAttachments();
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private:
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// This method should return true if the bones have changed + SetupBones needs to be called
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virtual float LastBoneChangedTime() { return FLT_MAX; }
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CBoneList* RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState );
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bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
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void TermRopes();
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void DelayedInitModelEffects( void );
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void UpdateRelevantInterpolatedVars();
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void AddBaseAnimatingInterpolatedVars();
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void RemoveBaseAnimatingInterpolatedVars();
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public:
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CRagdoll *m_pRagdoll;
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// Texture group to use
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int m_nSkin;
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// Object bodygroup
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int m_nBody;
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// Hitbox set to use (default 0)
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int m_nHitboxSet;
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CSequenceTransitioner m_SequenceTransitioner;
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protected:
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CIKContext *m_pIk;
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int m_iEyeAttachment;
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// Animation playback framerate
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float m_flPlaybackRate;
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// Decomposed ragdoll info
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bool m_bStoreRagdollInfo;
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RagdollInfo_t *m_pRagdollInfo;
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Vector m_vecForce;
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int m_nForceBone;
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// Is bone cache valid
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// bone transformation matrix
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unsigned long m_iMostRecentModelBoneCounter;
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unsigned long m_iMostRecentBoneSetupRequest;
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int m_iPrevBoneMask;
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int m_iAccumulatedBoneMask;
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CBoneAccessor m_BoneAccessor;
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CThreadFastMutex m_BoneSetupLock;
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ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle;
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// Client-side animation
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bool m_bClientSideFrameReset;
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// Bone attachments. Used for attaching one BaseAnimating to another's bones.
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// Client side only.
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CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
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int m_boneIndexAttached;
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Vector m_bonePosition;
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QAngle m_boneAngles;
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CHandle<C_BaseAnimating> m_pAttachedTo;
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protected:
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float m_fadeMinDist;
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float m_fadeMaxDist;
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float m_flFadeScale;
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private:
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float m_flGroundSpeed; // computed linear movement rate for current sequence
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float m_flLastEventCheck; // cycle index of when events were last checked
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bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
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bool m_bSequenceLoops; // true if the sequence loops
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// Mouth lipsync/envelope following values
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CMouthInfo m_mouth;
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CNetworkVar( float, m_flModelScale );
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// Animation blending factors
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float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
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CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
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float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
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int m_nPrevSequence;
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int m_nRestoreSequence;
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// Ropes that got spawned when the model was created.
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CUtlLinkedList<C_RopeKeyframe*,unsigned short> m_Ropes;
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// event processing info
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float m_flPrevEventCycle;
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int m_nEventSequence;
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float m_flEncodedController[MAXSTUDIOBONECTRLS];
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CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
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float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
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// Clientside animation
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bool m_bClientSideAnimation;
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bool m_bLastClientSideFrameReset;
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int m_nNewSequenceParity;
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int m_nResetEventsParity;
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int m_nPrevNewSequenceParity;
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int m_nPrevResetEventsParity;
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bool m_builtRagdoll;
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Vector m_vecPreRagdollMins;
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Vector m_vecPreRagdollMaxs;
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// Current animation sequence
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int m_nSequence;
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bool m_bReceivedSequence;
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// Current cycle location from server
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protected:
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float m_flCycle;
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CInterpolatedVar< float > m_iv_flCycle;
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float m_flOldCycle;
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bool m_bNoModelParticles;
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private:
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float m_flOldModelScale;
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int m_nOldSequence;
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CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do
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// when merg
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CUtlVector< matrix3x4_t > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
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memhandle_t m_hitboxBoneCacheHandle;
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float m_flLastBoneSetupTime;
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CJiggleBones *m_pJiggleBones;
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// Calculated attachment points
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CUtlVector<CAttachmentData> m_Attachments;
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void SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr );
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EHANDLE m_hLightingOrigin;
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EHANDLE m_hLightingOriginRelative;
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// These are compared against each other to determine if the entity should muzzle flash.
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CNetworkVar( unsigned char, m_nMuzzleFlashParity );
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unsigned char m_nOldMuzzleFlashParity;
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bool m_bInitModelEffects;
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// Dynamic models
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bool m_bDynamicModelAllowed;
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bool m_bDynamicModelPending;
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bool m_bResetSequenceInfoOnLoad;
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CRefCountedModelIndex m_AutoRefModelIndex;
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public:
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void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
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bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
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private:
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virtual void OnModelLoadComplete( const model_t* pModel );
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private:
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void LockStudioHdr();
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void UnlockStudioHdr();
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mutable CStudioHdr *m_pStudioHdr;
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mutable MDLHandle_t m_hStudioHdr;
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CThreadFastMutex m_StudioHdrInitLock;
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};
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enum
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{
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RAGDOLL_FRICTION_OFF = -2,
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RAGDOLL_FRICTION_NONE,
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RAGDOLL_FRICTION_IN,
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RAGDOLL_FRICTION_HOLD,
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RAGDOLL_FRICTION_OUT,
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};
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class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
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{
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public:
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C_ClientRagdoll( bool bRestoring = true );
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DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating );
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DECLARE_DATADESC();
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// inherited from IPVSNotify
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virtual void OnPVSStatusChanged( bool bInPVS );
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virtual void Release( void );
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
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virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
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void ClientThink( void );
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|
void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; }
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|
bool ShouldSavePhysics( void ) { return true; }
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|
virtual void OnSave();
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|
virtual void OnRestore();
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|
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; }
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|
virtual IPVSNotify* GetPVSNotifyInterface() { return this; }
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|
|
void HandleAnimatedFriction( void );
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|
virtual void SUB_Remove( void );
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|
|
void FadeOut( void );
|
|
virtual float LastBoneChangedTime();
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|
|
|
bool m_bFadeOut;
|
|
bool m_bImportant;
|
|
float m_flEffectTime;
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|
|
private:
|
|
int m_iCurrentFriction;
|
|
int m_iMinFriction;
|
|
int m_iMaxFriction;
|
|
float m_flFrictionModTime;
|
|
float m_flFrictionTime;
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|
|
int m_iFrictionAnimState;
|
|
bool m_bReleaseRagdoll;
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|
|
bool m_bFadingOut;
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|
|
float m_flScaleEnd[NUM_HITBOX_FIRES];
|
|
float m_flScaleTimeStart[NUM_HITBOX_FIRES];
|
|
float m_flScaleTimeEnd[NUM_HITBOX_FIRES];
|
|
};
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|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
|
|
//-----------------------------------------------------------------------------
|
|
inline void C_BaseAnimating::ResetSequence(int nSequence)
|
|
{
|
|
SetSequence( nSequence );
|
|
ResetSequenceInfo();
|
|
}
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|
|
inline float C_BaseAnimating::GetPlaybackRate()
|
|
{
|
|
return m_flPlaybackRate;
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|
}
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|
|
inline void C_BaseAnimating::SetPlaybackRate( float rate )
|
|
{
|
|
m_flPlaybackRate = rate;
|
|
}
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|
|
inline const matrix3x4_t& C_BaseAnimating::GetBone( int iBone ) const
|
|
{
|
|
return m_BoneAccessor.GetBone( iBone );
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|
}
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|
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inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite( int iBone )
|
|
{
|
|
return m_BoneAccessor.GetBoneForWrite( iBone );
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|
}
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|
|
|
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inline bool C_BaseAnimating::ShouldMuzzleFlash() const
|
|
{
|
|
return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity;
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|
}
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|
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inline float C_BaseAnimating::GetCycle() const
|
|
{
|
|
return m_flCycle;
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|
}
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|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: return a pointer to an updated studiomdl cache cache
|
|
//-----------------------------------------------------------------------------
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|
|
inline CStudioHdr *C_BaseAnimating::GetModelPtr() const
|
|
{
|
|
if ( IsDynamicModelLoading() )
|
|
return NULL;
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|
|
|
#ifdef _DEBUG
|
|
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
|
|
// static IDataCacheSection *pModelCache = datacache->FindSection( "ModelData" );
|
|
// AssertOnce( pModelCache->IsFrameLocking() );
|
|
#endif
|
|
if ( !m_pStudioHdr )
|
|
{
|
|
const_cast<C_BaseAnimating *>(this)->LockStudioHdr();
|
|
}
|
|
Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID );
|
|
return m_pStudioHdr;
|
|
}
|
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|
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|
|
inline void C_BaseAnimating::InvalidateMdlCache()
|
|
{
|
|
if ( m_pStudioHdr )
|
|
{
|
|
UnlockStudioHdr();
|
|
delete m_pStudioHdr;
|
|
m_pStudioHdr = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
inline bool C_BaseAnimating::IsModelScaleFractional() const /// very fast way to ask if the model scale is < 1.0f
|
|
{
|
|
COMPILE_TIME_ASSERT( sizeof( m_flModelScale ) == sizeof( int ) );
|
|
return *((const int *) &m_flModelScale) < 0x3f800000;
|
|
}
|
|
|
|
inline bool C_BaseAnimating::IsModelScaled() const
|
|
{
|
|
return ( m_flModelScale > 1.0f+FLT_EPSILON || m_flModelScale < 1.0f-FLT_EPSILON );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sequence access
|
|
//-----------------------------------------------------------------------------
|
|
inline int C_BaseAnimating::GetSequence()
|
|
{
|
|
return m_nSequence;
|
|
}
|
|
|
|
inline bool C_BaseAnimating::IsSequenceFinished( void )
|
|
{
|
|
return m_bSequenceFinished;
|
|
}
|
|
|
|
inline float C_BaseAnimating::SequenceDuration( void )
|
|
{
|
|
return SequenceDuration( GetSequence() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Mouth
|
|
//-----------------------------------------------------------------------------
|
|
inline CMouthInfo& C_BaseAnimating::MouthInfo()
|
|
{
|
|
return m_mouth;
|
|
}
|
|
|
|
|
|
// FIXME: move these to somewhere that makes sense
|
|
void GetColumn( matrix3x4_t& src, int column, Vector &dest );
|
|
void SetColumn( Vector &src, int column, matrix3x4_t& dest );
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|
|
EXTERN_RECV_TABLE(DT_BaseAnimating);
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|
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|
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extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
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|
|
#endif // C_BASEANIMATING_H
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