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-rw-r--r--public/movieobjects/dmegamemodelinput.h112
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diff --git a/public/movieobjects/dmegamemodelinput.h b/public/movieobjects/dmegamemodelinput.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// game model input - gets its values from an MDL within the game
+//
+//=============================================================================
+
+#ifndef DMEGAMEMODELINPUT_H
+#define DMEGAMEMODELINPUT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "datamodel/dmelement.h"
+#include "datamodel/dmattribute.h"
+#include "datamodel/dmattributevar.h"
+#include "movieobjects/dmeinput.h"
+
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+class CDmeGameModelInput : public CDmeInput
+{
+ DEFINE_ELEMENT( CDmeGameModelInput, CDmeInput );
+
+public:
+ virtual bool IsDirty(); // ie needs to operate
+ virtual void Operate();
+
+ virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
+
+public:
+ void AddBone( const Vector& pos, const Quaternion& rot );
+ void SetBone( uint index, const Vector& pos, const Quaternion& rot );
+ void SetRootBone( const Vector& pos, const Quaternion& rot );
+ uint NumBones() const;
+
+ void SetFlexWeights( uint nFlexWeights, const float* flexWeights );
+ uint NumFlexWeights() const;
+
+ const Vector& GetViewTarget() const;
+ void SetViewTarget( const Vector &viewTarget );
+
+ void SetFlags( int nFlags );
+
+public:
+ CDmaVar< int > m_skin;
+ CDmaVar< int > m_body;
+ CDmaVar< int > m_sequence;
+ CDmaVar< bool > m_visible;
+
+protected:
+ CDmaVar< int > m_flags;
+ CDmaArray< float > m_flexWeights;
+ CDmaVar< Vector > m_viewTarget;
+ CDmaArray< Vector > m_bonePositions;
+ CDmaArray< Quaternion > m_boneRotations;
+ CDmaVar< Vector > m_position;
+ CDmaVar< Quaternion > m_rotation;
+};
+
+
+class CDmeGameSpriteInput : public CDmeInput
+{
+ DEFINE_ELEMENT( CDmeGameSpriteInput, CDmeInput );
+
+public:
+ virtual bool IsDirty(); // ie needs to operate
+ virtual void Operate();
+
+ virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
+
+public:
+ void SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius, const Vector &pos, const Quaternion &rot, const Color &color );
+
+protected:
+
+ CDmaVar< bool > m_visible;
+ CDmaVar< float > m_frame;
+ CDmaVar< int > m_rendermode;
+ CDmaVar< int > m_renderfx;
+ CDmaVar< float > m_renderscale;
+ CDmaVar< float > m_proxyRadius;
+ CDmaVar< Vector > m_position;
+ CDmaVar< Quaternion > m_rotation;
+ CDmaVar< Color > m_color;
+};
+
+
+class CDmeGameCameraInput : public CDmeInput
+{
+ DEFINE_ELEMENT( CDmeGameCameraInput, CDmeInput );
+
+public:
+ virtual bool IsDirty(); // ie needs to operate
+ virtual void Operate();
+
+ virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
+
+public:
+ void SetPosition( const Vector& pos );
+ void SetOrientation( const Quaternion& rot );
+ void SetFOV( float fov );
+
+protected:
+ CDmaVar< Vector > m_position;
+ CDmaVar< Quaternion > m_rotation;
+ CDmaVar< float > m_fov;
+};
+
+
+#endif // DMEGAMEMODELINPUT_H