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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/client/c_baseanimating.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//=============================================================================//
+#ifndef C_BASEANIMATING_H
+#define C_BASEANIMATING_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "c_baseentity.h"
+#include "studio.h"
+#include "utlvector.h"
+#include "ragdoll.h"
+#include "mouthinfo.h"
+// Shared activities
+#include "ai_activity.h"
+#include "animationlayer.h"
+#include "sequence_Transitioner.h"
+#include "bone_accessor.h"
+#include "bone_merge_cache.h"
+#include "ragdoll_shared.h"
+#include "tier0/threadtools.h"
+#include "datacache/idatacache.h"
+
+#define LIPSYNC_POSEPARAM_NAME "mouth"
+#define NUM_HITBOX_FIRES 10
+
+/*
+class C_BaseClientShader
+{
+ virtual void RenderMaterial( C_BaseEntity *pEntity, int count, const vec4_t *verts, const vec4_t *normals, const vec2_t *texcoords, vec4_t *lightvalues );
+};
+*/
+
+class IRagdoll;
+class CIKContext;
+class CIKState;
+class ConVar;
+class C_RopeKeyframe;
+class CBoneBitList;
+class CBoneList;
+class KeyValues;
+class CJiggleBones;
+class IBoneSetup;
+FORWARD_DECLARE_HANDLE( memhandle_t );
+typedef unsigned short MDLHandle_t;
+
+extern ConVar vcollide_wireframe;
+
+
+struct ClientModelRenderInfo_t : public ModelRenderInfo_t
+{
+ // Added space for lighting origin override. Just allocated space, need to set base pointer
+ matrix3x4_t lightingOffset;
+
+ // Added space for model to world matrix. Just allocated space, need to set base pointer
+ matrix3x4_t modelToWorld;
+};
+
+struct RagdollInfo_t
+{
+ bool m_bActive;
+ float m_flSaveTime;
+ int m_nNumBones;
+ Vector m_rgBonePos[MAXSTUDIOBONES];
+ Quaternion m_rgBoneQuaternion[MAXSTUDIOBONES];
+};
+
+
+class CAttachmentData
+{
+public:
+ matrix3x4_t m_AttachmentToWorld;
+ QAngle m_angRotation;
+ Vector m_vOriginVelocity;
+ int m_nLastFramecount : 31;
+ int m_bAnglesComputed : 1;
+};
+
+
+typedef unsigned int ClientSideAnimationListHandle_t;
+
+#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
+
+
+class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
+{
+public:
+ DECLARE_CLASS( C_BaseAnimating, C_BaseEntity );
+ DECLARE_CLIENTCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_INTERPOLATION();
+
+ enum
+ {
+ NUM_POSEPAREMETERS = 24,
+ NUM_BONECTRLS = 4
+ };
+
+ C_BaseAnimating();
+ ~C_BaseAnimating();
+
+ virtual C_BaseAnimating* GetBaseAnimating() { return this; }
+
+ bool UsesPowerOfTwoFrameBufferTexture( void );
+
+ virtual bool Interpolate( float currentTime );
+ virtual void Simulate();
+ virtual void Release();
+
+ float GetAnimTimeInterval( void ) const;
+
+ virtual unsigned char GetClientSideFade( void );
+
+ // Get bone controller values.
+ virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
+ virtual float SetBoneController ( int iController, float flValue );
+
+ LocalFlexController_t GetNumFlexControllers( void );
+ const char *GetFlexDescFacs( int iFlexDesc );
+ const char *GetFlexControllerName( LocalFlexController_t iFlexController );
+ const char *GetFlexControllerType( LocalFlexController_t iFlexController );
+
+ virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
+
+ // Computes a box that surrounds all hitboxes
+ bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
+ bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
+
+ // Gets the hitbox-to-world transforms, returns false if there was a problem
+ bool HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] );
+
+ // base model functionality
+ float ClampCycle( float cycle, bool isLooping );
+ virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
+ virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
+ virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
+ virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
+
+ // model specific
+ virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
+ virtual void UpdateIKLocks( float currentTime );
+ virtual void CalculateIKLocks( float currentTime );
+ virtual bool ShouldDraw();
+ virtual int DrawModel( int flags );
+ virtual int InternalDrawModel( int flags );
+ virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
+ virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
+ void DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL );
+
+ //
+ virtual CMouthInfo *GetMouth();
+ virtual void ControlMouth( CStudioHdr *pStudioHdr );
+
+ // override in sub-classes
+ virtual void DoAnimationEvents( CStudioHdr *pStudio );
+ virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
+ virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
+ virtual const char* ModifyEventParticles( const char* token ) { return token; }
+
+ // Parses and distributes muzzle flash events
+ virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
+
+ // virtual void AllocateMaterials( void );
+ // virtual void FreeMaterials( void );
+
+ virtual void ValidateModelIndex( void );
+ virtual CStudioHdr *OnNewModel( void );
+ CStudioHdr *GetModelPtr() const;
+ void InvalidateMdlCache();
+
+ virtual void SetPredictable( bool state );
+ void UseClientSideAnimation();
+
+ // C_BaseClientShader **p_ClientShaders;
+
+ virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
+ void UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime );
+
+ void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] );
+ virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
+
+ virtual void ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask );
+
+ // Attachments
+ int LookupAttachment( const char *pAttachmentName );
+ int LookupRandomAttachment( const char *pAttachmentNameSubstring );
+
+ int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
+ inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
+
+ float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
+ inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
+ float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
+ inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
+
+ float GetPoseParameter( int iPoseParameter );
+
+ bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue );
+
+ int LookupBone( const char *szName );
+ void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
+ void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
+
+ //=============================================================================
+ // HPE_BEGIN:
+ // [menglish] Finds the bone associated with the given hitbox
+ //=============================================================================
+
+ int GetHitboxBone( int hitboxIndex );
+
+ //=============================================================================
+ // HPE_END
+ //=============================================================================
+
+ // Bone attachments
+ virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) );
+ void AddBoneAttachment( C_BaseAnimating* newBoneAttachment );
+ void RemoveBoneAttachment( C_BaseAnimating* boneAttachment );
+ void RemoveBoneAttachments();
+ void DestroyBoneAttachments();
+ void MoveBoneAttachments( C_BaseAnimating* attachTarget );
+ int GetNumBoneAttachments();
+ C_BaseAnimating* GetBoneAttachment( int i );
+ virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
+ virtual void UpdateBoneAttachments( int flags );
+
+ //bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2);
+ //void DebugIK( mstudioikchain_t *pikchain );
+
+ virtual void PreDataUpdate( DataUpdateType_t updateType );
+ virtual void PostDataUpdate( DataUpdateType_t updateType );
+ virtual int RestoreData( const char *context, int slot, int type );
+
+ virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
+ virtual void OnPreDataChanged( DataUpdateType_t updateType );
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void AddEntity( void );
+
+ // This can be used to force client side animation to be on. Only use if you know what you're doing!
+ // Normally, the server entity should set this.
+ void ForceClientSideAnimationOn();
+
+ void AddToClientSideAnimationList();
+ void RemoveFromClientSideAnimationList();
+
+ virtual bool IsSelfAnimating();
+ virtual void ResetLatched();
+
+ // implements these so ragdolls can handle frustum culling & leaf visibility
+ virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
+ virtual const Vector& GetRenderOrigin( void );
+ virtual const QAngle& GetRenderAngles( void );
+
+ virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
+
+ // Attachments.
+ bool GetAttachment( const char *szName, Vector &absOrigin );
+ bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
+
+ // Inherited from C_BaseEntity
+ virtual bool GetAttachment( int number, Vector &origin );
+ virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
+ virtual bool GetAttachment( int number, matrix3x4_t &matrix );
+ virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
+
+ // Returns the attachment in local space
+ bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
+ bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
+ bool GetAttachmentLocal( int iAttachment, Vector &origin );
+
+ bool GetRootBone( matrix3x4_t &rootBone );
+
+ // Should this object cast render-to-texture shadows?
+ virtual ShadowType_t ShadowCastType();
+
+ // Should we collide?
+ virtual CollideType_t GetCollideType( void );
+
+ virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
+ virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
+
+ // returns true if we're currently being ragdolled
+ bool IsRagdoll() const;
+ bool IsAboutToRagdoll() const;
+ virtual C_BaseAnimating *BecomeRagdollOnClient();
+ C_BaseAnimating *CreateRagdollCopy();
+ bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints=false );
+ void IgniteRagdoll( C_BaseAnimating *pSource );
+ void TransferDissolveFrom( C_BaseAnimating *pSource );
+ virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld );
+ virtual bool RetrieveRagdollInfo( Vector *pos, Quaternion *q );
+ virtual void Clear( void );
+ void ClearRagdoll();
+ void CreateUnragdollInfo( C_BaseAnimating *pRagdoll );
+ void ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime );
+ virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
+
+ // For shadows rendering the correct body + sequence...
+ virtual int GetBody() { return m_nBody; }
+ virtual int GetSkin() { return m_nSkin; }
+
+ bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
+
+ inline float GetPlaybackRate();
+ inline void SetPlaybackRate( float rate );
+
+ void SetModelScale( float scale, float change_duration = 0.0f );
+ float GetModelScale() const { return m_flModelScale; }
+ inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) )
+ inline bool IsModelScaled() const;
+ void UpdateModelScale( void );
+ virtual void RefreshCollisionBounds( void );
+
+ int GetSequence();
+ virtual void SetSequence(int nSequence);
+ inline void ResetSequence(int nSequence);
+ float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
+ inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
+ bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
+ inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
+ float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
+ void GetSequenceLinearMotion( int iSequence, Vector *pVec );
+ void GetBlendedLinearVelocity( Vector *pVec );
+ int LookupSequence ( const char *label );
+ int LookupActivity( const char *label );
+ char const *GetSequenceName( int iSequence );
+ char const *GetSequenceActivityName( int iSequence );
+ Activity GetSequenceActivity( int iSequence );
+ KeyValues *GetSequenceKeyValues( int iSequence );
+ virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
+
+ // Clientside animation
+ virtual float FrameAdvance( float flInterval = 0.0f );
+ virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
+ virtual void UpdateClientSideAnimation();
+ void ClientSideAnimationChanged();
+ virtual unsigned int ComputeClientSideAnimationFlags();
+
+ virtual void ResetClientsideFrame( void ) { SetCycle( 0 ); }
+
+ void SetCycle( float flCycle );
+ float GetCycle() const;
+
+ void SetBodygroup( int iGroup, int iValue );
+ int GetBodygroup( int iGroup );
+
+ const char *GetBodygroupName( int iGroup );
+ int FindBodygroupByName( const char *name );
+ int GetBodygroupCount( int iGroup );
+ int GetNumBodyGroups( void );
+
+ class CBoneCache *GetBoneCache( CStudioHdr *pStudioHdr );
+ void SetHitboxSet( int setnum );
+ void SetHitboxSetByName( const char *setname );
+ int GetHitboxSet( void );
+ char const *GetHitboxSetName( void );
+ int GetHitboxSetCount( void );
+ void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false );
+
+ C_BaseAnimating* FindFollowedEntity();
+
+ virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
+ inline bool IsSequenceFinished( void );
+ inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
+
+ // All view model attachments origins are stretched so you can place entities at them and
+ // they will match up with where the attachment winds up being drawn on the view model, since
+ // the view models are drawn with a different FOV.
+ //
+ // If you're drawing something inside of a view model's DrawModel() function, then you want the
+ // original attachment origin instead of the adjusted one. To get that, call this on the
+ // adjusted attachment origin.
+ virtual void UncorrectViewModelAttachment( Vector &vOrigin ) {}
+
+ // Call this if SetupBones() has already been called this frame but you need to move the
+ // entity and rerender.
+ void InvalidateBoneCache();
+ bool IsBoneCacheValid() const; // Returns true if the bone cache is considered good for this frame.
+ void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out );
+
+ // Wrappers for CBoneAccessor.
+ const matrix3x4_t& GetBone( int iBone ) const;
+ matrix3x4_t& GetBoneForWrite( int iBone );
+
+ // Used for debugging. Will produce asserts if someone tries to setup bones or
+ // attachments before it's allowed.
+ // Use the "AutoAllowBoneAccess" class to auto push/pop bone access.
+ // Use a distinct "tag" when pushing/popping - asserts when push/pop tags do not match.
+ struct AutoAllowBoneAccess
+ {
+ AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels );
+ ~AutoAllowBoneAccess( void );
+ };
+ static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush );
+ static void PopBoneAccess( char const *tagPop );
+ static void ThreadedBoneSetup();
+ static void InitBoneSetupThreadPool();
+ static void ShutdownBoneSetupThreadPool();
+
+ // Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated.
+ static void InvalidateBoneCaches();
+
+ // Purpose: My physics object has been updated, react or extract data
+ virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
+
+ void DisableMuzzleFlash(); // Turn off the muzzle flash (ie: signal that we handled the server's event).
+ virtual void DoMuzzleFlash(); // Force a muzzle flash event. Note: this only QUEUES an event, so
+ // ProcessMuzzleFlashEvent will get called later.
+ bool ShouldMuzzleFlash() const; // Is the muzzle flash event on?
+
+ // This is called to do the actual muzzle flash effect.
+ virtual void ProcessMuzzleFlashEvent();
+
+ // Update client side animations
+ static void UpdateClientSideAnimations();
+
+ // Load the model's keyvalues section and create effects listed inside it
+ void InitModelEffects( void );
+
+ // Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection)
+ virtual void SetServerIntendedCycle( float intended ) { (void)intended; }
+ virtual float GetServerIntendedCycle( void ) { return -1.0f; }
+
+ // For prediction
+ int SelectWeightedSequence ( int activity );
+ void ResetSequenceInfo( void );
+ float SequenceDuration( void );
+ float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
+ inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
+ int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
+
+ void RagdollMoved( void );
+
+ virtual void GetToolRecordingState( KeyValues *msg );
+ virtual void CleanupToolRecordingState( KeyValues *msg );
+
+ void SetReceivedSequence( void );
+ virtual bool ShouldResetSequenceOnNewModel( void );
+
+ virtual bool IsViewModel() const;
+
+protected:
+ // View models scale their attachment positions to account for FOV. To get the unmodified
+ // attachment position (like if you're rendering something else during the view model's DrawModel call),
+ // use TransformViewModelAttachmentToWorld.
+ virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {}
+
+ // View models say yes to this.
+ bool IsBoneAccessAllowed() const;
+ CMouthInfo& MouthInfo();
+
+ // Models used in a ModelPanel say yes to this
+ virtual bool IsMenuModel() const;
+
+ // Allow studio models to tell C_BaseEntity what their m_nBody value is
+ virtual int GetStudioBody( void ) { return m_nBody; }
+
+ virtual bool CalcAttachments();
+
+private:
+ // This method should return true if the bones have changed + SetupBones needs to be called
+ virtual float LastBoneChangedTime() { return FLT_MAX; }
+
+ CBoneList* RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState );
+
+ bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
+ void TermRopes();
+
+ void DelayedInitModelEffects( void );
+
+ void UpdateRelevantInterpolatedVars();
+ void AddBaseAnimatingInterpolatedVars();
+ void RemoveBaseAnimatingInterpolatedVars();
+
+public:
+ CRagdoll *m_pRagdoll;
+
+ // Texture group to use
+ int m_nSkin;
+
+ // Object bodygroup
+ int m_nBody;
+
+ // Hitbox set to use (default 0)
+ int m_nHitboxSet;
+
+ CSequenceTransitioner m_SequenceTransitioner;
+
+protected:
+ CIKContext *m_pIk;
+
+ int m_iEyeAttachment;
+
+ // Animation playback framerate
+ float m_flPlaybackRate;
+
+ // Decomposed ragdoll info
+ bool m_bStoreRagdollInfo;
+ RagdollInfo_t *m_pRagdollInfo;
+ Vector m_vecForce;
+ int m_nForceBone;
+
+ // Is bone cache valid
+ // bone transformation matrix
+ unsigned long m_iMostRecentModelBoneCounter;
+ unsigned long m_iMostRecentBoneSetupRequest;
+ int m_iPrevBoneMask;
+ int m_iAccumulatedBoneMask;
+
+ CBoneAccessor m_BoneAccessor;
+ CThreadFastMutex m_BoneSetupLock;
+
+ ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle;
+
+ // Client-side animation
+ bool m_bClientSideFrameReset;
+
+ // Bone attachments. Used for attaching one BaseAnimating to another's bones.
+ // Client side only.
+ CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
+ int m_boneIndexAttached;
+ Vector m_bonePosition;
+ QAngle m_boneAngles;
+ CHandle<C_BaseAnimating> m_pAttachedTo;
+
+protected:
+
+ float m_fadeMinDist;
+ float m_fadeMaxDist;
+ float m_flFadeScale;
+
+private:
+
+ float m_flGroundSpeed; // computed linear movement rate for current sequence
+ float m_flLastEventCheck; // cycle index of when events were last checked
+ bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
+ bool m_bSequenceLoops; // true if the sequence loops
+
+ // Mouth lipsync/envelope following values
+ CMouthInfo m_mouth;
+
+ CNetworkVar( float, m_flModelScale );
+
+ // Animation blending factors
+ float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
+ CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
+ float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
+
+ int m_nPrevSequence;
+ int m_nRestoreSequence;
+
+ // Ropes that got spawned when the model was created.
+ CUtlLinkedList<C_RopeKeyframe*,unsigned short> m_Ropes;
+
+ // event processing info
+ float m_flPrevEventCycle;
+ int m_nEventSequence;
+
+ float m_flEncodedController[MAXSTUDIOBONECTRLS];
+ CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
+ float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
+
+ // Clientside animation
+ bool m_bClientSideAnimation;
+ bool m_bLastClientSideFrameReset;
+
+ int m_nNewSequenceParity;
+ int m_nResetEventsParity;
+
+ int m_nPrevNewSequenceParity;
+ int m_nPrevResetEventsParity;
+
+ bool m_builtRagdoll;
+ Vector m_vecPreRagdollMins;
+ Vector m_vecPreRagdollMaxs;
+
+ // Current animation sequence
+ int m_nSequence;
+ bool m_bReceivedSequence;
+
+ // Current cycle location from server
+protected:
+ float m_flCycle;
+ CInterpolatedVar< float > m_iv_flCycle;
+ float m_flOldCycle;
+ bool m_bNoModelParticles;
+
+private:
+ float m_flOldModelScale;
+ int m_nOldSequence;
+ CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do
+ // when merg
+
+ CUtlVector< matrix3x4_t > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
+ memhandle_t m_hitboxBoneCacheHandle;
+ float m_flLastBoneSetupTime;
+ CJiggleBones *m_pJiggleBones;
+
+ // Calculated attachment points
+ CUtlVector<CAttachmentData> m_Attachments;
+
+ void SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr );
+
+ EHANDLE m_hLightingOrigin;
+ EHANDLE m_hLightingOriginRelative;
+
+ // These are compared against each other to determine if the entity should muzzle flash.
+ CNetworkVar( unsigned char, m_nMuzzleFlashParity );
+ unsigned char m_nOldMuzzleFlashParity;
+
+ bool m_bInitModelEffects;
+
+ // Dynamic models
+ bool m_bDynamicModelAllowed;
+ bool m_bDynamicModelPending;
+ bool m_bResetSequenceInfoOnLoad;
+ CRefCountedModelIndex m_AutoRefModelIndex;
+public:
+ void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
+ bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
+private:
+ virtual void OnModelLoadComplete( const model_t* pModel );
+
+private:
+ void LockStudioHdr();
+ void UnlockStudioHdr();
+ mutable CStudioHdr *m_pStudioHdr;
+ mutable MDLHandle_t m_hStudioHdr;
+ CThreadFastMutex m_StudioHdrInitLock;
+};
+
+enum
+{
+ RAGDOLL_FRICTION_OFF = -2,
+ RAGDOLL_FRICTION_NONE,
+ RAGDOLL_FRICTION_IN,
+ RAGDOLL_FRICTION_HOLD,
+ RAGDOLL_FRICTION_OUT,
+};
+
+class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
+{
+
+public:
+ C_ClientRagdoll( bool bRestoring = true );
+ DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating );
+ DECLARE_DATADESC();
+
+ // inherited from IPVSNotify
+ virtual void OnPVSStatusChanged( bool bInPVS );
+
+ virtual void Release( void );
+ virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
+ virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
+ void ClientThink( void );
+ void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; }
+ bool ShouldSavePhysics( void ) { return true; }
+ virtual void OnSave();
+ virtual void OnRestore();
+ virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; }
+ virtual IPVSNotify* GetPVSNotifyInterface() { return this; }
+
+ void HandleAnimatedFriction( void );
+ virtual void SUB_Remove( void );
+
+ void FadeOut( void );
+ virtual float LastBoneChangedTime();
+
+ bool m_bFadeOut;
+ bool m_bImportant;
+ float m_flEffectTime;
+
+private:
+ int m_iCurrentFriction;
+ int m_iMinFriction;
+ int m_iMaxFriction;
+ float m_flFrictionModTime;
+ float m_flFrictionTime;
+
+ int m_iFrictionAnimState;
+ bool m_bReleaseRagdoll;
+
+ bool m_bFadingOut;
+
+ float m_flScaleEnd[NUM_HITBOX_FIRES];
+ float m_flScaleTimeStart[NUM_HITBOX_FIRES];
+ float m_flScaleTimeEnd[NUM_HITBOX_FIRES];
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
+//-----------------------------------------------------------------------------
+inline void C_BaseAnimating::ResetSequence(int nSequence)
+{
+ SetSequence( nSequence );
+ ResetSequenceInfo();
+}
+
+inline float C_BaseAnimating::GetPlaybackRate()
+{
+ return m_flPlaybackRate;
+}
+
+inline void C_BaseAnimating::SetPlaybackRate( float rate )
+{
+ m_flPlaybackRate = rate;
+}
+
+inline const matrix3x4_t& C_BaseAnimating::GetBone( int iBone ) const
+{
+ return m_BoneAccessor.GetBone( iBone );
+}
+
+inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite( int iBone )
+{
+ return m_BoneAccessor.GetBoneForWrite( iBone );
+}
+
+
+inline bool C_BaseAnimating::ShouldMuzzleFlash() const
+{
+ return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity;
+}
+
+inline float C_BaseAnimating::GetCycle() const
+{
+ return m_flCycle;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: return a pointer to an updated studiomdl cache cache
+//-----------------------------------------------------------------------------
+
+inline CStudioHdr *C_BaseAnimating::GetModelPtr() const
+{
+ if ( IsDynamicModelLoading() )
+ return NULL;
+
+#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;
+}
+
+
+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 );
+
+EXTERN_RECV_TABLE(DT_BaseAnimating);
+
+
+extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
+
+#endif // C_BASEANIMATING_H