From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/c_ai_basehumanoid.cpp | 338 +++++++++++++++---------------- 1 file changed, 169 insertions(+), 169 deletions(-) (limited to 'mp/src/game/client/c_ai_basehumanoid.cpp') diff --git a/mp/src/game/client/c_ai_basehumanoid.cpp b/mp/src/game/client/c_ai_basehumanoid.cpp index 278f68a6..cf21a258 100644 --- a/mp/src/game/client/c_ai_basehumanoid.cpp +++ b/mp/src/game/client/c_ai_basehumanoid.cpp @@ -1,169 +1,169 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -#if 0 - -class C_AI_BaseHumanoid : public C_AI_BaseNPC -{ -public: - DECLARE_CLASS( C_AI_BaseHumanoid, C_AI_BaseNPC ); - DECLARE_CLIENTCLASS(); - - C_AI_BaseHumanoid(); - - // model specific - virtual bool Interpolate( float currentTime ); - virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ); - - float m_recanimtime[3]; - AnimationLayer_t m_Layer[4][3]; -}; - - - -C_AI_BaseHumanoid::C_AI_BaseHumanoid() -{ - memset(m_recanimtime, 0, sizeof(m_recanimtime)); - memset(m_Layer, 0, sizeof(m_Layer)); -} - - -BEGIN_RECV_TABLE_NOBASE(AnimationLayer_t, DT_Animationlayer) - RecvPropInt(RECVINFO_NAME(nSequence,sequence)), - RecvPropFloat(RECVINFO_NAME(flCycle,cycle)), - RecvPropFloat(RECVINFO_NAME(flPlaybackrate,playbackrate)), - RecvPropFloat(RECVINFO_NAME(flWeight,weight)) -END_RECV_TABLE() - - - -IMPLEMENT_CLIENTCLASS_DT(C_AI_BaseHumanoid, DT_BaseHumanoid, CAI_BaseHumanoid) - /* - RecvPropDataTable(RECVINFO_DTNAME(m_Layer[0][2],m_Layer0),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), - RecvPropDataTable(RECVINFO_DTNAME(m_Layer[1][2],m_Layer1),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), - RecvPropDataTable(RECVINFO_DTNAME(m_Layer[2][2],m_Layer2),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), - RecvPropDataTable(RECVINFO_DTNAME(m_Layer[3][2],m_Layer3),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), - */ - RecvPropInt(RECVINFO_NAME(m_Layer[0][2].nSequence,sequence0)), - RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flCycle,cycle0)), - RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flPlaybackrate,playbackrate0)), - RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flWeight,weight0)), - RecvPropInt(RECVINFO_NAME(m_Layer[1][2].nSequence,sequence1)), - RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flCycle,cycle1)), - RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flPlaybackrate,playbackrate1)), - RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flWeight,weight1)), - RecvPropInt(RECVINFO_NAME(m_Layer[2][2].nSequence,sequence2)), - RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flCycle,cycle2)), - RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flPlaybackrate,playbackrate2)), - RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flWeight,weight2)), - RecvPropInt(RECVINFO_NAME(m_Layer[3][2].nSequence,sequence3)), - RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flCycle,cycle3)), - RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flPlaybackrate,playbackrate3)), - RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flWeight,weight3)) -END_RECV_TABLE() - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void C_AI_BaseHumanoid::StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ) -{ - VPROF( "C_AI_BaseHumanoid::StandardBlendingRules" ); - - BaseClass::StandardBlendingRules( pStudioHdr, pos, q, currentTime, boneMask ); - - if ( !hdr ) - { - return; - } - -#if 0 - float poseparam[MAXSTUDIOPOSEPARAM]; - - if ( GetSequence() >= hdr->numseq ) - { - SetSequence( 0 ); - } - - // interpolate pose parameters - for (int i = 0; i < hdr->numposeparameters; i++) - { - poseparam[ i ] = m_flPoseParameter[i]; - } - - // build root animation - float fCycle = GetCycle(); - CalcPose( hdr, NULL, pos, q, GetSequence(), fCycle, poseparam ); - - // debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( GetSequence() )->pszLabel( ), fCycle, 1.0 ); - - MaintainSequenceTransitions( hdr, fCycle, poseparam, pos, q, boneMask ); - -#if 1 - for (i = 0; i < 4; i++) - { - if (m_Layer[i][2].nSequence != m_Layer[i][1].nSequence) - { - if (m_Layer[i][2].flWeight > 0.5) m_Layer[i][1].flWeight = 1.0; else m_Layer[i][1].flWeight = 0; - } - } -#endif - -#if 1 - for (i = 0; i < 4; i++) - { - Vector pos2[MAXSTUDIOBONES]; - Quaternion q2[MAXSTUDIOBONES]; - float fWeight = m_Layer[i][1].flWeight * (1 - dadt) + m_Layer[i][2].flWeight * dadt; - - /* - debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -i - 1, 0, - "%2d %6.2f %6.2f : %2d %6.2f %6.2f : %2d %6.2f %6.2f", - m_Layer[i][0].nSequence, m_Layer[i][0].flCycle, m_Layer[i][0].flWeight, - m_Layer[i][1].nSequence, m_Layer[i][1].flCycle, m_Layer[i][1].flWeight, - m_Layer[i][2].nSequence, m_Layer[i][2].flCycle, m_Layer[i][2].flWeight ); - */ - - if (fWeight > 0) - { - mstudioseqdesc_t *pseqdesc = hdr->pSeqdesc( m_Layer[i][2].nSequence ); - - float fCycle = m_Layer[i][2].flCycle; - - // UNDONE: Do IK here. - CalcPose( hdr, NULL, pos2, q2, m_Layer[i][2].nSequence, fCycle, poseparam ); - - if (fWeight > 1) - fWeight = 1; - SlerpBones( hdr, q, pos, pseqdesc, q2, pos2, fWeight ); - - engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", pseqdesc->pszLabel(), fCycle, fWeight ); - } - else - { - engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", " ", 0, 0 ); - } - - } -#endif - - CIKContext auto_ik; - auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), gpGlobals->curtime ); - CalcAutoplaySequences( hdr, &auto_ik, pos, q, poseparam, boneMask, currentTime ); - - float controllers[MAXSTUDIOBONECTRLS]; - GetBoneControllers(controllers); - CalcBoneAdj( hdr, pos, q, controllers ); -#endif -} - - -#endif +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#if 0 + +class C_AI_BaseHumanoid : public C_AI_BaseNPC +{ +public: + DECLARE_CLASS( C_AI_BaseHumanoid, C_AI_BaseNPC ); + DECLARE_CLIENTCLASS(); + + C_AI_BaseHumanoid(); + + // model specific + virtual bool Interpolate( float currentTime ); + virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ); + + float m_recanimtime[3]; + AnimationLayer_t m_Layer[4][3]; +}; + + + +C_AI_BaseHumanoid::C_AI_BaseHumanoid() +{ + memset(m_recanimtime, 0, sizeof(m_recanimtime)); + memset(m_Layer, 0, sizeof(m_Layer)); +} + + +BEGIN_RECV_TABLE_NOBASE(AnimationLayer_t, DT_Animationlayer) + RecvPropInt(RECVINFO_NAME(nSequence,sequence)), + RecvPropFloat(RECVINFO_NAME(flCycle,cycle)), + RecvPropFloat(RECVINFO_NAME(flPlaybackrate,playbackrate)), + RecvPropFloat(RECVINFO_NAME(flWeight,weight)) +END_RECV_TABLE() + + + +IMPLEMENT_CLIENTCLASS_DT(C_AI_BaseHumanoid, DT_BaseHumanoid, CAI_BaseHumanoid) + /* + RecvPropDataTable(RECVINFO_DTNAME(m_Layer[0][2],m_Layer0),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), + RecvPropDataTable(RECVINFO_DTNAME(m_Layer[1][2],m_Layer1),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), + RecvPropDataTable(RECVINFO_DTNAME(m_Layer[2][2],m_Layer2),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), + RecvPropDataTable(RECVINFO_DTNAME(m_Layer[3][2],m_Layer3),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)), + */ + RecvPropInt(RECVINFO_NAME(m_Layer[0][2].nSequence,sequence0)), + RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flCycle,cycle0)), + RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flPlaybackrate,playbackrate0)), + RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flWeight,weight0)), + RecvPropInt(RECVINFO_NAME(m_Layer[1][2].nSequence,sequence1)), + RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flCycle,cycle1)), + RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flPlaybackrate,playbackrate1)), + RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flWeight,weight1)), + RecvPropInt(RECVINFO_NAME(m_Layer[2][2].nSequence,sequence2)), + RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flCycle,cycle2)), + RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flPlaybackrate,playbackrate2)), + RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flWeight,weight2)), + RecvPropInt(RECVINFO_NAME(m_Layer[3][2].nSequence,sequence3)), + RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flCycle,cycle3)), + RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flPlaybackrate,playbackrate3)), + RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flWeight,weight3)) +END_RECV_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_AI_BaseHumanoid::StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ) +{ + VPROF( "C_AI_BaseHumanoid::StandardBlendingRules" ); + + BaseClass::StandardBlendingRules( pStudioHdr, pos, q, currentTime, boneMask ); + + if ( !hdr ) + { + return; + } + +#if 0 + float poseparam[MAXSTUDIOPOSEPARAM]; + + if ( GetSequence() >= hdr->numseq ) + { + SetSequence( 0 ); + } + + // interpolate pose parameters + for (int i = 0; i < hdr->numposeparameters; i++) + { + poseparam[ i ] = m_flPoseParameter[i]; + } + + // build root animation + float fCycle = GetCycle(); + CalcPose( hdr, NULL, pos, q, GetSequence(), fCycle, poseparam ); + + // debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( GetSequence() )->pszLabel( ), fCycle, 1.0 ); + + MaintainSequenceTransitions( hdr, fCycle, poseparam, pos, q, boneMask ); + +#if 1 + for (i = 0; i < 4; i++) + { + if (m_Layer[i][2].nSequence != m_Layer[i][1].nSequence) + { + if (m_Layer[i][2].flWeight > 0.5) m_Layer[i][1].flWeight = 1.0; else m_Layer[i][1].flWeight = 0; + } + } +#endif + +#if 1 + for (i = 0; i < 4; i++) + { + Vector pos2[MAXSTUDIOBONES]; + Quaternion q2[MAXSTUDIOBONES]; + float fWeight = m_Layer[i][1].flWeight * (1 - dadt) + m_Layer[i][2].flWeight * dadt; + + /* + debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -i - 1, 0, + "%2d %6.2f %6.2f : %2d %6.2f %6.2f : %2d %6.2f %6.2f", + m_Layer[i][0].nSequence, m_Layer[i][0].flCycle, m_Layer[i][0].flWeight, + m_Layer[i][1].nSequence, m_Layer[i][1].flCycle, m_Layer[i][1].flWeight, + m_Layer[i][2].nSequence, m_Layer[i][2].flCycle, m_Layer[i][2].flWeight ); + */ + + if (fWeight > 0) + { + mstudioseqdesc_t *pseqdesc = hdr->pSeqdesc( m_Layer[i][2].nSequence ); + + float fCycle = m_Layer[i][2].flCycle; + + // UNDONE: Do IK here. + CalcPose( hdr, NULL, pos2, q2, m_Layer[i][2].nSequence, fCycle, poseparam ); + + if (fWeight > 1) + fWeight = 1; + SlerpBones( hdr, q, pos, pseqdesc, q2, pos2, fWeight ); + + engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", pseqdesc->pszLabel(), fCycle, fWeight ); + } + else + { + engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", " ", 0, 0 ); + } + + } +#endif + + CIKContext auto_ik; + auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), gpGlobals->curtime ); + CalcAutoplaySequences( hdr, &auto_ik, pos, q, poseparam, boneMask, currentTime ); + + float controllers[MAXSTUDIOBONECTRLS]; + GetBoneControllers(controllers); + CalcBoneAdj( hdr, pos, q, controllers ); +#endif +} + + +#endif -- cgit v1.2.3