1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "bone_setup.h"
// Must be the last file included
#include "memdbgon.h"
extern ConVar r_sequence_debug;
class C_NPC_Puppet : public C_AI_BaseNPC
{
DECLARE_CLASS( C_NPC_Puppet, C_AI_BaseNPC );
public:
virtual void ClientThink( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
EHANDLE m_hAnimationTarget;
int m_nTargetAttachment;
DECLARE_CLIENTCLASS();
};
IMPLEMENT_CLIENTCLASS_DT( C_NPC_Puppet, DT_NPC_Puppet, CNPC_Puppet )
RecvPropEHandle( RECVINFO(m_hAnimationTarget) ),
RecvPropInt( RECVINFO(m_nTargetAttachment) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
//-----------------------------------------------------------------------------
// Purpose: We need to slam our position!
//-----------------------------------------------------------------------------
void C_NPC_Puppet::BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
{
if ( m_hAnimationTarget && m_nTargetAttachment != -1 )
{
C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating();
if ( pTarget )
{
matrix3x4_t matTarget;
pTarget->GetAttachment( m_nTargetAttachment, matTarget );
MatrixCopy( matTarget, GetBoneForWrite( 0 ) );
boneComputed.ClearAll(); // FIXME: Why is this calculated already?
boneComputed.MarkBone( 0 );
}
}
// Call the baseclass
BaseClass::BuildTransformations( pStudioHdr, pos, q, cameraTransform, boneMask, boneComputed );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::ClientThink( void )
{
if ( m_hAnimationTarget == NULL )
return;
C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating();
if ( pTarget == NULL )
return;
int nTargetSequence = pTarget->GetSequence();
const char *pSequenceName = pTarget->GetSequenceName( nTargetSequence );
int nSequence = LookupSequence( pSequenceName );
if ( nSequence >= 0 )
{
if ( nSequence != GetSequence() )
{
SetSequence( nSequence );
UpdateVisibility();
}
SetCycle( pTarget->GetCycle() );
SetPlaybackRate( pTarget->GetPlaybackRate() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime )
{
if ( m_hAnimationTarget == NULL )
return;
C_BaseAnimatingOverlay *pTarget = dynamic_cast<C_BaseAnimatingOverlay *>( m_hAnimationTarget->GetBaseAnimating() );
if ( pTarget == NULL )
return;
// resort the layers
int layer[MAX_OVERLAYS];
int i;
for (i = 0; i < MAX_OVERLAYS; i++)
{
layer[i] = MAX_OVERLAYS;
}
for (i = 0; i < pTarget->m_AnimOverlay.Count(); i++)
{
if (pTarget->m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS)
{
layer[pTarget->m_AnimOverlay[i].m_nOrder] = i;
}
}
int j;
for (j = 0; j < MAX_OVERLAYS; j++)
{
i = layer[ j ];
if (i < pTarget->m_AnimOverlay.Count())
{
float fWeight = pTarget->m_AnimOverlay[i].m_flWeight;
if (fWeight > 0)
{
const char *pSequenceName = pTarget->GetSequenceName( pTarget->m_AnimOverlay[i].m_nSequence );
int nSequence = LookupSequence( pSequenceName );
if ( nSequence >= 0 )
{
float fCycle = pTarget->m_AnimOverlay[ i ].m_flCycle;
fCycle = ClampCycle( fCycle, IsSequenceLooping( nSequence ) );
if (fWeight > 1)
fWeight = 1;
boneSetup.AccumulatePose( pos, q, nSequence, fCycle, fWeight, currentTime, NULL );
#if _DEBUG
if (Q_stristr( boneSetup.GetStudioHdr()->pszName(), r_sequence_debug.GetString()) != NULL)
{
DevMsgRT( "%6.2f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( nSequence ).pszLabel(), fCycle, fWeight, i );
}
#endif
}
}
}
}
}
|