Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// The transform operator class - shortcut to setting transform values from floats
//
//=============================================================================
#include "movieobjects/dmetransformoperator.h"
#include "movieobjects/dmetransform.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeTransformOperator, CDmeTransformOperator );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeTransformOperator::OnConstruction() { m_transform.Init( this, "transform" ); m_positionX.Init( this, "positionX" ); m_positionY.Init( this, "positionY" ); m_positionZ.Init( this, "positionZ" ); m_orientationX.Init( this, "orientationX" ); m_orientationY.Init( this, "orientationY" ); m_orientationZ.Init( this, "orientationZ" ); m_orientationW.Init( this, "orientationW" ); }
void CDmeTransformOperator::OnDestruction() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeTransformOperator::Operate() { CDmeTransform *pTransform = m_transform.GetElement(); if ( pTransform == NULL ) return;
Vector position = pTransform->GetValue< Vector >( TRANSFORM_POSITION ); Quaternion orientation = pTransform->GetValue< Quaternion >( TRANSFORM_ORIENTATION );
position.x = m_positionX.Get(); position.y = m_positionY.Get(); position.z = m_positionZ.Get();
orientation.x = m_orientationX.Get(); orientation.y = m_orientationY.Get(); orientation.z = m_orientationZ.Get(); orientation.w = m_orientationW.Get();
pTransform->SetValue( TRANSFORM_POSITION, position ); pTransform->SetValue( TRANSFORM_ORIENTATION, orientation ); }
// hack to avoid MSVC complaining about multiply defined symbols
namespace TransformOp { void AddAttr( CUtlVector< CDmAttribute * > &attrs, CDmAttribute *pAttr ) { if ( pAttr == NULL ) return; attrs.AddToTail( pAttr ); } }; using namespace TransformOp;
void CDmeTransformOperator::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs ) { AddAttr( attrs, m_positionX.GetAttribute() ); AddAttr( attrs, m_positionY.GetAttribute() ); AddAttr( attrs, m_positionZ.GetAttribute() ); AddAttr( attrs, m_orientationX.GetAttribute() ); AddAttr( attrs, m_orientationY.GetAttribute() ); AddAttr( attrs, m_orientationZ.GetAttribute() ); AddAttr( attrs, m_orientationW.GetAttribute() ); }
void CDmeTransformOperator::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs ) { CDmeTransform *pTransform = m_transform.GetElement(); if ( pTransform == NULL ) return;
AddAttr( attrs, pTransform->GetAttribute( TRANSFORM_POSITION ) ); AddAttr( attrs, pTransform->GetAttribute( TRANSFORM_ORIENTATION ) ); }
void CDmeTransformOperator::SetTransform( CDmeTransform *pTransform ) { m_transform.Set( pTransform ); }
const CDmeTransform *CDmeTransformOperator::GetTransform() const { return m_transform.GetElement(); }
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