Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BONE_MERGE_CACHE_H
#define BONE_MERGE_CACHE_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#undef CBaseAnimating
#define CBaseAnimating C_BaseAnimating
#endif
class CBaseAnimating; class CStudioHdr; struct studiohdr_t;
#ifndef CLIENT_DLL
#include "bone_setup.h"
#endif
#include "mathlib/vector.h"
class CBoneMergeCache { public:
CBoneMergeCache(); void Init( CBaseAnimating *pOwner );
// Updates the lookups that let it merge bones quickly.
void UpdateCache(); // This copies the transform from all bones in the followed entity that have
// names that match our bones.
#ifdef CLIENT_DLL
void MergeMatchingBones( int boneMask ); #else
void BuildMatricesWithBoneMerge( const CStudioHdr *pStudioHdr, const QAngle& angles, const Vector& origin, const Vector pos[MAXSTUDIOBONES], const Quaternion q[MAXSTUDIOBONES], matrix3x4_t bonetoworld[MAXSTUDIOBONES], CBaseAnimating *pParent, CBoneCache *pParentCache, int boneMask ); #endif
void MergeMatchingPoseParams( void );
void CopyFromFollow( const BoneVector followPos[], const BoneQuaternion followQ[], int boneMask, BoneVector myPos[], BoneQuaternion myQ[] ); void CopyToFollow( const BoneVector myPos[], const BoneQuaternion myQ[], int boneMask, BoneVector followPos[], BoneQuaternion followQ[] ); bool IsCopied( );
// Returns true if the specified bone is one that gets merged in MergeMatchingBones.
int IsBoneMerged( int iBone ) const;
// Gets the origin for the first merge bone on the parent.
bool GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles ); bool GetRootBone( matrix3x4_t &rootBone );
void ForceCacheClear( void ) { m_bForceCacheClear = true; UpdateCache(); }
const unsigned short *GetRawIndexMapping( void ) { return &m_iRawIndexMapping[0]; }
protected:
// This is the entity that we're keeping the cache updated for.
CBaseAnimating *m_pOwner;
// All the cache data is based off these. When they change, the cache data is regenerated.
// These are either all valid pointers or all NULL.
CBaseAnimating *m_pFollow; CStudioHdr *m_pFollowHdr; const studiohdr_t *m_pFollowRenderHdr; CStudioHdr *m_pOwnerHdr; const studiohdr_t *m_pOwnerRenderHdr;
// keeps track if this entity is part of a reverse bonemerge
int m_nCopiedFramecount;
// This is the mask we need to use to set up bones on the followed entity to do the bone merge
int m_nFollowBoneSetupMask;
// Cache data.
class CMergedBone { public: unsigned short m_iMyBone; // index of MergeCache's owner's bone
unsigned short m_iParentBone; // index of m_pFollow's matching bone
};
// This is an array of pose param indices on the follower to pose param indices on the owner
int m_nOwnerToFollowPoseParamMapping[MAXSTUDIOPOSEPARAM];
CUtlVector<CMergedBone> m_MergedBones; CVarBitVec m_BoneMergeBits; // One bit for each bone. The bit is set if the bone gets merged.
unsigned short m_iRawIndexMapping[ MAXSTUDIOBONES ];
bool m_bForceCacheClear; };
inline int CBoneMergeCache::IsBoneMerged( int iBone ) const { if ( m_pOwnerHdr ) return m_BoneMergeBits.Get( iBone ); else return 0; }
#endif // BONE_MERGE_CACHE_H
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