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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "cbase.h"
#include "animation.h"
#include "studio.h"
#include "bone_setup.h"
#include "ai_basenpc.h"
#include "npcevent.h"
#include "saverestore_utlvector.h"
#include "dt_utlvector_send.h"
#include "datacache/imdlcache.h"
#include "toolframework/itoolframework.h"
#include "cs_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar ai_sequence_debug;
BEGIN_SIMPLE_DATADESC( CAnimationLayer )
// DEFINE_FIELD( m_pOwnerEntity, CBaseAnimatingOverlay ),
DEFINE_FIELD( m_fFlags, FIELD_INTEGER ), DEFINE_FIELD( m_bSequenceFinished, FIELD_BOOLEAN ), DEFINE_FIELD( m_bLooping, FIELD_BOOLEAN ), DEFINE_FIELD( m_nSequence, FIELD_INTEGER ), DEFINE_FIELD( m_flCycle, FIELD_FLOAT ), DEFINE_FIELD( m_flPrevCycle, FIELD_FLOAT ), DEFINE_FIELD( m_flPlaybackRate, FIELD_FLOAT), DEFINE_FIELD( m_flWeight, FIELD_FLOAT), DEFINE_FIELD( m_flWeightDeltaRate, FIELD_FLOAT), DEFINE_FIELD( m_flBlendIn, FIELD_FLOAT ), DEFINE_FIELD( m_flBlendOut, FIELD_FLOAT ), DEFINE_FIELD( m_flKillRate, FIELD_FLOAT ), DEFINE_FIELD( m_flKillDelay, FIELD_FLOAT ), DEFINE_CUSTOM_FIELD( m_nActivity, ActivityDataOps() ), DEFINE_FIELD( m_nPriority, FIELD_INTEGER ), DEFINE_FIELD( m_nOrder, FIELD_INTEGER ), DEFINE_FIELD( m_flLastEventCheck, FIELD_FLOAT ), DEFINE_FIELD( m_flLastAccess, FIELD_TIME ), DEFINE_FIELD( m_flLayerAnimtime, FIELD_FLOAT ), DEFINE_FIELD( m_flLayerFadeOuttime, FIELD_FLOAT ),
END_DATADESC()
BEGIN_DATADESC( CBaseAnimatingOverlay )
DEFINE_UTLVECTOR( m_AnimOverlay, FIELD_EMBEDDED ),
// DEFINE_FIELD( m_nActiveLayers, FIELD_INTEGER ),
// DEFINE_FIELD( m_nActiveBaseLayers, FIELD_INTEGER ),
END_DATADESC()
#define ORDER_BITS 4
#define WEIGHT_BITS 8
BEGIN_SEND_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer) SendPropInt (SENDINFO(m_nSequence), ANIMATION_SEQUENCE_BITS,SPROP_UNSIGNED), SendPropFloat (SENDINFO(m_flCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f), SendPropFloat (SENDINFO(m_flPlaybackRate),WEIGHT_BITS, SPROP_NOSCALE ), SendPropFloat (SENDINFO(m_flPrevCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f), SendPropFloat (SENDINFO(m_flWeight), WEIGHT_BITS, 0, 0.0f, 1.0f), SendPropFloat (SENDINFO(m_flWeightDeltaRate),WEIGHT_BITS, SPROP_NOSCALE ), SendPropInt (SENDINFO(m_nOrder), ORDER_BITS, SPROP_UNSIGNED), END_SEND_TABLE()
BEGIN_SEND_TABLE_NOBASE( CBaseAnimatingOverlay, DT_OverlayVars ) SendPropUtlVector( SENDINFO_UTLVECTOR( m_AnimOverlay ), CBaseAnimatingOverlay::MAX_OVERLAYS, // max elements
SendPropDataTable( NULL, 0, &REFERENCE_SEND_TABLE( DT_Animationlayer ) ) ) END_SEND_TABLE()
IMPLEMENT_SERVERCLASS_ST( CBaseAnimatingOverlay, DT_BaseAnimatingOverlay ) // These are in their own separate data table so CCSPlayer can exclude all of these.
SendPropDataTable( "overlay_vars", 0, &REFERENCE_SEND_TABLE( DT_OverlayVars ) ) END_SEND_TABLE()
CAnimationLayer::CAnimationLayer( ) { Init( NULL ); }
// 7LS - using '=' operator on a NetworkVar will call the Set(x) fn, which does a comparison of 'x' against the current value to determine if the network state
// needs to change. If the var is a float, and the memory contains NaN's the comp will always fail, so the var will never be set to x
// Calling SetDirect will always assign the var and flag the network state as changed, since it avoids the compare.
// This should probably be done everywhere float NetworkVar's are initialized if memory is not guaranteed to have been prepared appropriately.
void CAnimationLayer::Init( CBaseAnimatingOverlay *pOverlay ) { m_pOwnerEntity = pOverlay; m_fFlags = 0; // 7LS OLD, m_flWeight = 0;
m_flWeight.SetDirect( 0.0f ); m_flWeightDeltaRate.SetDirect( 0.0f ); // 7LS OLD, m_flCycle = 0;
m_flCycle.SetDirect( 0.0f ); // 7LS OLD, m_flPrevCycle = 0;
m_flPrevCycle.SetDirect( 0.0f ); m_bSequenceFinished = false; m_nActivity = ACT_INVALID; m_nSequence = 0; m_nPriority = 0; m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); m_flKillRate = 100.0; m_flKillDelay = 0.0; m_flPlaybackRate.SetDirect( 1.0f ); m_flLastAccess = gpGlobals->curtime; m_flLayerAnimtime = 0; m_flLayerFadeOuttime = 0; m_bLooping = false; m_flBlendIn = 0.0f; m_flBlendOut = 0.0f; m_flLastEventCheck = 0.0f; m_pDispatchedStudioHdr = NULL; m_nDispatchedSrc = ACT_INVALID; m_nDispatchedDst = ACT_INVALID;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CAnimationLayer::StudioFrameAdvance( float flInterval, CBaseAnimating *pOwner ) { float flCycleRate = pOwner->GetLayerSequenceCycleRate( this, m_nSequence );
m_flPrevCycle = m_flCycle; m_flCycle += flInterval * flCycleRate * m_flPlaybackRate;
if (m_flCycle < 0.0) { if (m_bLooping) { m_flCycle = SubtractIntegerPart(m_flCycle); } else { m_flCycle = 0; } } else if (m_flCycle >= 1.0) { m_bSequenceFinished = true;
if (m_bLooping) { m_flCycle = SubtractIntegerPart(m_flCycle); } else { m_flCycle = 1.0; } }
if (IsAutoramp()) { m_flWeight = 1; // blend in?
if ( m_flBlendIn != 0.0f ) { if (m_flCycle < m_flBlendIn) { m_flWeight = m_flCycle / m_flBlendIn; } } // blend out?
if ( m_flBlendOut != 0.0f ) { if (m_flCycle > 1.0 - m_flBlendOut) { m_flWeight = (1.0 - m_flCycle) / m_flBlendOut; } }
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight; if (m_nSequence == 0) m_flWeight = 0; } }
//------------------------------------------------------------------------------
bool CAnimationLayer::IsAbandoned( void ) { if (IsActive() && !IsAutokill() && !IsKillMe() && m_flLastAccess > 0.0 && (gpGlobals->curtime - m_flLastAccess > 0.2)) return true; else return false; }
void CAnimationLayer::MarkActive( void ) { m_flLastAccess = gpGlobals->curtime; }
//------------------------------------------------------------------------------
ConVar debug_dispatch_server_dump( "debug_dispatch_server_dump", "0" ); void CBaseAnimatingOverlay::AccumulateDispatchedLayers( CBaseAnimatingOverlay *pWeapon, CStudioHdr *pWeaponStudioHdr, IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime ) { if ( !pWeapon->m_pBoneMergeCache ) return;
// copy matching player pose params to weapon pose params
pWeapon->m_pBoneMergeCache->MergeMatchingPoseParams(); //float poseparam[MAXSTUDIOPOSEPARAM];
//pWeapon->GetPoseParameters( pWeaponStudioHdr, poseparam );
// build a temporary setup for the weapon
CIKContext weaponIK; weaponIK.Init( pWeaponStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, BONE_USED_BY_BONE_MERGE );
IBoneSetup weaponSetup( pWeaponStudioHdr, BONE_USED_BY_BONE_MERGE, pWeapon->GetPoseParameterArray() ); BoneVector weaponPos[MAXSTUDIOBONES]; BoneQuaternionAligned weaponQ[MAXSTUDIOBONES];
// copy player bones to weapon setup bones
pWeapon->m_pBoneMergeCache->CopyFromFollow( pos, q, BONE_USED_BY_BONE_MERGE, weaponPos, weaponQ );
// do layer animations
// FIXME: some of the layers are player layers, not weapon layers
// FIXME: how to interleave?
for ( int i=0; i < GetNumAnimOverlays(); i++ ) { CAnimationLayer *pLayer = GetAnimOverlay( i ); if ( pLayer->m_nOrder >= MAX_OVERLAYS || pLayer->GetSequence() <= 1 || pLayer->GetWeight() <= 0.0f ) continue;
UpdateDispatchLayer( pLayer, pWeaponStudioHdr, pLayer->GetSequence() );
if ( pLayer->m_nDispatchedDst > 0 && pLayer->m_nDispatchedDst < pWeaponStudioHdr->GetNumSeq() ) { weaponSetup.AccumulatePose( weaponPos, weaponQ, pLayer->m_nDispatchedDst, pLayer->GetCycle(), pLayer->GetWeight(), currentTime, &weaponIK );
if ( debug_dispatch_server_dump.GetBool() ) { Msg( "Dispatch layer sequence: %s\n", pWeapon->GetSequenceName( pLayer->m_nDispatchedDst ) ); }
} }
if ( debug_dispatch_server_dump.GetBool() ) { debug_dispatch_server_dump.SetValue( 0 ); }
// FIXME: merge weaponIK into m_pIK
//CBoneBitList boneComputed;
//
//pWeapon->CalculateIKLocks( currentTime );
////pWeapon->UpdateIKLocks( currentTime );
//weaponIK.UpdateTargets( weaponPos, weaponQ, pWeapon->m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
//
//pWeapon->CalculateIKLocks( currentTime );
//weaponIK.SolveDependencies( weaponPos, weaponQ, pWeapon->m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
// merge weapon bones back
pWeapon->m_pBoneMergeCache->CopyToFollow( weaponPos, weaponQ, BONE_USED_BY_BONE_MERGE, pos, q ); }
void CBaseAnimatingOverlay::RegenerateDispatchedLayers( IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime ) { // find who I'm following and see if I'm their dispatched model
if ( m_pBoneMergeCache && m_pBoneMergeCache->IsCopied() ) { CBaseEntity *pFollowEnt = GetFollowedEntity(); if ( pFollowEnt ) { CBaseAnimatingOverlay *pFollow = pFollowEnt->GetBaseAnimatingOverlay(); if ( pFollow ) { for ( int i=0; i < pFollow->GetNumAnimOverlays(); i++ ) { CAnimationLayer *pLayer = pFollow->GetAnimOverlay( i ); if ( pLayer->m_pDispatchedStudioHdr == NULL || pLayer->m_nOrder >= MAX_OVERLAYS || pLayer->GetSequence() == -1 || pLayer->GetWeight() <= 0.0f ) continue;
// FIXME: why do the CStudioHdr's not match?
if ( pLayer->m_pDispatchedStudioHdr->GetRenderHdr() == boneSetup.GetStudioHdr()->GetRenderHdr() ) { if ( pLayer->m_nDispatchedDst != ACT_INVALID ) { boneSetup.AccumulatePose( pos, q, pLayer->m_nDispatchedDst, pLayer->m_flCycle, pLayer->m_flWeight, currentTime, m_pIk ); } } } } } } }
void CBaseAnimatingOverlay::VerifyOrder( void ) { #ifdef _DEBUG
int i, j; // test sorting of the layers
int layer[MAX_OVERLAYS] = {}; int maxOrder = -1; for (i = 0; i < MAX_OVERLAYS; i++) { layer[i] = MAX_OVERLAYS; } for (i = 0; i < m_AnimOverlay.Count(); i++) { if (m_AnimOverlay[ i ].m_nOrder < MAX_OVERLAYS) { j = m_AnimOverlay[ i ].m_nOrder; Assert( layer[j] == MAX_OVERLAYS ); layer[j] = i; if (j > maxOrder) maxOrder = j; } }
// make sure they're sequential
// Aim layers are allowed to have gaps, and we are moving aim blending to server
// for ( i = 0; i <= maxOrder; i++ )
// {
// Assert( layer[i] != MAX_OVERLAYS);
// }
/*
for ( i = 0; i < MAX_OVERLAYS; i++ ) { int j = layer[i]; if (j != MAX_OVERLAYS) { char tempstr[512]; Q_snprintf( tempstr, sizeof( tempstr ),"%d : %d :%.2f :%d:%d:%.1f", j, m_AnimOverlay[ j ].m_nSequence, m_AnimOverlay[ j ].m_flWeight, m_AnimOverlay[ j ].IsActive(), m_AnimOverlay[ j ].IsKillMe(), m_AnimOverlay[ j ].m_flKillDelay ); EntityText( i, tempstr, 0.1 ); } } */ #endif
}
//-----------------------------------------------------------------------------
// Purpose: Sets the entity's model, clearing animation data
// Input : *szModelName -
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetModel( const char *szModelName ) { for ( int j=0; j<m_AnimOverlay.Count(); ++j ) { m_AnimOverlay[j].Init( this ); }
BaseClass::SetModel( szModelName ); }
//------------------------------------------------------------------------------
// Purpose : advance the animation frame up to the current time
// if an flInterval is passed in, only advance animation that number of seconds
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseAnimatingOverlay::StudioFrameAdvance () { float flAdvance = GetAnimTimeInterval();
VerifyOrder();
BaseClass::StudioFrameAdvance();
for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) { CAnimationLayer *pLayer = &m_AnimOverlay[i]; if (pLayer->IsActive()) { // Assert( !m_AnimOverlay[ i ].IsAbandoned() );
if (pLayer->IsKillMe()) { if (pLayer->m_flKillDelay > 0) { pLayer->m_flKillDelay -= flAdvance; pLayer->m_flKillDelay = clamp( pLayer->m_flKillDelay, 0.0, 1.0 ); } else if (pLayer->m_flWeight != 0.0f) { // give it at least one frame advance cycle to propagate 0.0 to client
pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance; pLayer->m_flWeight = clamp( pLayer->m_flWeight.Get(), 0.0, 1.0 ); } else { // shift the other layers down in order
if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() ); } FastRemoveLayer( i ); // needs at least one thing cycle dead to trigger sequence change
pLayer->Dying(); continue; } }
pLayer->StudioFrameAdvance( flAdvance, this ); if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) ) { pLayer->m_flWeight = 0.0f; pLayer->KillMe(); } } else if (pLayer->IsDying()) { pLayer->Dead(); } else if (pLayer->m_flWeight > 0.0) { // Now that the server blends, it is turning off layers all the time. Having a weight left over
// when you're no longer marked as active is now harmless and commonplace. Just clean up.
pLayer->Init( this ); pLayer->Dying(); } }
if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) { if (m_AnimOverlay[ i ].IsActive()) { /*
if (m_AnimOverlay[ i ].IsAbandoned()) { Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess ); } */ Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() ); } } }
VerifyOrder(); }
//=========================================================
// DispatchAnimEvents
//=========================================================
void CBaseAnimatingOverlay::DispatchAnimEvents ( CBaseAnimating *eventHandler ) { BaseClass::DispatchAnimEvents( eventHandler );
for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) { if (m_AnimOverlay[ i ].IsActive() && !m_AnimOverlay[ i ].NoEvents() ) { m_AnimOverlay[ i ].DispatchAnimEvents( eventHandler, this ); } } }
void CAnimationLayer::DispatchAnimEvents( CBaseAnimating *eventHandler, CBaseAnimating *pOwner ) { animevent_t event;
CStudioHdr *pstudiohdr = pOwner->GetModelPtr( );
if ( !pstudiohdr ) { Assert(!"CBaseAnimating::DispatchAnimEvents: model missing"); return; }
if ( !pstudiohdr->SequencesAvailable() ) { return; }
if ( m_nSequence < 0 || m_nSequence >= pstudiohdr->GetNumSeq() ) return; // don't fire if here are no events
if ( pstudiohdr->pSeqdesc( m_nSequence ).numevents == 0 ) { return; }
// look from when it last checked to some short time in the future
float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence ) * m_flPlaybackRate; float flStart = m_flLastEventCheck; float flEnd = m_flCycle;
if (!m_bLooping) { // fire off events early
float flLastVisibleCycle = 1.0f - (pstudiohdr->pSeqdesc( m_nSequence ).fadeouttime) * flCycleRate; if (flEnd >= flLastVisibleCycle || flEnd < 0.0) { m_bSequenceFinished = true; flEnd = 1.01f; } } m_flLastEventCheck = flEnd;
/*
if (pOwner->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { Msg( "%s:%s : checking %.2f %.2f (%d)\n", STRING(pOwner->GetModelName()), pstudiohdr->pSeqdesc( m_nSequence ).pszLabel(), flStart, flEnd, m_bSequenceFinished ); } */
// FIXME: does not handle negative framerates!
int index = 0; while ( (index = GetAnimationEvent( pstudiohdr, m_nSequence, &event, flStart, flEnd, index ) ) != 0 ) { event.pSource = pOwner; // calc when this event should happen
if (flCycleRate > 0.0) { float flCycle = event.cycle; if (flCycle > m_flCycle) { flCycle = flCycle - 1.0; } event.eventtime = pOwner->m_flAnimTime + (flCycle - m_flCycle) / flCycleRate + pOwner->GetAnimTimeInterval(); }
// Msg( "dispatch %d (%d : %.2f)\n", index - 1, event.event, event.eventtime );
event.m_bHandledByScript = eventHandler->HandleScriptedAnimEvent( &event ); if ( eventHandler->HandleBehaviorAnimEvent( &event ) ) { event.m_bHandledByScript = true; } eventHandler->HandleAnimEvent( &event ); } }
void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, BoneVector pos[], BoneQuaternionAligned q[], int boneMask ) { if(!pStudioHdr) { Assert(!"CBaseAnimating::GetSkeleton() without a model"); return; }
if (!pStudioHdr->SequencesAvailable()) { return; }
IBoneSetup boneSetup( pStudioHdr, boneMask, GetPoseParameterArray() ); boneSetup.InitPose( pos, q );
if ( !m_pIk ) { EnableServerIK(); m_pIk->Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, BONE_USED_BY_BONE_MERGE ); }
boneSetup.AccumulatePose( pos, q, GetSequence(), GetCycle(), 1.0, gpGlobals->curtime, m_pIk );
// sort the layers
int layer[MAX_OVERLAYS] = {}; for (int i = 0; i < m_AnimOverlay.Count(); i++) { layer[i] = MAX_OVERLAYS; } for (int i = 0; i < m_AnimOverlay.Count(); i++) { CAnimationLayer &pLayer = m_AnimOverlay[i]; if( (pLayer.m_flWeight > 0) && pLayer.IsActive() && pLayer.m_nOrder >= 0 && pLayer.m_nOrder < m_AnimOverlay.Count()) { layer[pLayer.m_nOrder] = i; } }
// check if this is a player with a valid weapon
// look for weapon, pull layer animations from it if/when they exist
CBaseCombatWeapon *pWeapon = NULL; CBaseWeaponWorldModel *pWeaponWorldModel = NULL;
bool bDoWeaponSetup = false;
if ( this->IsPlayer() ) { CCSPlayer *pPlayer = ToCSPlayer(this); if ( pPlayer && pPlayer->m_bUseNewAnimstate ) { pWeapon = pPlayer->GetActiveWeapon(); if ( pWeapon ) { pWeaponWorldModel = pWeapon->m_hWeaponWorldModel.Get(); if ( pWeaponWorldModel && pWeaponWorldModel->GetModelPtr() && pWeaponWorldModel->HoldsPlayerAnimations() ) {
if ( !pWeaponWorldModel->m_pBoneMergeCache ) { pWeaponWorldModel->m_pBoneMergeCache = new CBoneMergeCache; pWeaponWorldModel->m_pBoneMergeCache->Init( pWeaponWorldModel ); }
if ( pWeaponWorldModel->m_pBoneMergeCache ) bDoWeaponSetup = true; } } } } if ( bDoWeaponSetup ) { CStudioHdr *pWeaponStudioHdr = pWeaponWorldModel->GetModelPtr();
// copy matching player pose params to weapon pose params
pWeaponWorldModel->m_pBoneMergeCache->MergeMatchingPoseParams(); // build a temporary setup for the weapon
CIKContext weaponIK; weaponIK.Init( pWeaponStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, BONE_USED_BY_BONE_MERGE );
IBoneSetup weaponSetup( pWeaponStudioHdr, BONE_USED_BY_BONE_MERGE, pWeaponWorldModel->GetPoseParameterArray() ); BoneVector weaponPos[MAXSTUDIOBONES]; BoneQuaternionAligned weaponQ[MAXSTUDIOBONES];
weaponSetup.InitPose( weaponPos, weaponQ );
for ( int i=0; i < GetNumAnimOverlays(); i++ ) { CAnimationLayer *pLayer = GetAnimOverlay( i ); if ( pLayer->GetSequence() <= 1 || pLayer->GetWeight() <= 0.0f ) continue;
UpdateDispatchLayer( pLayer, pWeaponStudioHdr, pLayer->GetSequence() );
if ( pLayer->m_nDispatchedDst > 0 && pLayer->m_nDispatchedDst < pWeaponStudioHdr->GetNumSeq() ) { // copy player bones to weapon setup bones
pWeaponWorldModel->m_pBoneMergeCache->CopyFromFollow( pos, q, BONE_USED_BY_BONE_MERGE, weaponPos, weaponQ );
// respect ik rules on archetypal sequence, even if we're not playing it
if ( m_pIk ) { mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( pLayer->GetSequence() ); m_pIk->AddDependencies( seqdesc, pLayer->GetSequence(), pLayer->GetCycle(), GetPoseParameterArray(), pLayer->GetWeight() ); }
weaponSetup.AccumulatePose( weaponPos, weaponQ, pLayer->m_nDispatchedDst, pLayer->GetCycle(), pLayer->GetWeight(), gpGlobals->curtime, &weaponIK ); pWeaponWorldModel->m_pBoneMergeCache->CopyToFollow( weaponPos, weaponQ, BONE_USED_BY_BONE_MERGE, pos, q );
weaponIK.CopyTo( m_pIk, pWeaponWorldModel->m_pBoneMergeCache->GetRawIndexMapping() ); } else { boneSetup.AccumulatePose( pos, q, pLayer->GetSequence(), pLayer->GetCycle(), pLayer->GetWeight(), gpGlobals->curtime, m_pIk ); } } } else { for (int i = 0; i < m_AnimOverlay.Count(); i++) { if (layer[i] >= 0 && layer[i] < m_AnimOverlay.Count()) { CAnimationLayer &pLayer = m_AnimOverlay[layer[i]]; // UNDONE: Is it correct to use overlay weight for IK too?
boneSetup.AccumulatePose( pos, q, pLayer.m_nSequence, pLayer.m_flCycle, pLayer.m_flWeight, gpGlobals->curtime, m_pIk ); } } }
if ( m_pIk ) { CIKContext auto_ik; auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, boneMask ); boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik ); } else { boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, NULL ); } boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
// Do we care about local weapon bones on the server? They don't drive hitboxes... so I don't think we do.
//RegenerateDispatchedLayers( boneSetup, pos, q, gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: zero's out all non-restore safe fields
// Output :
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::OnRestore( ) { int i;
// force order of unused layers to current MAX_OVERLAYS
// and Tracker 48843 (Alyx skating after restore) restore the owner entity ptr (otherwise the network layer won't get NetworkStateChanged signals until the layer is re-Init()'ed
for (i = 0; i < m_AnimOverlay.Count(); i++) { m_AnimOverlay[i].m_pOwnerEntity = this;
if ( !m_AnimOverlay[i].IsActive()) { m_AnimOverlay[i].m_nOrder.Set( MAX_OVERLAYS ); } }
// get rid of all layers that shouldn't be restored
for (i = 0; i < m_AnimOverlay.Count(); i++) { if ( ( m_AnimOverlay[i].IsActive() && (m_AnimOverlay[i].m_fFlags & ANIM_LAYER_DONTRESTORE) ) || ( GetModelPtr() && !IsValidSequence(m_AnimOverlay[i].m_nSequence) ) ) { FastRemoveLayer( i ); } }
BaseClass::OnRestore(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBaseAnimatingOverlay::AddGestureSequence( int sequence, bool autokill /*= true*/ ) { int i = AddLayeredSequence( sequence, 0 ); // No room?
if ( IsValidLayer( i ) ) { SetLayerAutokill( i, autokill ); }
return i; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBaseAnimatingOverlay::AddGestureSequence( int nSequence, float flDuration, bool autokill /*= true*/ ) { int iLayer = AddGestureSequence( nSequence, autokill ); Assert( iLayer != -1 );
if (iLayer >= 0 && flDuration > 0) { m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( nSequence ) / flDuration; } return iLayer; }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
int CBaseAnimatingOverlay::AddGesture( Activity activity, bool autokill /*= true*/ ) { if ( IsPlayingGesture( activity ) ) { return FindGestureLayer( activity ); }
MDLCACHE_CRITICAL_SECTION(); int seq = SelectWeightedSequence( activity ); if ( seq <= 0 ) { const char *actname = CAI_BaseNPC::GetActivityName( activity ); DevMsg( "CBaseAnimatingOverlay::AddGesture: model %s missing activity %s\n", STRING(GetModelName()), actname ); return -1; }
int i = AddGestureSequence( seq, autokill ); Assert( i != -1 ); if ( i != -1 ) { m_AnimOverlay[ i ].m_nActivity = activity; }
return i; }
int CBaseAnimatingOverlay::AddGesture( Activity activity, float flDuration, bool autokill /*= true*/ ) { int iLayer = AddGesture( activity, autokill ); SetLayerDuration( iLayer, flDuration );
return iLayer; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerDuration( int iLayer, float flDuration ) { if (IsValidLayer( iLayer ) && flDuration > 0) { m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / flDuration; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
float CBaseAnimatingOverlay::GetLayerDuration( int iLayer ) { if (IsValidLayer( iLayer )) { if (m_AnimOverlay[iLayer].m_flPlaybackRate != 0.0f) { return (1.0 - m_AnimOverlay[iLayer].m_flCycle) * SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / m_AnimOverlay[iLayer].m_flPlaybackRate; } return SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ); } return 0.0; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBaseAnimatingOverlay::AddLayeredSequence( int sequence, int iPriority ) { int i = AllocateLayer( iPriority ); // No room?
if ( IsValidLayer( i ) ) { m_AnimOverlay[i].m_flCycle = 0; m_AnimOverlay[i].m_flPrevCycle = 0; m_AnimOverlay[i].m_flPlaybackRate = 1.0; m_AnimOverlay[i].m_nActivity = ACT_INVALID; m_AnimOverlay[i].m_nSequence = sequence; m_AnimOverlay[i].m_flWeight = 1.0f; m_AnimOverlay[i].m_flBlendIn = 0.0f; m_AnimOverlay[i].m_flBlendOut = 0.0f; m_AnimOverlay[i].m_bSequenceFinished = false; m_AnimOverlay[i].m_flLastEventCheck = 0; m_AnimOverlay[i].m_bLooping = ((GetSequenceFlags( GetModelPtr(), sequence ) & STUDIO_LOOPING) != 0); if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { Msg("%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n", gpGlobals->curtime, i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() ); } }
return i; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
bool CBaseAnimatingOverlay::IsValidLayer( int iLayer ) { return (iLayer >= 0 && iLayer < m_AnimOverlay.Count() && m_AnimOverlay[iLayer].IsActive()); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBaseAnimatingOverlay::AllocateLayer( int iPriority ) { int i;
// look for an open slot and for existing layers that are lower priority
int iNewOrder = 0; int iOpenLayer = -1; int iNumOpen = 0; for (i = 0; i < m_AnimOverlay.Count(); i++) { if ( m_AnimOverlay[i].IsActive() ) { if (m_AnimOverlay[i].m_nPriority <= iPriority) { iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 ); } } else if (m_AnimOverlay[ i ].IsDying()) { // skip
} else if (iOpenLayer == -1) { iOpenLayer = i; } else { iNumOpen++; } }
if (iOpenLayer == -1) { if (m_AnimOverlay.Count() >= MAX_OVERLAYS) { return -1; }
iOpenLayer = m_AnimOverlay.AddToTail(); m_AnimOverlay[iOpenLayer].Init( this ); m_AnimOverlay[iOpenLayer].NetworkStateChanged(); }
// make sure there's always an empty unused layer so that history slots will be available on the client when it is used
if (iNumOpen == 0) { if (m_AnimOverlay.Count() < MAX_OVERLAYS) { i = m_AnimOverlay.AddToTail(); m_AnimOverlay[i].Init( this ); m_AnimOverlay[i].NetworkStateChanged(); } }
for (i = 0; i < m_AnimOverlay.Count(); i++) { if ( m_AnimOverlay[i].m_nOrder >= iNewOrder && m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS) { m_AnimOverlay[i].m_nOrder++; } }
m_AnimOverlay[iOpenLayer].m_fFlags = ANIM_LAYER_ACTIVE; m_AnimOverlay[iOpenLayer].m_nOrder = iNewOrder; m_AnimOverlay[iOpenLayer].m_nPriority = iPriority;
m_AnimOverlay[iOpenLayer].MarkActive(); VerifyOrder();
return iOpenLayer; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerPriority( int iLayer, int iPriority ) { if (!IsValidLayer( iLayer )) { return; }
if (m_AnimOverlay[iLayer].m_nPriority == iPriority) { return; }
// look for an open slot and for existing layers that are lower priority
int i; for (i = 0; i < m_AnimOverlay.Count(); i++) { if ( m_AnimOverlay[i].IsActive() ) { if (m_AnimOverlay[i].m_nOrder > m_AnimOverlay[iLayer].m_nOrder) { m_AnimOverlay[i].m_nOrder--; } } }
int iNewOrder = 0; for (i = 0; i < m_AnimOverlay.Count(); i++) { if ( i != iLayer && m_AnimOverlay[i].IsActive() ) { if (m_AnimOverlay[i].m_nPriority <= iPriority) { iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 ); } } }
for (i = 0; i < m_AnimOverlay.Count(); i++) { if ( i != iLayer && m_AnimOverlay[i].IsActive() ) { if ( m_AnimOverlay[i].m_nOrder >= iNewOrder) { m_AnimOverlay[i].m_nOrder++; } } }
m_AnimOverlay[iLayer].m_nOrder = iNewOrder; m_AnimOverlay[iLayer].m_nPriority = iPriority; m_AnimOverlay[iLayer].MarkActive( );
VerifyOrder();
return; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
//-----------------------------------------------------------------------------
int CBaseAnimatingOverlay::FindGestureLayer( Activity activity ) { for (int i = 0; i < m_AnimOverlay.Count(); i++) { if ( !(m_AnimOverlay[i].IsActive()) ) continue;
if ( m_AnimOverlay[i].IsKillMe() ) continue;
if ( m_AnimOverlay[i].m_nActivity == ACT_INVALID ) continue;
if ( m_AnimOverlay[i].m_nActivity == activity ) return i; }
return -1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseAnimatingOverlay::IsPlayingGesture( Activity activity ) { return FindGestureLayer( activity ) != -1 ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::RestartGesture( Activity activity, bool addifmissing /*=true*/, bool autokill /*=true*/ ) { int idx = FindGestureLayer( activity ); if ( idx == -1 ) { if ( addifmissing ) { AddGesture( activity, autokill ); } return; }
m_AnimOverlay[ idx ].m_flCycle = 0.0f; m_AnimOverlay[ idx ].m_flPrevCycle = 0.0f; m_AnimOverlay[ idx ].m_flLastEventCheck = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::RemoveGesture( Activity activity ) { int iLayer = FindGestureLayer( activity ); if ( iLayer == -1 ) return;
RemoveLayer( iLayer ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::RemoveAllGestures( void ) { for (int i = 0; i < m_AnimOverlay.Count(); i++) { RemoveLayer( i ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle ) { if (!IsValidLayer( iLayer )) return;
if (!m_AnimOverlay[iLayer].m_bLooping) { flCycle = clamp( flCycle, 0.0, 1.0 ); } m_AnimOverlay[iLayer].m_flCycle = flCycle; m_AnimOverlay[iLayer].MarkActive( ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle, float flPrevCycle ) { if (!IsValidLayer( iLayer )) return;
if (!m_AnimOverlay[iLayer].m_bLooping) { flCycle = clamp( flCycle, 0.0, 1.0 ); flPrevCycle = clamp( flPrevCycle, 0.0, 1.0 ); } m_AnimOverlay[iLayer].m_flCycle = flCycle; m_AnimOverlay[iLayer].m_flPrevCycle = flPrevCycle; m_AnimOverlay[iLayer].m_flLastEventCheck = flPrevCycle; m_AnimOverlay[iLayer].MarkActive( ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseAnimatingOverlay::GetLayerCycle( int iLayer ) { if (!IsValidLayer( iLayer )) return 0.0;
return m_AnimOverlay[iLayer].m_flCycle; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerPlaybackRate( int iLayer, float flPlaybackRate ) { if (!IsValidLayer( iLayer )) return;
Assert( flPlaybackRate > -1.0 && flPlaybackRate < 40.0);
m_AnimOverlay[iLayer].m_flPlaybackRate = flPlaybackRate; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerWeight( int iLayer, float flWeight ) { if (!IsValidLayer( iLayer )) return;
flWeight = clamp( flWeight, 0.0f, 1.0f ); m_AnimOverlay[iLayer].m_flWeight = flWeight; m_AnimOverlay[iLayer].MarkActive( ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CBaseAnimatingOverlay::GetLayerWeight( int iLayer ) { if (!IsValidLayer( iLayer )) return 0.0;
return m_AnimOverlay[iLayer].m_flWeight; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerBlendIn( int iLayer, float flBlendIn ) { if (!IsValidLayer( iLayer )) return;
m_AnimOverlay[iLayer].m_flBlendIn = flBlendIn; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerBlendOut( int iLayer, float flBlendOut ) { if (!IsValidLayer( iLayer )) return;
m_AnimOverlay[iLayer].m_flBlendOut = flBlendOut; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerAutokill( int iLayer, bool bAutokill ) { if (!IsValidLayer( iLayer )) return;
if (bAutokill) { m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_AUTOKILL; } else { m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_AUTOKILL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerLooping( int iLayer, bool bLooping ) { if (!IsValidLayer( iLayer )) return;
m_AnimOverlay[iLayer].m_bLooping = bLooping; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerNoRestore( int iLayer, bool bNoRestore ) { if (!IsValidLayer( iLayer )) return;
if (bNoRestore) { m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_DONTRESTORE; } else { m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_DONTRESTORE; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::SetLayerNoEvents( int iLayer, bool bNoEvents ) { if (!IsValidLayer( iLayer )) return;
if (bNoEvents) { m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_NOEVENTS; } else { m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_NOEVENTS; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CBaseAnimatingOverlay::GetLayerActivity( int iLayer ) { if (!IsValidLayer( iLayer )) { return ACT_INVALID; } return m_AnimOverlay[iLayer].m_nActivity; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseAnimatingOverlay::GetLayerSequence( int iLayer ) { if (!IsValidLayer( iLayer )) { return ACT_INVALID; } return m_AnimOverlay[iLayer].m_nSequence; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseAnimatingOverlay::RemoveLayer( int iLayer, float flKillRate, float flKillDelay ) { if (!IsValidLayer( iLayer )) return;
if (flKillRate > 0) { m_AnimOverlay[iLayer].m_flKillRate = m_AnimOverlay[iLayer].m_flWeight / flKillRate; } else { m_AnimOverlay[iLayer].m_flKillRate = 100; }
m_AnimOverlay[iLayer].m_flKillDelay = flKillDelay;
m_AnimOverlay[iLayer].KillMe(); }
void CBaseAnimatingOverlay::FastRemoveLayer( int iLayer ) { if (!IsValidLayer( iLayer )) return;
// shift the other layers down in order
for (int j = 0; j < m_AnimOverlay.Count(); j++ ) { if ((m_AnimOverlay[ j ].IsActive()) && m_AnimOverlay[ j ].m_nOrder > m_AnimOverlay[ iLayer ].m_nOrder) { m_AnimOverlay[ j ].m_nOrder--; } } m_AnimOverlay[ iLayer ].Init( this );
VerifyOrder(); }
CAnimationLayer *CBaseAnimatingOverlay::GetAnimOverlay( int iIndex, bool bUseOrder ) { iIndex = clamp( iIndex, 0, m_AnimOverlay.Count()-1 );
if ( !m_AnimOverlay.Count() ) return NULL;
if ( bUseOrder ) { FOR_EACH_VEC( m_AnimOverlay, j ) { if ( m_AnimOverlay[j].m_nOrder == iIndex ) return &m_AnimOverlay[j]; } }
return &m_AnimOverlay[iIndex]; }
void CBaseAnimatingOverlay::SetNumAnimOverlays( int num ) { if ( m_AnimOverlay.Count() < num ) { m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() ); NetworkStateChanged(); } else if ( m_AnimOverlay.Count() > num ) { m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num ); NetworkStateChanged(); } }
bool CBaseAnimatingOverlay::HasActiveLayer( void ) { for (int j = 0; j < m_AnimOverlay.Count(); j++ ) { if ( m_AnimOverlay[ j ].IsActive() ) return true; }
return false; }
bool CBaseAnimatingOverlay::UpdateDispatchLayer( CAnimationLayer *pLayer, CStudioHdr *pWeaponStudioHdr, int iSequence ) { if ( !pWeaponStudioHdr || !pLayer ) { if ( pLayer ) pLayer->m_nDispatchedDst = ACT_INVALID; return false; }
if ( pLayer->m_pDispatchedStudioHdr != pWeaponStudioHdr || pLayer->m_nDispatchedSrc != iSequence || pLayer->m_nDispatchedDst >= pWeaponStudioHdr->GetNumSeq() ) { pLayer->m_pDispatchedStudioHdr = pWeaponStudioHdr; pLayer->m_nDispatchedSrc = iSequence; if ( pWeaponStudioHdr ) { const char *pszLayerName = GetSequenceName( iSequence ); pLayer->m_nDispatchedDst = pWeaponStudioHdr->LookupSequence( pszLayerName ); } else { pLayer->m_nDispatchedDst = ACT_INVALID; } } return (pLayer->m_nDispatchedDst != ACT_INVALID ); }
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