//========= 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 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