Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "filesystem.h"
#include "sentence.h"
#include "hud_closecaption.h"
#include "engine/ivmodelinfo.h"
#include "engine/ivdebugoverlay.h"
#include "bone_setup.h"
#include "soundinfo.h"
#include "tools/bonelist.h"
#include "keyvalues.h"
#include "tier0/vprof.h"
#include "toolframework/itoolframework.h"
#include "choreoevent.h"
#include "choreoscene.h"
#include "choreoactor.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool UseHWMorphVCDs();
ConVar g_CV_PhonemeDelay("phonemedelay", "0", 0, "Phoneme delay to account for sound system latency." );
ConVar g_CV_PhonemeFilter("phonemefilter", "0.08", 0, "Time duration of box filter to pass over phonemes." );
ConVar g_CV_FlexRules("flex_rules", "1", 0, "Allow flex animation rules to run." );
ConVar g_CV_BlinkDuration("blink_duration", "0.2", 0, "How many seconds an eye blink will last." );
ConVar g_CV_FlexSmooth("flex_smooth", "1", 0, "Applies smoothing/decay curve to flex animation controller changes." );
#if defined( CBaseFlex )
#undef CBaseFlex
#endif
static int g_iFlexCounter = 0;
IMPLEMENT_CLIENTCLASS_DT(C_BaseFlex, DT_BaseFlex, CBaseFlex)
RecvPropArray3( RECVINFO_ARRAY(m_flexWeight), RecvPropFloat(RECVINFO(m_flexWeight[0]))),
RecvPropInt(RECVINFO(m_blinktoggle)),
RecvPropVector(RECVINFO(m_viewtarget)),
#ifdef HL2_CLIENT_DLL
RecvPropFloat( RECVINFO(m_vecViewOffset[0]) ),
RecvPropFloat( RECVINFO(m_vecViewOffset[1]) ),
RecvPropFloat( RECVINFO(m_vecViewOffset[2]) ),
RecvPropVector(RECVINFO(m_vecLean)),
RecvPropVector(RECVINFO(m_vecShift)),
#endif
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_BaseFlex )
/*
// DEFINE_FIELD( C_BaseFlex, m_viewtarget, FIELD_VECTOR ),
// DEFINE_ARRAY( C_BaseFlex, m_flexWeight, FIELD_FLOAT, 64 ),
// DEFINE_FIELD( C_BaseFlex, m_blinktoggle, FIELD_INTEGER ),
// DEFINE_FIELD( C_BaseFlex, m_blinktime, FIELD_FLOAT ),
// DEFINE_FIELD( C_BaseFlex, m_prevviewtarget, FIELD_VECTOR ),
// DEFINE_ARRAY( C_BaseFlex, m_prevflexWeight, FIELD_FLOAT, 64 ),
// DEFINE_FIELD( C_BaseFlex, m_prevblinktoggle, FIELD_INTEGER ),
// DEFINE_FIELD( C_BaseFlex, m_iBlink, FIELD_INTEGER ),
// DEFINE_FIELD( C_BaseFlex, m_iEyeUpdown, FIELD_INTEGER ),
// DEFINE_FIELD( C_BaseFlex, m_iEyeRightleft, FIELD_INTEGER ),
// DEFINE_FIELD( C_BaseFlex, m_FileList, CUtlVector < CFlexSceneFile * > ),
*/
END_PREDICTION_DATA()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool GetHWMExpressionFileName( const char *pFilename, char *pHWMFilename )
{
// Are we even using hardware morph?
if ( !UseHWMorphVCDs() )
return false;
// Do we have a valid filename?
if ( !( pFilename && pFilename[0] ) )
return false;
// Check to see if we already have an player/hwm/* filename.
if ( ( V_strstr( pFilename, "player/hwm" ) != NULL ) || ( V_strstr( pFilename, "player\\hwm" ) != NULL ) )
{
V_strcpy( pHWMFilename, pFilename );
return true;
}
// Find the hardware morph scene name and pass that along as well.
char szExpression[MAX_PATH];
V_strcpy( szExpression, pFilename );
char szExpressionHWM[MAX_PATH];
szExpressionHWM[0] = '\0';
char *pszToken = strtok( szExpression, "/\\" );
while ( pszToken != NULL )
{
V_strcat( szExpressionHWM, pszToken, sizeof( szExpressionHWM ) );
if ( !V_stricmp( pszToken, "player" ) )
{
V_strcat( szExpressionHWM, "\\hwm", sizeof( szExpressionHWM ) );
}
pszToken = strtok( NULL, "/\\" );
if ( pszToken != NULL )
{
V_strcat( szExpressionHWM, "\\", sizeof( szExpressionHWM ) );
}
}
V_strcpy( pHWMFilename, szExpressionHWM );
return true;
}
C_BaseFlex::C_BaseFlex() :
m_iv_viewtarget( "C_BaseFlex::m_iv_viewtarget" ),
m_iv_flexWeight("C_BaseFlex:m_iv_flexWeight" ),
#ifdef HL2_CLIENT_DLL
m_iv_vecLean("C_BaseFlex:m_iv_vecLean" ),
m_iv_vecShift("C_BaseFlex:m_iv_vecShift" ),
#endif
m_LocalToGlobal( 0, 0, FlexSettingLessFunc )
{
#ifdef _DEBUG
((Vector&)m_viewtarget).Init();
#endif
AddVar( &m_viewtarget, &m_iv_viewtarget, LATCH_ANIMATION_VAR | INTERPOLATE_LINEAR_ONLY );
AddVar( m_flexWeight, &m_iv_flexWeight, LATCH_ANIMATION_VAR );
// Fill in phoneme class lookup
SetupMappings( "phonemes" );
m_flFlexDelayedWeight = NULL;
m_iMostRecentFlexCounter = 0xFFFFFFFF;
/// Make sure size is correct
Assert( PHONEME_CLASS_STRONG + 1 == NUM_PHONEME_CLASSES );
#ifdef HL2_CLIENT_DLL
// Get general lean vector
AddVar( &m_vecLean, &m_iv_vecLean, LATCH_ANIMATION_VAR );
AddVar( &m_vecShift, &m_iv_vecShift, LATCH_ANIMATION_VAR );
#endif
}
C_BaseFlex::~C_BaseFlex()
{
if ( m_flFlexDelayedWeight )
{
delete[] m_flFlexDelayedWeight;
m_flFlexDelayedWeight = NULL;
}
m_SceneEvents.RemoveAll();
m_LocalToGlobal.RemoveAll();
}
void C_BaseFlex::Spawn()
{
BaseClass::Spawn();
InitPhonemeMappings();
}
// TF Player overrides all of these with class specific files
void C_BaseFlex::InitPhonemeMappings()
{
SetupMappings( "phonemes" );
}
void C_BaseFlex::SetupMappings( char const *pchFileRoot )
{
// Fill in phoneme class lookup
memset( m_PhonemeClasses, 0, sizeof( m_PhonemeClasses ) );
Emphasized_Phoneme *normal = &m_PhonemeClasses[ PHONEME_CLASS_NORMAL ];
Q_snprintf( normal->classname, sizeof( normal->classname ), "%s", pchFileRoot );
normal->required = true;
Emphasized_Phoneme *weak = &m_PhonemeClasses[ PHONEME_CLASS_WEAK ];
Q_snprintf( weak->classname, sizeof( weak->classname ), "%s_weak", pchFileRoot );
Emphasized_Phoneme *strong = &m_PhonemeClasses[ PHONEME_CLASS_STRONG ];
Q_snprintf( strong->classname, sizeof( strong->classname ), "%s_strong", pchFileRoot );
}
//----------------------------------------------------------------------------
// Hooks into the fast path render system
//----------------------------------------------------------------------------
IClientModelRenderable* C_BaseFlex::GetClientModelRenderable()
{
// Cannot participate if it has a render clip plane
if ( !BaseClass::GetClientModelRenderable() )
return NULL;
// No flexes allowed for fast path atm
CStudioHdr *hdr = GetModelPtr();
if ( !hdr || ( hdr->numflexcontrollers() != 0 ) )
return NULL;
return this;
}
//-----------------------------------------------------------------------------
// Purpose: initialize fast lookups when model changes
//-----------------------------------------------------------------------------
CStudioHdr *C_BaseFlex::OnNewModel()
{
CStudioHdr *hdr = BaseClass::OnNewModel();
// init to invalid setting
m_iBlink = -1;
m_iEyeUpdown = LocalFlexController_t(-1);
m_iEyeRightleft = LocalFlexController_t(-1);
m_iMouthAttachment = 0;
if ( m_flFlexDelayedWeight )
{
delete[] m_flFlexDelayedWeight;
m_flFlexDelayedWeight = NULL;
}
if (hdr)
{
int nFlexDescCount = hdr->numflexdesc();
m_CachedFlexWeights.SetCount( nFlexDescCount );
m_CachedDelayedFlexWeights.SetCount( nFlexDescCount );
if ( nFlexDescCount )
{
m_flFlexDelayedWeight = new float[ nFlexDescCount ];
memset( m_flFlexDelayedWeight, 0, nFlexDescCount * sizeof(float) );
memset( m_CachedFlexWeights.Base(), 0, nFlexDescCount * sizeof(float) );
memset( m_CachedDelayedFlexWeights.Base(), 0, nFlexDescCount * sizeof(float) );
}
m_iv_flexWeight.SetMaxCount( gpGlobals->curtime, hdr->numflexcontrollers() );
m_iMouthAttachment = LookupAttachment( "mouth" );
// NOTE: Eye updown/right left controllers are *local*
// blink is global
m_iEyeUpdown = FindFlexController( "eyes_updown" );
m_iEyeRightleft = FindFlexController( "eyes_rightleft" );
m_iBlink = AddGlobalFlexController( "blink" );
}
return hdr;
}
void C_BaseFlex::StandardBlendingRules( CStudioHdr *hdr, BoneVector pos[], BoneQuaternionAligned q[], float currentTime, int boneMask )
{
BaseClass::StandardBlendingRules( hdr, pos, q, currentTime, boneMask );
#ifdef HL2_CLIENT_DLL
// shift pelvis, rotate body
if (hdr->GetNumIKChains() != 0 && (m_vecShift.x != 0.0 || m_vecShift.y != 0.0))
{
//CIKContext auto_ik;
//auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), currentTime, gpGlobals->framecount, boneMask );
//auto_ik.AddAllLocks( pos, q );
matrix3x4_t rootxform;
AngleMatrix( GetRenderAngles(), GetRenderOrigin(), rootxform );
Vector localShift;
VectorIRotate( m_vecShift, rootxform, localShift );
Vector localLean;
VectorIRotate( m_vecLean, rootxform, localLean );
Vector p0 = pos[0];
float length = VectorNormalize( p0 );
// shift the root bone, but keep the height off the origin the same
Vector shiftPos = pos[0] + localShift;
VectorNormalize( shiftPos );
Vector leanPos = pos[0] + localLean;
VectorNormalize( leanPos );
pos[0] = shiftPos * length;
// rotate the root bone based on how much it was "leaned"
Vector p1;
CrossProduct( p0, leanPos, p1 );
float sinAngle = VectorNormalize( p1 );
float cosAngle = DotProduct( p0, leanPos );
float angle = atan2( sinAngle, cosAngle ) * 180 / M_PI;
Quaternion q1;
angle = clamp( angle, -45, 45 );
AxisAngleQuaternion( p1, angle, q1 );
QuaternionMult( q1, q[0], q[0] );
QuaternionNormalize( q[0] );
// DevMsgRT( " (%.2f) %.2f %.2f %.2f\n", angle, p1.x, p1.y, p1.z );
// auto_ik.SolveAllLocks( pos, q );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: place "voice" sounds on mouth
//-----------------------------------------------------------------------------
bool C_BaseFlex::GetSoundSpatialization( SpatializationInfo_t& info )
{
bool bret = BaseClass::GetSoundSpatialization( info );
// Default things it's audible, put it at a better spot?
if ( bret )
{
if (info.info.nChannel == CHAN_VOICE && m_iMouthAttachment > 0)
{
Vector origin;
QAngle angles;
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
if (GetAttachment( m_iMouthAttachment, origin, angles ))
{
if (info.pOrigin)
{
*info.pOrigin = origin;
}
if (info.pAngles)
{
*info.pAngles = angles;
}
}
}
}
return bret;
}
//-----------------------------------------------------------------------------
// Purpose: run the interpreted FAC's expressions, converting flex_controller
// values into FAC weights
//-----------------------------------------------------------------------------
void C_BaseFlex::RunFlexRules( CStudioHdr *hdr, const float *pGlobalFlexWeight, float *dest )
{
if ( !g_CV_FlexRules.GetInt() )
return;
if ( !hdr )
return;
/*
// 0 means run them all
int nFlexRulesToRun = 0;
const char *pszExpression = flex_expression.GetString();
if ( pszExpression )
{
nFlexRulesToRun = atoi(pszExpression); // 0 will be returned if not a numeric string
}
*/
hdr->RunFlexRules( pGlobalFlexWeight, dest );
}
class CFlexSceneFileManager : CAutoGameSystem
{
public:
CFlexSceneFileManager() : CAutoGameSystem( "CFlexSceneFileManager" )
{
}
virtual bool InitRecursive( const char *pFolder )
{
if ( pFolder == NULL )
{
pFolder = "expressions";
#if defined( PORTAL2 )
if ( IsGameConsole() )
{
return false;
}
#endif
}
char directory[ MAX_PATH ];
Q_snprintf( directory, sizeof( directory ), "%s/*.*", pFolder );
FileFindHandle_t fh;
const char *fn;
for (fn = g_pFullFileSystem->FindFirst( directory, &fh ); fn; fn = g_pFullFileSystem->FindNext( fh ) )
{
if ( !stricmp( fn, ".") || !stricmp( fn, "..") )
{
continue;
}
if ( g_pFullFileSystem->FindIsDirectory( fh ) )
{
char folderpath[MAX_PATH];
Q_snprintf( folderpath, sizeof( folderpath ), "%s/%s", pFolder, fn );
InitRecursive( folderpath );
continue;
}
const char *pExt = Q_GetFileExtension( fn );
if ( pExt && Q_stricmp( pExt, "vfe" ) )
{
continue;
}
char fullFileName[MAX_PATH];
Q_snprintf( fullFileName, sizeof(fullFileName), "%s/%s", pFolder, fn );
// strip default folder and extension
int index = V_strlen( "expressions/" );
char vfeName[ MAX_PATH ];
V_StripExtension( &fullFileName[index], vfeName, sizeof( vfeName ) );
V_FixSlashes( vfeName );
FindSceneFile( NULL, vfeName, true );
}
return true;
}
virtual bool Init()
{
// Trakcer 16692: Preload these at startup to avoid hitch first time we try to load them during actual gameplay
FindSceneFile( NULL, "phonemes", true );
FindSceneFile( NULL, "phonemes_weak", true );
FindSceneFile(NULL, "phonemes_strong", true );
#if defined( HL2_CLIENT_DLL )
FindSceneFile( NULL, "random", true );
FindSceneFile( NULL, "randomAlert", true );
#endif
#if defined( TF_CLIENT_DLL )
// HACK TO ALL TF TO HAVE PER CLASS OVERRIDES
char const *pTFClasses[] =
{
"scout",
"sniper",
"soldier",
"demo",
"medic",
"heavy",
"pyro",
"spy",
"engineer",
};
char fn[ MAX_PATH ];
for ( int i = 0; i < ARRAYSIZE( pTFClasses ); ++i )
{
Q_snprintf( fn, sizeof( fn ), "player/%s/phonemes/phonemes", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
Q_snprintf( fn, sizeof( fn ), "player/%s/phonemes/phonemes_weak", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
Q_snprintf( fn, sizeof( fn ), "player/%s/phonemes/phonemes_strong", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
if ( !IsGameConsole() )
{
Q_snprintf( fn, sizeof( fn ), "player/hwm/%s/phonemes/phonemes", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
Q_snprintf( fn, sizeof( fn ), "player/hwm/%s/phonemes/phonemes_weak", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
Q_snprintf( fn, sizeof( fn ), "player/hwm/%s/phonemes/phonemes_strong", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
}
Q_snprintf( fn, sizeof( fn ), "player/%s/emotion/emotion", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
if ( !IsGameConsole() )
{
Q_snprintf( fn, sizeof( fn ), "player/hwm/%s/emotion/emotion", pTFClasses[i] );
FindSceneFile( NULL, fn, true );
}
}
#endif
InitRecursive( NULL );
return true;
}
// Tracker 14992: We used to load 18K of .vfes for every C_BaseFlex who lipsynced, but now we only load those files once globally.
// Note, we could wipe these between levels, but they don't ever load more than the weak/normal/strong phoneme classes that I can tell
// so I'll just leave them loaded forever for now
virtual void Shutdown()
{
DeleteSceneFiles();
}
//-----------------------------------------------------------------------------
// Purpose: Sets up translations
// Input : *instance -
// *pSettinghdr -
// Output : void
//-----------------------------------------------------------------------------
void EnsureTranslations( C_BaseFlex *instance, const flexsettinghdr_t *pSettinghdr )
{
// The only time instance is NULL is in Init() above, where we're just loading the .vfe files off of the hard disk.
if ( instance )
{
instance->EnsureTranslations( pSettinghdr );
}
}
const void *FindSceneFile( C_BaseFlex *instance, const char *filename, bool allowBlockingIO )
{
char szFilename[MAX_PATH];
Assert( V_strlen( filename ) < MAX_PATH );
V_strcpy( szFilename, filename );
#if defined( TF_CLIENT_DLL )
char szHWMFilename[MAX_PATH];
if ( GetHWMExpressionFileName( szFilename, szHWMFilename ) )
{
V_strcpy( szFilename, szHWMFilename );
}
#endif
Q_FixSlashes( szFilename );
// See if it's already loaded
int i;
for ( i = 0; i < m_FileList.Count(); i++ )
{
CFlexSceneFile *file = m_FileList[ i ];
if ( file && !V_stricmp( file->filename, szFilename ) )
{
// Make sure translations (local to global flex controller) are set up for this instance
EnsureTranslations( instance, ( const flexsettinghdr_t * )file->buffer );
return file->buffer;
}
}
if ( !allowBlockingIO )
{
return NULL;
}
// Load file into memory
void *buffer = NULL;
int len = filesystem->ReadFileEx( VarArgs( "expressions/%s.vfe", szFilename ), "GAME", &buffer );
if ( !len )
return NULL;
// Create scene entry
CFlexSceneFile *pfile = new CFlexSceneFile;
// Remember filename
Q_strncpy( pfile->filename, szFilename, sizeof( pfile->filename ) );
// Remember data pointer
pfile->buffer = buffer;
// Add to list
m_FileList.AddToTail( pfile );
// Swap the entire file
if ( IsGameConsole() )
{
CByteswap swap;
swap.ActivateByteSwapping( true );
byte *pData = (byte*)buffer;
flexsettinghdr_t *pHdr = (flexsettinghdr_t*)pData;
swap.SwapFieldsToTargetEndian( pHdr );
// Flex Settings
flexsetting_t *pFlexSetting = (flexsetting_t*)((byte*)pHdr + pHdr->flexsettingindex);
for ( int i = 0; i < pHdr->numflexsettings; ++i, ++pFlexSetting )
{
swap.SwapFieldsToTargetEndian( pFlexSetting );
flexweight_t *pWeight = (flexweight_t*)(((byte*)pFlexSetting) + pFlexSetting->settingindex );
for ( int j = 0; j < pFlexSetting->numsettings; ++j, ++pWeight )
{
swap.SwapFieldsToTargetEndian( pWeight );
}
}
// indexes
pData = (byte*)pHdr + pHdr->indexindex;
swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numindexes );
// keymappings
pData = (byte*)pHdr + pHdr->keymappingindex;
swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numkeys );
// keyname indices
pData = (byte*)pHdr + pHdr->keynameindex;
swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numkeys );
}
// Fill in translation table
EnsureTranslations( instance, ( const flexsettinghdr_t * )pfile->buffer );
// Return data
return pfile->buffer;
}
private:
void DeleteSceneFiles()
{
while ( m_FileList.Count() > 0 )
{
CFlexSceneFile *file = m_FileList[ 0 ];
m_FileList.Remove( 0 );
free( file->buffer );
delete file;
}
}
CUtlVector< CFlexSceneFile * > m_FileList;
};
CFlexSceneFileManager g_FlexSceneFileManager;
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
//-----------------------------------------------------------------------------
const void *C_BaseFlex::FindSceneFile( const char *filename )
{
// Ask manager to get the globally cached scene instead.
// hunt up the tree for the filename starting with our model name prepended as the path
static char szExtendedPath[MAX_PATH];
const char *pModelName = NULL;
CStudioHdr *pStudioHdr = GetModelPtr();
if ( pStudioHdr )
{
pModelName = pStudioHdr->pszName();
}
if ( !pModelName )
{
return g_FlexSceneFileManager.FindSceneFile( this, filename, false );
}
if ( StringHasPrefix( pModelName, "models" ) )
{
strcpy( szExtendedPath, StringAfterPrefix( pModelName, "models" ) + 1 );
}
else
{
strcpy( szExtendedPath, pModelName );
}
V_StripExtension( szExtendedPath, szExtendedPath, sizeof( szExtendedPath ) );
V_FixupPathName( szExtendedPath, sizeof( szExtendedPath ), szExtendedPath );
const void *pSceneFile = NULL;
// FIXME: V_StripLastDir returns "./" path when it strips out the last one. That don't resolve on FindSceneFile
while ( V_strlen( szExtendedPath ) > 2 )
{
static char szExtendedName[MAX_PATH];
V_ComposeFileName( szExtendedPath, filename, szExtendedName, sizeof( szExtendedName ) );
pSceneFile = g_FlexSceneFileManager.FindSceneFile( this, szExtendedName, false );
if ( pSceneFile )
break;
if ( !V_StripLastDir( szExtendedPath, sizeof( szExtendedPath ) ) )
break;
}
if ( !pSceneFile )
{
// just ask for it by name
pSceneFile = g_FlexSceneFileManager.FindSceneFile( this, filename, false );
}
return pSceneFile;
}
//-----------------------------------------------------------------------------
// Purpose: make sure the eyes are within 30 degrees of forward
//-----------------------------------------------------------------------------
Vector C_BaseFlex::SetViewTarget( CStudioHdr *pStudioHdr, const float *pGlobalFlexWeight )
{
if ( !pStudioHdr )
return Vector( 0, 0, 0);
// aim the eyes
Vector tmp = m_viewtarget;
if (m_iEyeAttachment > 0)
{
matrix3x4_t attToWorld;
if (!GetAttachment( m_iEyeAttachment, attToWorld ))
{
return Vector( 0, 0, 0);
}
Vector local;
VectorITransform( tmp, attToWorld, local );
// FIXME: clamp distance to something based on eyeball distance
if (local.x < 6)
{
local.x = 6;
}
float flDist = local.Length();
VectorNormalize( local );
// calculate animated eye deflection
Vector eyeDeflect;
QAngle eyeAng( 0, 0, 0 );
if ( m_iEyeUpdown != -1 )
{
mstudioflexcontroller_t *pflex = pStudioHdr->pFlexcontroller( m_iEyeUpdown );
eyeAng.x = pGlobalFlexWeight[ pflex->localToGlobal ];
}
if ( m_iEyeRightleft != -1 )
{
mstudioflexcontroller_t *pflex = pStudioHdr->pFlexcontroller( m_iEyeRightleft );
eyeAng.y = pGlobalFlexWeight[ pflex->localToGlobal ];
}
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%5.3f %5.3f", eyeAng.x, eyeAng.y );
AngleVectors( eyeAng, &eyeDeflect );
eyeDeflect.x = 0;
// reduce deflection the more the eye is off center
// FIXME: this angles make no damn sense
eyeDeflect = eyeDeflect * (local.x * local.x);
local = local + eyeDeflect;
VectorNormalize( local );
// check to see if the eye is aiming outside the max eye deflection
float flMaxEyeDeflection = pStudioHdr->MaxEyeDeflection();
if ( local.x < flMaxEyeDeflection )
{
// if so, clamp it to 30 degrees offset
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 1, 0, "%5.3f %5.3f %5.3f", local.x, local.y, local.z );
local.x = 0;
float d = local.LengthSqr();
if ( d > 0.0f )
{
d = sqrtf( ( 1.0f - flMaxEyeDeflection * flMaxEyeDeflection ) / ( local.y*local.y + local.z*local.z ) );
local.x = flMaxEyeDeflection;
local.y = local.y * d;
local.z = local.z * d;
}
else
{
local.x = 1.0;
}
}
local = local * flDist;
VectorTransform( local, attToWorld, tmp );
}
modelrender->SetViewTarget( GetModelPtr(), GetBody(), tmp );
/*
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%.2f %.2f %.2f : %.2f %.2f %.2f",
m_viewtarget.x, m_viewtarget.y, m_viewtarget.z,
m_prevviewtarget.x, m_prevviewtarget.y, m_prevviewtarget.z );
*/
return tmp;
}
#define STRONG_CROSSFADE_START 0.60f
#define WEAK_CROSSFADE_START 0.40f
//-----------------------------------------------------------------------------
// Purpose:
// Here's the formula
// 0.5 is neutral 100 % of the default setting
// Crossfade starts at STRONG_CROSSFADE_START and is full at STRONG_CROSSFADE_END
// If there isn't a strong then the intensity of the underlying phoneme is fixed at 2 x STRONG_CROSSFADE_START
// so we don't get huge numbers
// Input : *classes -
// emphasis_intensity -
//-----------------------------------------------------------------------------
void C_BaseFlex::ComputeBlendedSetting( Emphasized_Phoneme *classes, float emphasis_intensity )
{
// See which blends are available for the current phoneme
bool has_weak = classes[ PHONEME_CLASS_WEAK ].valid;
bool has_strong = classes[ PHONEME_CLASS_STRONG ].valid;
// Better have phonemes in general
Assert( classes[ PHONEME_CLASS_NORMAL ].valid );
if ( emphasis_intensity > STRONG_CROSSFADE_START )
{
if ( has_strong )
{
// Blend in some of strong
float dist_remaining = 1.0f - emphasis_intensity;
float frac = dist_remaining / ( 1.0f - STRONG_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = (frac) * 2.0f * STRONG_CROSSFADE_START;
classes[ PHONEME_CLASS_STRONG ].amount = 1.0f - frac;
}
else
{
emphasis_intensity = MIN( emphasis_intensity, STRONG_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = 2.0f * emphasis_intensity;
}
}
else if ( emphasis_intensity < WEAK_CROSSFADE_START )
{
if ( has_weak )
{
// Blend in some weak
float dist_remaining = WEAK_CROSSFADE_START - emphasis_intensity;
float frac = dist_remaining / ( WEAK_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = (1.0f - frac) * 2.0f * WEAK_CROSSFADE_START;
classes[ PHONEME_CLASS_WEAK ].amount = frac;
}
else
{
emphasis_intensity = MAX( emphasis_intensity, WEAK_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = 2.0f * emphasis_intensity;
}
}
else
{
// Assume 0.5 (neutral) becomes a scaling of 1.0f
classes[ PHONEME_CLASS_NORMAL ].amount = 2.0f * emphasis_intensity;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *classes -
// phoneme -
// scale -
// newexpression -
//-----------------------------------------------------------------------------
void C_BaseFlex::AddViseme( float *pGlobalFlexWeight, Emphasized_Phoneme *classes, float emphasis_intensity, int phoneme, float scale, bool newexpression )
{
int type;
// Setup weights for any emphasis blends
bool skip = SetupEmphasisBlend( classes, phoneme );
// Uh-oh, missing or unknown phoneme???
if ( skip )
{
return;
}
// Compute blend weights
ComputeBlendedSetting( classes, emphasis_intensity );
for ( type = 0; type < NUM_PHONEME_CLASSES; type++ )
{
Emphasized_Phoneme *info = &classes[ type ];
if ( !info->valid || info->amount == 0.0f )
continue;
const flexsettinghdr_t *actual_flexsetting_header = info->base;
const flexsetting_t *pSetting = actual_flexsetting_header->pIndexedSetting( phoneme );
if (!pSetting)
{
continue;
}
flexweight_t *pWeights = NULL;
int truecount = pSetting->psetting( (byte *)actual_flexsetting_header, 0, &pWeights );
if ( pWeights )
{
for ( int i = 0; i < truecount; i++)
{
// Translate to global controller number
int j = FlexControllerLocalToGlobal( actual_flexsetting_header, pWeights->key );
// Add scaled weighting in
pGlobalFlexWeight[j] += info->amount * scale * pWeights->weight;
// Go to next setting
pWeights++;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: A lot of the one time setup and also resets amount to 0.0f default
// for strong/weak/normal tracks
// Returning true == skip this phoneme
// Input : *classes -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseFlex::SetupEmphasisBlend( Emphasized_Phoneme *classes, int phoneme )
{
int i;
bool skip = false;
for ( i = 0; i < NUM_PHONEME_CLASSES; i++ )
{
Emphasized_Phoneme *info = &classes[ i ];
// Assume it's bogus
info->valid = false;
info->amount = 0.0f;
// One time setup
if ( !info->basechecked )
{
info->basechecked = true;
info->base = (flexsettinghdr_t *)FindSceneFile( info->classname );
}
info->exp = NULL;
if ( info->base )
{
Assert( info->base->id == ('V' << 16) + ('F' << 8) + ('E') );
info->exp = info->base->pIndexedSetting( phoneme );
}
if ( info->required && ( !info->base || !info->exp ) )
{
skip = true;
break;
}
if ( info->exp )
{
info->valid = true;
}
}
return skip;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *classes -
// *sentence -
// t -
// dt -
// juststarted -
//-----------------------------------------------------------------------------
ConVar g_CV_PhonemeSnap("phonemesnap", "2", 0, "Lod at level at which visemes stops always considering two phonemes, regardless of duration." );
void C_BaseFlex::AddVisemesForSentence( float *pGlobalFlexWeight, Emphasized_Phoneme *classes, float emphasis_intensity, CSentence *sentence, float t, float dt, bool juststarted )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return;
}
int pcount = sentence->GetRuntimePhonemeCount();
for ( int k = 0; k < pcount; k++ )
{
const CBasePhonemeTag *phoneme = sentence->GetRuntimePhoneme( k );
if (t > phoneme->GetStartTime() && t < phoneme->GetEndTime())
{
bool bCrossfade = true;
if ((hdr->flags() & STUDIOHDR_FLAGS_FORCE_PHONEME_CROSSFADE) == 0)
{
if (m_iAccumulatedBoneMask & BONE_USED_BY_VERTEX_LOD0)
{
bCrossfade = (g_CV_PhonemeSnap.GetInt() > 0);
}
else if (m_iAccumulatedBoneMask & BONE_USED_BY_VERTEX_LOD1)
{
bCrossfade = (g_CV_PhonemeSnap.GetInt() > 1);
}
else if (m_iAccumulatedBoneMask & BONE_USED_BY_VERTEX_LOD2)
{
bCrossfade = (g_CV_PhonemeSnap.GetInt() > 2);
}
else if (m_iAccumulatedBoneMask & BONE_USED_BY_VERTEX_LOD3)
{
bCrossfade = (g_CV_PhonemeSnap.GetInt() > 3);
}
else
{
bCrossfade = false;
}
}
if (bCrossfade)
{
if (k < pcount-1)
{
const CBasePhonemeTag *next = sentence->GetRuntimePhoneme( k + 1 );
// if I have a neighbor
if ( next )
{
// and they're touching
if (next->GetStartTime() == phoneme->GetEndTime() )
{
// no gap, so increase the blend length to the end of the next phoneme, as long as it's not longer than the current phoneme
dt = MAX( dt, MIN( next->GetEndTime() - t, phoneme->GetEndTime() - phoneme->GetStartTime() ) );
}
else
{
// dead space, so increase the blend length to the start of the next phoneme, as long as it's not longer than the current phoneme
dt = MAX( dt, MIN( next->GetStartTime() - t, phoneme->GetEndTime() - phoneme->GetStartTime() ) );
}
}
else
{
// last phoneme in list, increase the blend length to the length of the current phoneme
dt = MAX( dt, phoneme->GetEndTime() - phoneme->GetStartTime() );
}
}
}
}
float t1 = ( phoneme->GetStartTime() - t) / dt;
float t2 = ( phoneme->GetEndTime() - t) / dt;
if (t1 < 1.0 && t2 > 0)
{
float scale;
// clamp
if (t2 > 1)
t2 = 1;
if (t1 < 0)
t1 = 0;
// FIXME: simple box filter. Should use something fancier
scale = (t2 - t1);
AddViseme( pGlobalFlexWeight, classes, emphasis_intensity, phoneme->GetPhonemeCode(), scale, juststarted );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *classes -
//-----------------------------------------------------------------------------
void C_BaseFlex::ProcessVisemes( Emphasized_Phoneme *classes, float *pGlobalFlexWeight )
{
// Any sounds being played?
if ( !MouthInfo().IsActive() )
return;
// Multiple phoneme tracks can overlap, look across all such tracks.
for ( int source = 0 ; source < MouthInfo().GetNumVoiceSources(); source++ )
{
CVoiceData *vd = MouthInfo().GetVoiceSource( source );
if ( !vd || vd->ShouldIgnorePhonemes() )
continue;
CSentence *sentence = engine->GetSentence( vd->GetSource() );
if ( !sentence )
continue;
float sentence_length = engine->GetSentenceLength( vd->GetSource() );
float timesincestart = vd->GetElapsedTime();
// This sound should be done...why hasn't it been removed yet???
if ( timesincestart >= ( sentence_length + 2.0f ) )
continue;
// Adjust actual time
float t = timesincestart - g_CV_PhonemeDelay.GetFloat();
// Get box filter duration
float dt = g_CV_PhonemeFilter.GetFloat();
// Streaming sounds get an additional delay...
/*
// Tracker 20534: Probably not needed any more with the async sound stuff that
// we now have (we don't have a disk i/o hitch on startup which might have been
// messing up the startup timing a bit )
bool streaming = engine->IsStreaming( vd->m_pAudioSource );
if ( streaming )
{
t -= g_CV_PhonemeDelayStreaming.GetFloat();
}
*/
// Assume sound has been playing for a while...
bool juststarted = false;
// Get intensity setting for this time (from spline)
float emphasis_intensity = sentence->GetIntensity( t, sentence_length );
// Blend and add visemes together
AddVisemesForSentence( pGlobalFlexWeight, classes, emphasis_intensity, sentence, t, dt, juststarted );
}
}
//-----------------------------------------------------------------------------
// Purpose: fill keyvalues message with flex state
// Input :
//-----------------------------------------------------------------------------
void C_BaseFlex::GetToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
VPROF_BUDGET( "C_BaseFlex::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
BaseClass::GetToolRecordingState( msg );
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
return;
if ( hdr->numflexcontrollers() == 0 )
return;
LocalFlexController_t i;
ProcessSceneEvents( true, NULL );
// FIXME: shouldn't this happen at runtime?
// initialize the models local to global flex controller mappings
if (hdr->pFlexcontroller( LocalFlexController_t(0) )->localToGlobal == -1)
{
for (i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); i++)
{
int j = AddGlobalFlexController( hdr->pFlexcontroller( i )->pszName() );
hdr->pFlexcontroller( i )->localToGlobal = j;
}
}
memset( s_pGlobalFlexWeight, 0, g_numflexcontrollers * sizeof( float ) );
// blend weights from server
for (i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); i++)
{
mstudioflexcontroller_t *pflex = hdr->pFlexcontroller( i );
// rescale
s_pGlobalFlexWeight[pflex->localToGlobal] = m_flexWeight[i] * (pflex->max - pflex->min) + pflex->min;
}
ProcessSceneEvents( false, s_pGlobalFlexWeight );
// check for blinking
if (m_blinktoggle != m_prevblinktoggle)
{
m_prevblinktoggle = m_blinktoggle;
m_blinktime = gpGlobals->curtime + g_CV_BlinkDuration.GetFloat();
}
if (m_iBlink == -1)
{
m_iBlink = AddGlobalFlexController( "blink" );
}
s_pGlobalFlexWeight[m_iBlink] = 0;
// FIXME: this needs a better algorithm
// blink the eyes
float t = (m_blinktime - gpGlobals->curtime) * M_PI * 0.5 * (1.0/g_CV_BlinkDuration.GetFloat());
if (t > 0)
{
// do eyeblink falloff curve
t = cos(t);
if (t > 0)
{
s_pGlobalFlexWeight[m_iBlink] = sqrtf( t ) * 2;
if (s_pGlobalFlexWeight[m_iBlink] > 1)
{
s_pGlobalFlexWeight[m_iBlink] = 2.0 - s_pGlobalFlexWeight[m_iBlink];
}
}
}
// Drive the mouth from .wav file playback...
ProcessVisemes( m_PhonemeClasses, s_pGlobalFlexWeight );
// Necessary???
SetViewTarget( hdr, s_pGlobalFlexWeight );
Vector viewtarget = m_viewtarget; // Use the unfiltered value
// HACK HACK: Unmap eyes right/left amounts
if (m_iEyeUpdown != -1 && m_iEyeRightleft != -1)
{
mstudioflexcontroller_t *flexupdown = hdr->pFlexcontroller( m_iEyeUpdown );
mstudioflexcontroller_t *flexrightleft = hdr->pFlexcontroller( m_iEyeRightleft );
if ( flexupdown->localToGlobal != -1 && flexrightleft->localToGlobal != -1 )
{
float updown = s_pGlobalFlexWeight[ flexupdown->localToGlobal ];
float rightleft = s_pGlobalFlexWeight[ flexrightleft->localToGlobal ];
if ( flexupdown->min != flexupdown->max )
{
updown = RemapVal( updown, flexupdown->min, flexupdown->max, 0.0f, 1.0f );
}
if ( flexrightleft->min != flexrightleft->max )
{
rightleft = RemapVal( rightleft, flexrightleft->min, flexrightleft->max, 0.0f, 1.0f );
}
s_pGlobalFlexWeight[ flexupdown->localToGlobal ] = updown;
s_pGlobalFlexWeight[ flexrightleft->localToGlobal ] = rightleft;
}
}
// Convert back to normalized weights
for (i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); i++)
{
mstudioflexcontroller_t *pflex = hdr->pFlexcontroller( i );
// rescale
if ( pflex->max != pflex->min )
{
s_pGlobalFlexWeight[pflex->localToGlobal] = ( s_pGlobalFlexWeight[pflex->localToGlobal] - pflex->min ) / ( pflex->max - pflex->min );
}
}
static BaseFlexRecordingState_t state;
state.m_nFlexCount = g_numflexcontrollers;
state.m_pDestWeight = s_pGlobalFlexWeight;
state.m_vecViewTarget = viewtarget;
msg->SetPtr( "baseflex", &state );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseFlex::OnThreadedDrawSetup()
{
if (m_iEyeAttachment < 0)
return;
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return;
}
CalcAttachments();
}
//-----------------------------------------------------------------------------
// Should we use delayed flex weights?
//-----------------------------------------------------------------------------
bool C_BaseFlex::UsesFlexDelayedWeights()
{
return ( m_flFlexDelayedWeight && g_CV_FlexSmooth.GetBool() );
}
void C_BaseFlex::InvalidateFlexCaches()
{
g_iFlexCounter++;
}
bool C_BaseFlex::IsFlexCacheValid() const
{
return m_iMostRecentFlexCounter == g_iFlexCounter;
}
//-----------------------------------------------------------------------------
// Purpose: Use the local bone positions to set flex control weights
// via boneflexdrivers specified in the model
//-----------------------------------------------------------------------------
void C_BaseFlex::BuildTransformations( CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
{
const int nBoneFlexDriverCount = pStudioHdr->BoneFlexDriverCount();
for ( int i = 0; i < nBoneFlexDriverCount; ++i )
{
const mstudioboneflexdriver_t *pBoneFlexDriver = pStudioHdr->BoneFlexDriver( i );
const Vector &position = pos[ pBoneFlexDriver->m_nBoneIndex ];
const int nControllerCount = pBoneFlexDriver->m_nControlCount;
for ( int j = 0; j < nControllerCount; ++j )
{
const mstudioboneflexdrivercontrol_t *pController = pBoneFlexDriver->pBoneFlexDriverControl( j );
Assert( pController->m_nFlexControllerIndex >= 0 && pController->m_nFlexControllerIndex < pStudioHdr->numflexcontrollers() );
Assert( pController->m_nBoneComponent >= 0 && pController->m_nBoneComponent <= 2 );
SetFlexWeight( static_cast< LocalFlexController_t >( pController->m_nFlexControllerIndex ), RemapValClamped( position[pController->m_nBoneComponent], pController->m_flMin, pController->m_flMax, 0.0f, 1.0f ) );
}
}
BaseClass::BuildTransformations( pStudioHdr, pos, q, cameraTransform, boneMask, boneComputed );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseFlex::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
return;
// FIXME: this should assert then, it's too complex a class for the model
if ( hdr->numflexcontrollers() == 0 )
{
int nSizeInBytes = nFlexWeightCount * sizeof( float );
memset( pFlexWeights, 0, nSizeInBytes );
if ( pFlexDelayedWeights )
{
memset( pFlexDelayedWeights, 0, nSizeInBytes );
}
return;
}
int nFlexDescCount = hdr->numflexdesc();
Assert( nFlexDescCount == m_CachedFlexWeights.Count() );
if ( IsFlexCacheValid() )
{
int nCount = MIN( nFlexWeightCount, nFlexDescCount );
memcpy( pFlexWeights, m_CachedFlexWeights.Base(), nCount * sizeof(float) );
if ( pFlexDelayedWeights )
{
memcpy( pFlexDelayedWeights, m_CachedDelayedFlexWeights.Base(), nCount * sizeof(float) );
}
modelrender->SetViewTarget( GetModelPtr(), GetBody(), m_CachedViewTarget );
return;
}
Assert( nFlexWeightCount >= nFlexDescCount );
LocalFlexController_t i;
ProcessSceneEvents( true, NULL );
// FIXME: shouldn't this happen at runtime?
// initialize the models local to global flex controller mappings
if ( hdr->pFlexcontroller( LocalFlexController_t(0) )->localToGlobal == -1 )
{
for (i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); i++)
{
int j = AddGlobalFlexController( hdr->pFlexcontroller( i )->pszName() );
hdr->pFlexcontroller( i )->localToGlobal = j;
}
}
memset( s_pGlobalFlexWeight, 0, g_numflexcontrollers * sizeof(float) );
// get the networked flexweights and convert them from 0..1 to real dynamic range
for (i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); i++)
{
mstudioflexcontroller_t *pflex = hdr->pFlexcontroller( i );
// rescale
s_pGlobalFlexWeight[pflex->localToGlobal] = m_flexWeight[i] * (pflex->max - pflex->min) + pflex->min;
}
ProcessSceneEvents( false, s_pGlobalFlexWeight );
// check for blinking
if (m_blinktoggle != m_prevblinktoggle)
{
m_prevblinktoggle = m_blinktoggle;
m_blinktime = gpGlobals->curtime + g_CV_BlinkDuration.GetFloat();
}
// FIXME: this needs a better algorithm
// blink the eyes
float flBlinkDuration = g_CV_BlinkDuration.GetFloat();
float flOOBlinkDuration = ( flBlinkDuration > 0 ) ? 1.0f / flBlinkDuration : 0.0f;
float t = ( m_blinktime - gpGlobals->curtime ) * M_PI * 0.5 * flOOBlinkDuration;
if (t > 0)
{
// do eyeblink falloff curve
t = cos(t);
if (t > 0.0f && t < 1.0f)
{
t = sqrtf( t ) * 2.0f;
if (t > 1.0f)
t = 2.0f - t;
t = clamp( t, 0.0f, 1.0f );
// add it to whatever the blink track is doing
s_pGlobalFlexWeight[m_iBlink] = clamp( s_pGlobalFlexWeight[m_iBlink] + t, 0.0, 1.0 );
}
}
// Drive the mouth from .wav file playback...
ProcessVisemes( m_PhonemeClasses, s_pGlobalFlexWeight );
// convert the flex controllers into actual flex values
RunFlexRules( hdr, s_pGlobalFlexWeight, pFlexWeights );
// aim the eyes
m_CachedViewTarget = SetViewTarget( hdr, s_pGlobalFlexWeight );
// process the delayed version of the flexweights
float d = 1.0f;
if ( gpGlobals->frametime != 0 )
{
d = ExponentialDecay( 0.8f, 0.033f, gpGlobals->frametime );
}
for ( i = LocalFlexController_t(0); i < nFlexDescCount; i++ )
{
m_flFlexDelayedWeight[i] = m_flFlexDelayedWeight[i] * d + pFlexWeights[i] * (1 - d);
}
if ( pFlexDelayedWeights )
{
memcpy( pFlexDelayedWeights, m_flFlexDelayedWeight, nFlexDescCount * sizeof(float) );
}
// Cache off results
m_iMostRecentFlexCounter = g_iFlexCounter;
memcpy( m_CachedFlexWeights.Base(), pFlexWeights, nFlexDescCount * sizeof(float) );
memcpy( m_CachedDelayedFlexWeights.Base(), m_flFlexDelayedWeight, nFlexDescCount * sizeof(float) );
/*
for (i = 0; i < hdr->numflexdesc; i++)
{
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), i-hdr->numflexcontrollers, 0, "%2d:%s : %3.2f", i, hdr->pFlexdesc( i )->pszFACS(), pFlexWeights[i] );
}
*/
/*
for (i = 0; i < g_numflexcontrollers; i++)
{
int j = hdr->pFlexcontroller( i )->link;
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -i, 0, "%s %3.2f", g_flexcontroller[i], s_pGlobalFlexWeight[j] );
}
*/
}
int C_BaseFlex::g_numflexcontrollers;
char * C_BaseFlex::g_flexcontroller[MAXSTUDIOFLEXCTRL*4];
float C_BaseFlex::s_pGlobalFlexWeight[MAXSTUDIOFLEXCTRL*4];
int C_BaseFlex::AddGlobalFlexController( char *szName )
{
int i;
for (i = 0; i < g_numflexcontrollers; i++)
{
if (Q_stricmp( g_flexcontroller[i], szName ) == 0)
{
return i;
}
}
if ( g_numflexcontrollers < MAXSTUDIOFLEXCTRL * 4 )
{
g_flexcontroller[g_numflexcontrollers++] = strdup( szName );
}
else
{
// FIXME: missing runtime error condition
}
return i;
}
char const *C_BaseFlex::GetGlobalFlexControllerName( int idx )
{
if ( idx < 0 || idx >= g_numflexcontrollers )
{
return "";
}
return g_flexcontroller[ idx ];
}
const flexsetting_t *C_BaseFlex::FindNamedSetting( const flexsettinghdr_t *pSettinghdr, const char *expr )
{
int i;
const flexsetting_t *pSetting = NULL;
for ( i = 0; i < pSettinghdr->numflexsettings; i++ )
{
pSetting = pSettinghdr->pSetting( i );
if ( !pSetting )
continue;
const char *name = pSetting->pszName();
if ( !stricmp( name, expr ) )
break;
}
if ( i>=pSettinghdr->numflexsettings )
{
return NULL;
}
return pSetting;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseFlex::StartChoreoScene( CChoreoScene *scene )
{
if ( m_ActiveChoreoScenes.Find( scene ) != m_ActiveChoreoScenes.InvalidIndex() )
{
return;
}
m_ActiveChoreoScenes.AddToTail( scene );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseFlex::RemoveChoreoScene( CChoreoScene *scene )
{
// Assert( m_ActiveChoreoScenes.Find( scene ) != m_ActiveChoreoScenes.InvalidIndex() );
m_ActiveChoreoScenes.FindAndRemove( scene );
}
//-----------------------------------------------------------------------------
// Purpose: Remove all active SceneEvents
//-----------------------------------------------------------------------------
void C_BaseFlex::ClearSceneEvents( CChoreoScene *scene, bool canceled )
{
if ( !scene )
{
m_SceneEvents.RemoveAll();
return;
}
for ( int i = m_SceneEvents.Count() - 1; i >= 0; i-- )
{
CSceneEventInfo *info = &m_SceneEvents[ i ];
Assert( info );
Assert( info->m_pScene );
Assert( info->m_pEvent );
if ( info->m_pScene != scene )
continue;
if ( !ClearSceneEvent( info, false, canceled ))
{
// unknown expression to clear!!
Assert( 0 );
}
// Free this slot
info->m_pEvent = NULL;
info->m_pScene = NULL;
info->m_bStarted = false;
m_SceneEvents.Remove( i );
}
}
//-----------------------------------------------------------------------------
// Purpose: Stop specifics of expression
//-----------------------------------------------------------------------------
bool C_BaseFlex::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled )
{
Assert( info );
Assert( info->m_pScene );
Assert( info->m_pEvent );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Add string indexed scene/expression/duration to list of active SceneEvents
// Input : scenefile -
// expression -
// duration -
//-----------------------------------------------------------------------------
void C_BaseFlex::AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget, bool bClientSide, C_SceneEntity *pSceneEntity )
{
if ( !scene || !event )
{
Msg( "C_BaseFlex::AddSceneEvent: scene or event was NULL!!!\n" );
return;
}
CChoreoActor *actor = event->GetActor();
if ( !actor )
{
Msg( "C_BaseFlex::AddSceneEvent: event->GetActor() was NULL!!!\n" );
return;
}
CSceneEventInfo info;
memset( (void *)&info, 0, sizeof( info ) );
info.m_pEvent = event;
info.m_pScene = scene;
info.m_hTarget = pTarget;
info.m_bStarted = false;
info.m_bClientSide = bClientSide;
info.m_hSceneEntity = pSceneEntity;
if (StartSceneEvent( &info, scene, event, actor, pTarget ))
{
m_SceneEvents.AddToTail( info );
}
else
{
scene->SceneMsg( "C_BaseFlex::AddSceneEvent: event failed\n" );
// Assert( 0 ); // expression failed to start
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseFlex::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget )
{
switch ( event->GetType() )
{
default:
break;
case CChoreoEvent::FLEXANIMATION:
info->InitWeight( this );
return true;
case CChoreoEvent::EXPRESSION:
return true;
case CChoreoEvent::SEQUENCE:
if ( info->m_bClientSide )
{
return RequestStartSequenceSceneEvent( info, scene, event, actor, pTarget );
}
break;
case CChoreoEvent::SPEAK:
if ( info->m_bClientSide )
{
return true;
}
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseFlex::RequestStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget )
{
info->m_nSequence = LookupSequence( event->GetParameters() );
// make sure sequence exists
if ( info->m_nSequence < 0 )
return false;
info->m_pActor = actor;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Remove expression
// Input : scenefile -
// expression -
//-----------------------------------------------------------------------------
void C_BaseFlex::RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill )
{
Assert( event );
for ( int i = 0 ; i < m_SceneEvents.Count(); i++ )
{
CSceneEventInfo *info = &m_SceneEvents[ i ];
Assert( info );
Assert( info->m_pEvent );
if ( info->m_pScene != scene )
continue;
if ( info->m_pEvent != event)
continue;
if (ClearSceneEvent( info, fastKill, false ))
{
// Free this slot
info->m_pEvent = NULL;
info->m_pScene = NULL;
info->m_bStarted = false;
m_SceneEvents.Remove( i );
return;
}
}
// many events refuse to start due to bogus parameters
}
//-----------------------------------------------------------------------------
// Purpose: Checks to see if the event should be considered "completed"
//-----------------------------------------------------------------------------
bool C_BaseFlex::CheckSceneEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
for ( int i = 0 ; i < m_SceneEvents.Count(); i++ )
{
CSceneEventInfo *info = &m_SceneEvents[ i ];
Assert( info );
Assert( info->m_pEvent );
if ( info->m_pScene != scene )
continue;
if ( info->m_pEvent != event)
continue;
return CheckSceneEventCompletion( info, currenttime, scene, event );
}
return true;
}
bool C_BaseFlex::CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
return true;
}
void C_BaseFlex::SetFlexWeight( LocalFlexController_t index, float value )
{
if (index >= 0 && index < GetNumFlexControllers())
{
CStudioHdr *pstudiohdr = GetModelPtr( );
if (! pstudiohdr)
return;
mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( index );
if (pflexcontroller->max != pflexcontroller->min)
{
value = (value - pflexcontroller->min) / (pflexcontroller->max - pflexcontroller->min);
value = clamp( value, 0.0, 1.0 );
}
Assert( IsFinite( value ) );
m_flexWeight[ index ] = value;
}
}
float C_BaseFlex::GetFlexWeight( LocalFlexController_t index )
{
if (index >= 0 && index < GetNumFlexControllers())
{
CStudioHdr *pstudiohdr = GetModelPtr( );
if (! pstudiohdr)
return 0;
mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( index );
if (pflexcontroller->max != pflexcontroller->min)
{
return m_flexWeight[index] * (pflexcontroller->max - pflexcontroller->min) + pflexcontroller->min;
}
return m_flexWeight[index];
}
return 0.0;
}
LocalFlexController_t C_BaseFlex::FindFlexController( const char *szName )
{
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
{
if ( !Q_stricmp( GetFlexControllerName( i ), szName ) )
return i;
}
// AssertMsg( 0, UTIL_VarArgs( "flexcontroller %s couldn't be mapped!!!\n", szName ) );
return LocalFlexController_t(-1);
}
//-----------------------------------------------------------------------------
// Purpose: Default implementation
//-----------------------------------------------------------------------------
void C_BaseFlex::ProcessSceneEvents( bool bFlexEvents, float *pGlobalFlexWeight )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return;
}
// slowly decay to netural expression
if ( bFlexEvents )
{
for ( LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
{
SetFlexWeight( i, GetFlexWeight( i ) * 0.95 );
}
}
// Iterate SceneEvents and look for active slots
for ( int i = 0; i < m_SceneEvents.Count(); i++ )
{
CSceneEventInfo *info = &m_SceneEvents[ i ];
Assert( info );
// FIXME: Need a safe handle to m_pEvent in case of memory deletion?
CChoreoEvent *event = info->m_pEvent;
Assert( event );
CChoreoScene *scene = info->m_pScene;
Assert( scene );
if ( ProcessSceneEvent( pGlobalFlexWeight, bFlexEvents, info, scene, event ) )
{
info->m_bStarted = true;
}
}
}
//-----------------------------------------------------------------------------
// Various methods to process facial SceneEvents:
//-----------------------------------------------------------------------------
bool C_BaseFlex::ProcessFlexAnimationSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event->HasEndTime() );
if ( event->HasEndTime() )
{
AddFlexAnimation( info );
}
return true;
}
bool C_BaseFlex::ProcessFlexSettingSceneEvent( float *pGlobalFlexWeight, CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
{
// Flexanimations have to have an end time!!!
if ( !event->HasEndTime() )
return true;
VPROF( "C_BaseFlex::ProcessFlexSettingSceneEvent" );
// Look up the actual strings
const char *scenefile = event->GetParameters();
const char *name = event->GetParameters2();
// Have to find both strings
if ( scenefile && name )
{
if ( info->m_pExpHdr == NULL)
{
info->m_pExpHdr = ( const flexsettinghdr_t * )FindSceneFile( scenefile );
}
if ( info->m_pExpHdr )
{
float scenetime = scene->GetTime();
float scale = event->GetIntensity( scenetime );
// Add the named expression
AddFlexSetting( pGlobalFlexWeight, name, scale, info->m_pExpHdr, !info->m_bStarted );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Each CBaseFlex maintains a UtlRBTree of mappings, one for each loaded flex scene file it uses. This is used to
// sort the entries in the RBTree
// Input : lhs -
// rhs -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseFlex::FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs )
{
return lhs.m_Key < rhs.m_Key;
}
//-----------------------------------------------------------------------------
// Purpose: Since everyone shared a pSettinghdr now, we need to set up the localtoglobal mapping per entity, but
// we just do this in memory with an array of integers (could be shorts, I suppose)
// Input : *pSettinghdr -
//-----------------------------------------------------------------------------
void C_BaseFlex::EnsureTranslations( const flexsettinghdr_t *pSettinghdr )
{
Assert( pSettinghdr );
FS_LocalToGlobal_t entry( pSettinghdr );
unsigned short idx = m_LocalToGlobal.Find( entry );
if ( idx != m_LocalToGlobal.InvalidIndex() )
return;
entry.SetCount( pSettinghdr->numkeys );
for ( int i = 0; i < pSettinghdr->numkeys; ++i )
{
entry.m_Mapping[ i ] = AddGlobalFlexController( pSettinghdr->pLocalName( i ) );
}
m_LocalToGlobal.Insert( entry );
}
//-----------------------------------------------------------------------------
// Purpose: Look up instance specific mapping
// Input : *pSettinghdr -
// key -
// Output : int
//-----------------------------------------------------------------------------
int C_BaseFlex::FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key )
{
FS_LocalToGlobal_t entry( pSettinghdr );
int idx = m_LocalToGlobal.Find( entry );
if ( idx == m_LocalToGlobal.InvalidIndex() )
{
// This should never happen!!!
Assert( 0 );
Warning( "Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n", key, pSettinghdr, entindex(), GetClassname() );
EnsureTranslations( pSettinghdr );
idx = m_LocalToGlobal.Find( entry );
if ( idx == m_LocalToGlobal.InvalidIndex() )
{
Error( "CBaseFlex::FlexControllerLocalToGlobal failed!\n" );
}
}
FS_LocalToGlobal_t& result = m_LocalToGlobal[ idx ];
// Validate lookup
Assert( result.m_nCount != 0 && key < result.m_nCount );
int index = result.m_Mapping[ key ];
return index;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *expr -
// scale -
// *pSettinghdr -
// newexpression -
//-----------------------------------------------------------------------------
void C_BaseFlex::AddFlexSetting( float *pGlobalFlexWeight, const char *expr, float scale,
const flexsettinghdr_t *pSettinghdr, bool newexpression )
{
int i;
const flexsetting_t *pSetting = NULL;
// Find the named setting in the base
for ( i = 0; i < pSettinghdr->numflexsettings; i++ )
{
pSetting = pSettinghdr->pSetting( i );
if ( !pSetting )
continue;
const char *name = pSetting->pszName();
if ( !stricmp( name, expr ) )
break;
}
if ( i >= pSettinghdr->numflexsettings )
return;
flexweight_t *pWeights = NULL;
int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights );
if ( !pWeights )
return;
for (i = 0; i < truecount; i++, pWeights++)
{
// Translate to local flex controller
// this is translating from the settings's local index to the models local index
int index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key );
// blend scaled weighting in to total
float s = clamp( scale * pWeights->influence, 0.0f, 1.0f );
pGlobalFlexWeight[index] = pGlobalFlexWeight[index] * (1.0f - s) + pWeights->weight * s;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseFlex::ProcessSceneEvent( float *pGlobalFlexWeight, bool bFlexEvents, CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
{
switch ( event->GetType() )
{
default:
break;
case CChoreoEvent::FLEXANIMATION:
if ( bFlexEvents )
{
return ProcessFlexAnimationSceneEvent( info, scene, event );
}
return true;
case CChoreoEvent::EXPRESSION:
if ( !bFlexEvents )
{
return ProcessFlexSettingSceneEvent( pGlobalFlexWeight, info, scene, event );
}
return true;
case CChoreoEvent::SEQUENCE:
if ( info->m_bClientSide )
{
if ( !bFlexEvents )
{
return ProcessSequenceSceneEvent( info, scene, event );
}
return true;
}
break;
case CChoreoEvent::SPEAK:
if ( info->m_bClientSide )
{
return true;
}
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
bool C_BaseFlex::ProcessSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event )
{
if ( !info || !event || !scene )
return false;
SetSequence( info->m_nSequence );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *event -
//-----------------------------------------------------------------------------
void C_BaseFlex::AddFlexAnimation( CSceneEventInfo *info )
{
if ( !info )
return;
CChoreoEvent *event = info->m_pEvent;
if ( !event )
return;
CChoreoScene *scene = info->m_pScene;
if ( !scene )
return;
if ( !event->GetTrackLookupSet() )
{
// Create lookup data
for ( int i = 0; i < event->GetNumFlexAnimationTracks(); i++ )
{
CFlexAnimationTrack *track = event->GetFlexAnimationTrack( i );
if ( !track )
continue;
if ( track->IsComboType() )
{
char name[ 512 ];
Q_strncpy( name, "right_" ,sizeof(name));
Q_strncat( name, track->GetFlexControllerName(),sizeof(name), COPY_ALL_CHARACTERS );
track->SetFlexControllerIndex( MAX( FindFlexController( name ), LocalFlexController_t(0) ), 0, 0 );
Q_strncpy( name, "left_" ,sizeof(name));
Q_strncat( name, track->GetFlexControllerName(),sizeof(name), COPY_ALL_CHARACTERS );
track->SetFlexControllerIndex( MAX( FindFlexController( name ), LocalFlexController_t(0) ), 0, 1 );
}
else
{
track->SetFlexControllerIndex( MAX( FindFlexController( (char *)track->GetFlexControllerName() ), LocalFlexController_t(0)), 0 );
}
}
event->SetTrackLookupSet( true );
}
if ( !scene_clientflex.GetBool() )
return;
float scenetime = scene->GetTime();
float weight = event->GetIntensity( scenetime );
// decay if this is a background scene and there's other flex animations playing
weight = weight * info->UpdateWeight( this );
// Compute intensity for each track in animation and apply
// Iterate animation tracks
for ( int i = 0; i < event->GetNumFlexAnimationTracks(); i++ )
{
CFlexAnimationTrack *track = event->GetFlexAnimationTrack( i );
if ( !track )
continue;
// Disabled
if ( !track->IsTrackActive() )
continue;
// Map track flex controller to global name
if ( track->IsComboType() )
{
for ( int side = 0; side < 2; side++ )
{
LocalFlexController_t controller = track->GetRawFlexControllerIndex( side );
// Get spline intensity for controller
float flIntensity = track->GetIntensity( scenetime, side );
if ( controller >= LocalFlexController_t(0) )
{
float orig = GetFlexWeight( controller );
float value = orig * (1 - weight) + flIntensity * weight;
SetFlexWeight( controller, value );
}
}
}
else
{
LocalFlexController_t controller = track->GetRawFlexControllerIndex( 0 );
// Get spline intensity for controller
float flIntensity = track->GetIntensity( scenetime, 0 );
if ( controller >= LocalFlexController_t(0) )
{
float orig = GetFlexWeight( controller );
float value = orig * (1 - weight) + flIntensity * weight;
SetFlexWeight( controller, value );
}
}
}
info->m_bStarted = true;
}
void CSceneEventInfo::InitWeight( C_BaseFlex *pActor )
{
m_flWeight = 1.0;
}
//-----------------------------------------------------------------------------
// Purpose: update weight for background events. Only call once per think
//-----------------------------------------------------------------------------
float CSceneEventInfo::UpdateWeight( C_BaseFlex *pActor )
{
m_flWeight = MIN( m_flWeight + 0.1, 1.0 );
return m_flWeight;
}
BEGIN_BYTESWAP_DATADESC( flexsettinghdr_t )
DEFINE_FIELD( id, FIELD_INTEGER ),
DEFINE_FIELD( version, FIELD_INTEGER ),
DEFINE_ARRAY( name, FIELD_CHARACTER, 64 ),
DEFINE_FIELD( length, FIELD_INTEGER ),
DEFINE_FIELD( numflexsettings, FIELD_INTEGER ),
DEFINE_FIELD( flexsettingindex, FIELD_INTEGER ),
DEFINE_FIELD( nameindex, FIELD_INTEGER ),
DEFINE_FIELD( numindexes, FIELD_INTEGER ),
DEFINE_FIELD( indexindex, FIELD_INTEGER ),
DEFINE_FIELD( numkeys, FIELD_INTEGER ),
DEFINE_FIELD( keynameindex, FIELD_INTEGER ),
DEFINE_FIELD( keymappingindex, FIELD_INTEGER ),
END_BYTESWAP_DATADESC()
BEGIN_BYTESWAP_DATADESC( flexsetting_t )
DEFINE_FIELD( nameindex, FIELD_INTEGER ),
DEFINE_FIELD( obsolete1, FIELD_INTEGER ),
DEFINE_FIELD( numsettings, FIELD_INTEGER ),
DEFINE_FIELD( index, FIELD_INTEGER ),
DEFINE_FIELD( obsolete2, FIELD_INTEGER ),
DEFINE_FIELD( settingindex, FIELD_INTEGER ),
END_BYTESWAP_DATADESC()
BEGIN_BYTESWAP_DATADESC( flexweight_t )
DEFINE_FIELD( key, FIELD_INTEGER ),
DEFINE_FIELD( weight, FIELD_FLOAT ),
DEFINE_FIELD( influence, FIELD_FLOAT ),
END_BYTESWAP_DATADESC()