Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmeanimationset.h"
#include "movieobjects/dmeclip.h"
#include "movieobjects/dmegamemodel.h"
#include "movieobjects/dmecombinationoperator.h"
#include "movieobjects/dmetransformcontrol.h"
#include "movieobjects/dmechannel.h"
#include "movieobjects/dmerighandle.h"
#include "movieobjects/dmerigconstraintoperators.h"
#include "movieobjects/dmerig.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "datamodel/dmehandle.h"
#include "phonemeconverter.h"
#include "tier1/utlstringmap.h"
#include "tier2/tier2.h"
#include "filesystem.h"
#include "studio.h"
#include "tier3/tier3.h"
#include "tier1/utlbuffer.h"
#include "tier1/fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CDmePreset - container for preset control values
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePreset, CDmePreset );
void CDmePreset::OnConstruction()
{
m_ControlValues.Init( this, "controlValues" );
}
void CDmePreset::OnDestruction()
{
}
CDmaElementArray< CDmElement > &CDmePreset::GetControlValues()
{
return m_ControlValues;
}
const CDmaElementArray< CDmElement > &CDmePreset::GetControlValues() const
{
return m_ControlValues;
}
int CDmePreset::FindControlValueIndex( const char *pControlName )
{
int c = m_ControlValues.Count();
for ( int i = 0; i < c; ++i )
{
CDmElement *e = m_ControlValues.Get( i );
if ( !Q_stricmp( e->GetName(), pControlName ) )
return i;
}
return -1;
}
CDmElement *CDmePreset::FindControlValue( const char *pControlName )
{
int i = FindControlValueIndex( pControlName );
if ( i >= 0 )
return m_ControlValues.Get(i);
return NULL;
}
CDmElement *CDmePreset::FindOrAddControlValue( const char *pControlName )
{
CDmElement *pControlValues = FindControlValue( pControlName );
if ( !pControlValues )
{
// Create the default groups in order
pControlValues = CreateElement< CDmElement >( pControlName, GetFileId() );
m_ControlValues.AddToTail( pControlValues );
}
return pControlValues;
}
void CDmePreset::RemoveControlValue( const char *pControlName )
{
int i = FindControlValueIndex( pControlName );
if ( i >= 0 )
{
m_ControlValues.Remove( i );
}
}
//-----------------------------------------------------------------------------
// Is the preset read-only?
//-----------------------------------------------------------------------------
bool CDmePreset::IsReadOnly()
{
DmAttributeReferenceIterator_t h = g_pDataModel->FirstAttributeReferencingElement( GetHandle() );
while ( h != DMATTRIBUTE_REFERENCE_ITERATOR_INVALID )
{
CDmAttribute *pAttribute = g_pDataModel->GetAttribute( h );
CDmePresetGroup *pOwner = CastElement<CDmePresetGroup>( pAttribute->GetOwner() );
if ( pOwner && pOwner->m_bIsReadOnly )
return true;
h = g_pDataModel->NextAttributeReferencingElement( h );
}
return false;
}
bool CDmePreset::IsAnimated()
{
return GetValue< bool >( "animated", false );
}
//-----------------------------------------------------------------------------
// Copies control values
//-----------------------------------------------------------------------------
void CDmePreset::CopyControlValuesFrom( CDmePreset *pSource )
{
m_ControlValues.RemoveAll();
const CDmaElementArray< CDmElement > &sourceValues = pSource->GetControlValues();
int nCount = sourceValues.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pCopy = sourceValues[i]->Copy( );
m_ControlValues.AddToTail( pCopy );
}
}
IMPLEMENT_ELEMENT_FACTORY( DmeProceduralPresetSettings, CDmeProceduralPresetSettings );
void CDmeProceduralPresetSettings::OnConstruction()
{
m_flJitterScale.InitAndSet( this, "jitterscale", 1.0f );
m_flSmoothScale.InitAndSet( this, "smoothscale", 1.0f );
m_flSharpenScale.InitAndSet( this, "sharpenscale", 1.0f );
m_flSoftenScale.InitAndSet( this, "softenscale", 1.0f );
m_flJitterScaleVector.InitAndSet( this, "jitterscale_vector", 2.5f );
m_flSmoothScaleVector.InitAndSet( this, "smoothscale_vector", 2.5f );
m_flSharpenScaleVector.InitAndSet( this, "sharpenscale_vector", 2.5f );
m_flSoftenScaleVector.InitAndSet( this, "softenscale_vector", 2.5f );
m_nJitterIterations.InitAndSet( this, "jitteriterations", 5 );
m_nSmoothIterations.InitAndSet( this, "smoothiterations", 5 );
m_nSharpenIterations.InitAndSet( this, "sharpeniterations", 1 );
m_nSoftenIterations.InitAndSet( this, "softeniterations", 1 );
// 1/12 second now ( 833 ten thousandths )
m_staggerInterval.InitAndSet( this, "staggerinterval", DmeTime_t( 1.0f / 12.0f ) );
}
void CDmeProceduralPresetSettings::OnDestruction()
{
}
float CDmeProceduralPresetSettings::GetJitterScale( DmAttributeType_t attType ) const
{
if ( attType == AT_VECTOR3 )
return m_flJitterScaleVector;
return m_flJitterScale;
}
float CDmeProceduralPresetSettings::GetSmoothScale( DmAttributeType_t attType ) const
{
if ( attType == AT_VECTOR3 )
return m_flSmoothScaleVector;
return m_flSmoothScale;
}
float CDmeProceduralPresetSettings::GetSharpenScale( DmAttributeType_t attType ) const
{
if ( attType == AT_VECTOR3 )
return m_flSharpenScaleVector;
return m_flSharpenScale;
}
float CDmeProceduralPresetSettings::GetSoftenScale( DmAttributeType_t attType ) const
{
if ( attType == AT_VECTOR3 )
return m_flSoftenScaleVector;
return m_flSoftenScale;
}
//-----------------------------------------------------------------------------
// CDmePresetGroup - container for animation set info
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePresetGroup, CDmePresetGroup );
void CDmePresetGroup::OnConstruction()
{
m_Presets.Init( this, "presets" );
m_bIsVisible.InitAndSet( this, "visible", true );
m_bIsReadOnly.Init( this, "readonly" );
}
void CDmePresetGroup::OnDestruction()
{
}
CDmaElementArray< CDmePreset > &CDmePresetGroup::GetPresets()
{
return m_Presets;
}
const CDmaElementArray< CDmePreset > &CDmePresetGroup::GetPresets() const
{
return m_Presets;
}
//-----------------------------------------------------------------------------
// Finds the index of a particular preset group
//-----------------------------------------------------------------------------
int CDmePresetGroup::FindPresetIndex( CDmePreset *pPreset )
{
int c = m_Presets.Count();
for ( int i = 0; i < c; ++i )
{
CDmePreset *e = m_Presets.Get( i );
if ( pPreset == e )
return i;
}
return -1;
}
int CDmePresetGroup::FindPresetIndex( const char *pPresetName )
{
int c = m_Presets.Count();
for ( int i = 0; i < c; ++i )
{
CDmePreset *e = m_Presets.Get( i );
if ( !Q_stricmp( e->GetName(), pPresetName ) )
return i;
}
return -1;
}
CDmePreset *CDmePresetGroup::FindPreset( const char *pPresetName )
{
int i;
int c = m_Presets.Count();
for ( i = 0; i < c; ++i )
{
CDmePreset *e = m_Presets.Get( i );
if ( !Q_stricmp( e->GetName(), pPresetName ) )
return e;
}
return NULL;
}
CDmePreset *CDmePresetGroup::FindOrAddPreset( const char *pPresetName )
{
CDmePreset *pPreset = FindPreset( pPresetName );
if ( !pPreset )
{
// Create the default groups in order
pPreset = CreateElement< CDmePreset >( pPresetName, GetFileId() );
m_Presets.AddToTail( pPreset );
}
return pPreset;
}
bool CDmePresetGroup::RemovePreset( CDmePreset *pPreset )
{
int i = FindPresetIndex( pPreset );
if ( i >= 0 )
{
m_Presets.Remove( i );
return true;
}
return false;
}
bool CDmePresetGroup::RemovePreset( const char *pPresetName )
{
int i = FindPresetIndex( pPresetName );
if ( i >= 0 )
{
m_Presets.Remove( i );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Reorder presets
//-----------------------------------------------------------------------------
void CDmePresetGroup::MovePresetInFrontOf( CDmePreset *pPreset, CDmePreset *pInFrontOf )
{
if ( pPreset == pInFrontOf )
return;
int nEnd = pInFrontOf ? FindPresetIndex( pInFrontOf ) : m_Presets.Count();
Assert( nEnd >= 0 );
RemovePreset( pPreset );
if ( nEnd > m_Presets.Count() )
{
nEnd = m_Presets.Count();
}
m_Presets.InsertBefore( nEnd, pPreset );
}
//-----------------------------------------------------------------------------
// Finds a control index
//-----------------------------------------------------------------------------
struct ExportedControl_t
{
CUtlString m_Name;
bool m_bIsStereo;
int m_nFirstIndex;
};
//-----------------------------------------------------------------------------
// Builds a unique list of controls found in the presets
//-----------------------------------------------------------------------------
static int FindExportedControlIndex( const char *pControlName, CUtlVector< ExportedControl_t > &uniqueControls )
{
int nCount = uniqueControls.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( pControlName, uniqueControls[i].m_Name ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Builds a unique list of controls found in the presets
//-----------------------------------------------------------------------------
static int BuildExportedControlList( CDmeAnimationSet *pAnimationSet, const CDmePresetGroup *pPresetGroup, CUtlVector< ExportedControl_t > &uniqueControls )
{
int nGlobalIndex = 0;
const CDmrElementArrayConst< CDmePreset > &presets = pPresetGroup->GetPresets();
int nPresetCount = presets.Count();
for ( int i = 0; i < nPresetCount; ++i )
{
CDmePreset *pPreset = presets[i];
Assert( !pPreset->IsAnimated() ); // deal with this after GDC
if ( pPreset->IsAnimated() )
continue;
const CDmrElementArray< CDmElement > &controls = pPreset->GetControlValues();
int nControlCount = controls.Count();
for ( int i = 0; i < nControlCount; ++i )
{
CDmElement *pControlValue = controls[ i ];
if ( !pControlValue )
continue;
const char *pControlName = pControlValue->GetName();
int nIndex = FindExportedControlIndex( pControlName, uniqueControls );
if ( nIndex >= 0 )
continue;
CDmAttribute *pValueAttribute = pControlValue->GetAttribute( "value" );
if ( !pValueAttribute || pValueAttribute->GetType() != AT_FLOAT )
continue;
if ( pAnimationSet )
{
CDmElement *pControl = pAnimationSet->FindControl( pControlName );
if ( !pControl )
continue;
int j = uniqueControls.AddToTail();
ExportedControl_t &control = uniqueControls[j];
control.m_Name = pControlName;
control.m_bIsStereo = IsStereoControl( pControl );
control.m_nFirstIndex = nGlobalIndex;
nGlobalIndex += 1 + control.m_bIsStereo;
}
else
{
int j = uniqueControls.AddToTail();
ExportedControl_t &control = uniqueControls[j];
control.m_Name = pControlName;
// this isn't quite as reliable as querying the animation set but if we don't have one...
control.m_bIsStereo = pControlValue->HasAttribute( "leftValue" );
control.m_nFirstIndex = nGlobalIndex;
nGlobalIndex += 1 + control.m_bIsStereo;
}
}
}
return nGlobalIndex;
}
//-----------------------------------------------------------------------------
// Exports this preset group to a faceposer .txt expression file
// Either an animation set or a combination operator are required so that
// the default value for unspecified
//-----------------------------------------------------------------------------
bool CDmePresetGroup::ExportToTXT( const char *pFileName, CDmeAnimationSet *pAnimationSet /* = NULL */, CDmeCombinationOperator *pComboOp /* = NULL */ ) const
{
const CDmePresetGroup *pPresetGroup = this;
// find all used controls
CUtlVector< ExportedControl_t > exportedControls;
BuildExportedControlList( pAnimationSet, pPresetGroup, exportedControls );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
// Output the unique keys
buf.Printf( "$keys " );
int nExportedControlCount = exportedControls.Count();
for ( int i = 0; i < nExportedControlCount; ++i )
{
char pTempBuf[MAX_PATH];
ExportedControl_t &control = exportedControls[i];
if ( !control.m_bIsStereo )
{
buf.Printf("%s ", control.m_Name.String() );
}
else
{
V_sprintf_safe( pTempBuf, "right_%s", control.m_Name.String() );
buf.Printf("%s ", pTempBuf );
V_sprintf_safe( pTempBuf, "left_%s", control.m_Name.String() );
buf.Printf("%s ", pTempBuf );
}
}
buf.Printf( "\n" );
buf.Printf( "$hasweighting\n" );
buf.Printf( "$normalized\n" );
// Output all presets
const CDmrElementArrayConst< CDmePreset > &presets = pPresetGroup->GetPresets();
int nPresetCount = presets.Count();
for ( int i = 0; i < nPresetCount; ++i )
{
CDmePreset *pPreset = presets[i];
Assert( !pPreset->IsAnimated() ); // deal with this after GDC
if ( pPreset->IsAnimated() )
continue;
const char *pPresetName = pPreset->GetName();
// Hack for 'silence' and for p_ naming scheme
if ( !Q_stricmp( pPresetName, "p_silence" ) )
{
pPresetName = "<sil>";
}
if ( pPresetName[0] == 'p' && pPresetName[1] == '_' )
{
pPresetName = &pPresetName[2];
}
buf.Printf( "\"%s\" \t", pPresetName );
int nPhonemeIndex = TextToPhonemeIndex( pPresetName );
int nCode = CodeForPhonemeByIndex( nPhonemeIndex );
if ( nCode < 128 )
{
buf.Printf( "\"%c\" \t", nCode );
}
else
{
buf.Printf( "\"0x%x\"\t", nCode );
}
for ( int i = 0; i < nExportedControlCount; ++i )
{
ExportedControl_t &control = exportedControls[i];
CDmElement *pControlValue = pPreset->FindControlValue( control.m_Name );
if ( !pControlValue )
{
CDmElement *pControl = pAnimationSet ? pAnimationSet->FindControl( control.m_Name ) : NULL;
if ( !pControl )
{
bool bIsMulti;
const ControlIndex_t nIndex = FindComboOpControlIndexForAnimSetControl( pComboOp, control.m_Name, &bIsMulti );
if ( nIndex >= 0 )
{
float flDefaultValue = bIsMulti ? 0.5f : pComboOp->GetControlDefaultValue( nIndex );
buf.Printf( "%.5f\t0.000\t", flDefaultValue );
if ( control.m_bIsStereo )
{
buf.Printf( "%.5f\t0.000\t", flDefaultValue );
}
}
else
{
buf.Printf( "0.000\t0.000\t" );
if ( control.m_bIsStereo )
{
buf.Printf( "0.000\t0.000\t" );
}
}
continue;
}
float flDefaultValue = pControl->GetValue< float >( "defaultValue" );
if ( !control.m_bIsStereo )
{
buf.Printf( "%.5f\t1.000\t", flDefaultValue );
}
else
{
buf.Printf( "%.5f\t1.000\t", flDefaultValue );
buf.Printf( "%.5f\t1.000\t", flDefaultValue );
}
continue;
}
if ( !control.m_bIsStereo )
{
buf.Printf( "%.5f\t1.000\t", pControlValue->GetValue<float>( "value" ) );
}
else
{
buf.Printf( "%.5f\t1.000\t", pControlValue->GetValue<float>( "rightValue" ) );
buf.Printf( "%.5f\t1.000\t", pControlValue->GetValue<float>( "leftValue" ) );
}
}
const char *pDesc = DescForPhonemeByIndex( nPhonemeIndex );
buf.Printf( "\"%s\"\n", pDesc ? pDesc : pPresetName );
}
return g_pFullFileSystem->WriteFile( pFileName, NULL, buf );
}
#undef ALIGN4
#define ALIGN4( a ) a = (byte *)((int)((byte *)a + 3) & ~ 3)
//-----------------------------------------------------------------------------
// Exports this preset group to a faceposer .vfe expression file
//-----------------------------------------------------------------------------
bool CDmePresetGroup::ExportToVFE( const char *pFileName, CDmeAnimationSet *pAnimationSet /* = NULL */, CDmeCombinationOperator *pComboOp /* = NULL */ ) const
{
const CDmePresetGroup *pPresetGroup = this;
int i;
const CDmrElementArrayConst< CDmePreset > &presets = pPresetGroup->GetPresets();
// find all used controls
CUtlVector< ExportedControl_t > exportedControls;
int nTotalControlCount = BuildExportedControlList( pAnimationSet, pPresetGroup, exportedControls );
const int nExportedControlCount = exportedControls.Count();
byte *pData = (byte *)calloc( 1024 * 1024, 1 );
byte *pDataStart = pData;
flexsettinghdr_t *fhdr = (flexsettinghdr_t *)pData;
fhdr->id = ('V' << 16) + ('F' << 8) + ('E');
fhdr->version = 0;
if ( !g_pFullFileSystem->FullPathToRelativePathEx( pFileName, "GAME", fhdr->name, sizeof(fhdr->name) ) )
{
Q_strncpy( fhdr->name, pFileName, sizeof(fhdr->name) );
}
// allocate room for header
pData += sizeof( flexsettinghdr_t );
ALIGN4( pData );
// store flex settings
flexsetting_t *pSetting = (flexsetting_t *)pData;
fhdr->numflexsettings = presets.Count();
fhdr->flexsettingindex = pData - pDataStart;
pData += sizeof( flexsetting_t ) * fhdr->numflexsettings;
ALIGN4( pData );
for ( i = 0; i < fhdr->numflexsettings; i++ )
{
CDmePreset *pPreset = presets[i];
Assert( pPreset );
Assert( !pPreset->IsAnimated() ); // deal with this after GDC
if ( pPreset->IsAnimated() )
continue;
pSetting[i].index = i;
pSetting[i].settingindex = pData - (byte *)(&pSetting[i]);
flexweight_t *pFlexWeights = (flexweight_t *)pData;
for ( int j = 0; j < nExportedControlCount; j++ )
{
ExportedControl_t &control = exportedControls[ j ];
CDmElement *pControlValue = pPreset->FindControlValue( control.m_Name );
if ( !pControlValue )
{
bool bIsMulti;
const ControlIndex_t nIndex = FindComboOpControlIndexForAnimSetControl( pComboOp, control.m_Name, &bIsMulti );
if ( nIndex >= 0 )
{
float flDefaultValue = bIsMulti ? 0.5f : pComboOp->GetControlDefaultValue( nIndex );
if ( !control.m_bIsStereo )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = flDefaultValue;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
else
{
pSetting[i].numsettings += 2;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = flDefaultValue;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
pFlexWeights->key = control.m_nFirstIndex + 1;
pFlexWeights->weight = flDefaultValue;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
}
else
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = bIsMulti ? 0.5f : 0.0f;
pFlexWeights->influence = 0.0f;
pFlexWeights++;
if ( control.m_bIsStereo )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex + 1;
pFlexWeights->weight = 0.0f;
pFlexWeights->influence = 0.0f;
pFlexWeights++;
}
}
continue;
}
if ( !control.m_bIsStereo )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = pControlValue->GetValue<float>( "value" );
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
else
{
pSetting[i].numsettings += 2;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = pControlValue->GetValue<float>( "rightValue" );
pFlexWeights->influence = 1.0f;
pFlexWeights++;
pFlexWeights->key = control.m_nFirstIndex + 1;
pFlexWeights->weight = pControlValue->GetValue<float>( "leftValue" );
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
}
pData = (byte *)pFlexWeights;
ALIGN4( pData );
}
int numindexes = 1;
for (i = 0; i < fhdr->numflexsettings; i++)
{
if ( pSetting[i].index >= numindexes )
{
numindexes = pSetting[i].index + 1;
}
}
// store indexed table
int *pIndex = (int *)pData;
fhdr->numindexes = numindexes;
fhdr->indexindex = pData - pDataStart;
pData += sizeof( int ) * numindexes;
ALIGN4( pData );
for (i = 0; i < numindexes; i++)
{
pIndex[i] = -1;
}
for (i = 0; i < fhdr->numflexsettings; i++)
{
pIndex[pSetting[i].index] = i;
}
// store flex setting names
for (i = 0; i < fhdr->numflexsettings; i++)
{
CDmePreset *pPreset = presets[i];
const char *pPresetName = pPreset->GetName();
// Hack for 'silence' and for p_ naming scheme
if ( pPresetName[0] == 'p' && pPresetName[1] == '_' )
{
pPresetName = &pPresetName[2];
}
if ( !Q_stricmp( pPresetName, "silence" ) )
{
pPresetName = "<sil>";
}
pSetting[i].nameindex = pData - (byte *)(&pSetting[i]);
strcpy( (char *)pData, pPresetName );
pData += Q_strlen( pPresetName ) + 1;
}
ALIGN4( pData );
// store key names
char **pKeynames = (char **)pData;
fhdr->numkeys = nTotalControlCount;
fhdr->keynameindex = pData - pDataStart;
pData += sizeof(char *) * nTotalControlCount;
int j = 0;
for ( i = 0; i < nExportedControlCount; ++i )
{
char pTempBuf[MAX_PATH];
ExportedControl_t &control = exportedControls[i];
if ( !control.m_bIsStereo )
{
pKeynames[j++] = (char *)(pData - pDataStart);
strcpy( (char *)pData, control.m_Name );
pData += Q_strlen( control.m_Name ) + 1;
}
else
{
pKeynames[j++] = (char *)(pData - pDataStart);
V_sprintf_safe( pTempBuf, "right_%s", control.m_Name.String() );
strcpy( (char *)pData, pTempBuf );
pData += Q_strlen( pTempBuf ) + 1;
pKeynames[j++] = (char *)(pData - pDataStart);
V_sprintf_safe( pTempBuf, "left_%s", control.m_Name.String() );
strcpy( (char *)pData, pTempBuf );
pData += Q_strlen( pTempBuf ) + 1;
}
}
Assert( j == nTotalControlCount );
ALIGN4( pData );
// allocate room for remapping
int *keymapping = (int *)pData;
fhdr->keymappingindex = pData - pDataStart;
pData += sizeof( int ) * nTotalControlCount;
for (i = 0; i < nTotalControlCount; i++)
{
keymapping[i] = -1;
}
ALIGN4( pData );
fhdr->length = pData - pDataStart;
FileHandle_t fh = g_pFullFileSystem->Open( pFileName, "wb" );
if ( !fh )
{
Warning( "Unable to write to %s (read-only?)\n", pFileName );
free( pDataStart );
return false;
}
g_pFullFileSystem->Write( pDataStart, fhdr->length, fh );
g_pFullFileSystem->Close( fh );
free( pDataStart );
return true;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// CDmeAnimationSet - container for animation set info
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeAnimationSet, CDmeAnimationSet );
void CDmeAnimationSet::OnConstruction()
{
m_Controls.Init( this, "controls", FATTRIB_HAS_CALLBACK );
m_PresetGroups.Init( this, "presetGroups" );
m_PhonemeMap.Init( this, "phonememap" );
m_Operators.Init( this, "operators" );
m_RootControlGroup.InitAndCreate( this, "rootControlGroup" );
}
void CDmeAnimationSet::OnDestruction()
{
m_ControlNameMap.RemoveAll();
}
void CDmeAnimationSet::OnAttributeArrayElementAdded( CDmAttribute *pAttribute, int nFirstElem, int nLastElem )
{
if ( pAttribute != m_Controls.GetAttribute() )
return;
for ( int i = nFirstElem; i <= nLastElem; ++i )
{
CDmElement *pControl = m_Controls[ i ];
if ( !pControl )
continue;
int slot = m_ControlNameMap.Find( pControl->GetName() );
if ( slot == m_ControlNameMap.InvalidIndex() )
{
m_ControlNameMap.Insert( pControl->GetName(), pControl->GetHandle() );
}
}
}
void CDmeAnimationSet::OnAttributeArrayElementRemoved( CDmAttribute *pAttribute, int nFirstElem, int nLastElem )
{
if ( pAttribute != m_Controls.GetAttribute() )
return;
for ( int i = nFirstElem; i <= nLastElem; ++i )
{
CDmElement *pControl = m_Controls[ i ];
if ( !pControl )
continue;
m_ControlNameMap.Remove( pControl->GetName() );
}
}
CDmaElementArray< CDmElement > &CDmeAnimationSet::GetControls()
{
return m_Controls;
}
CDmaElementArray< CDmePresetGroup > &CDmeAnimationSet::GetPresetGroups()
{
return m_PresetGroups;
}
CDmaElementArray< CDmeOperator > &CDmeAnimationSet::GetOperators()
{
return m_Operators;
}
void CDmeAnimationSet::AddOperator( CDmeOperator *pOperator )
{
m_Operators.AddToTail( pOperator );
}
void CDmeAnimationSet::RemoveOperator( CDmeOperator *pOperator )
{
int nCount = m_Operators.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( m_Operators[i] == pOperator )
{
m_Operators.Remove(i);
break;
}
}
}
//-----------------------------------------------------------------------------
// Finds the index of a particular preset group
//-----------------------------------------------------------------------------
void CDmeAnimationSet::OnElementUnserialized()
{
BaseClass::OnElementUnserialized();
// Build control dictionary
for ( int i = 0; i < m_Controls.Count(); ++i )
{
CDmElement *pControl = m_Controls[ i ];
if ( !pControl )
return;
int slot = m_ControlNameMap.Find( pControl->GetName() );
if ( slot == m_ControlNameMap.InvalidIndex() )
{
m_ControlNameMap.Insert( pControl->GetName(), pControl->GetHandle() );
}
}
}
//-----------------------------------------------------------------------------
// Finds the index of a particular preset group
//-----------------------------------------------------------------------------
int CDmeAnimationSet::FindPresetGroupIndex( CDmePresetGroup *pPresetGroup )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
CDmePresetGroup *e = m_PresetGroups.Get( i );
if ( pPresetGroup == e )
return i;
}
return -1;
}
int CDmeAnimationSet::FindPresetGroupIndex( const char *pGroupName )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
CDmePresetGroup *e = m_PresetGroups.Get( i );
if ( e && !Q_stricmp( e->GetName(), pGroupName ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Find by name
//-----------------------------------------------------------------------------
CDmePresetGroup *CDmeAnimationSet::FindPresetGroup( const char *pGroupName )
{
int nIndex = FindPresetGroupIndex( pGroupName );
if ( nIndex >= 0 )
return m_PresetGroups[nIndex];
return NULL;
}
//-----------------------------------------------------------------------------
// Find or add by name
//-----------------------------------------------------------------------------
CDmePresetGroup *CDmeAnimationSet::FindOrAddPresetGroup( const char *pGroupName )
{
CDmePresetGroup *pPresetGroup = FindPresetGroup( pGroupName );
if ( !pPresetGroup )
{
// Create the default groups in order
pPresetGroup = CreateElement< CDmePresetGroup >( pGroupName, GetFileId() );
m_PresetGroups.AddToTail( pPresetGroup );
}
return pPresetGroup;
}
void CDmeAnimationSet::AddPresetGroup( CDmePresetGroup *pPresetGroup )
{
m_PresetGroups.AddToTail( pPresetGroup );
}
//-----------------------------------------------------------------------------
// Remove preset group
//-----------------------------------------------------------------------------
bool CDmeAnimationSet::RemovePresetGroup( CDmePresetGroup *pPresetGroup )
{
int i = FindPresetGroupIndex( pPresetGroup );
if ( i >= 0 )
{
m_PresetGroups.Remove( i );
return true;
}
return false;
}
bool CDmeAnimationSet::RemovePresetGroup( const char *pPresetGroupName )
{
int i = FindPresetGroupIndex( pPresetGroupName );
if ( i >= 0 )
{
m_PresetGroups.Remove( i );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Reorder preset groups
//-----------------------------------------------------------------------------
void CDmeAnimationSet::MovePresetGroupInFrontOf( CDmePresetGroup *pPresetGroup, CDmePresetGroup *pInFrontOf )
{
if ( pPresetGroup == pInFrontOf )
return;
#ifdef _DEBUG
int nStart = FindPresetGroupIndex( pPresetGroup );
#endif
int nEnd = pInFrontOf ? FindPresetGroupIndex( pInFrontOf ) : m_PresetGroups.Count();
Assert( nStart >= 0 && nEnd >= 0 );
RemovePresetGroup( pPresetGroup );
if ( nEnd > m_PresetGroups.Count() )
{
nEnd = m_PresetGroups.Count();
}
m_PresetGroups.InsertBefore( nEnd, pPresetGroup );
}
CDmePreset *CDmeAnimationSet::FindOrAddPreset( const char *pGroupName, const char *pPresetName )
{
CDmePresetGroup *pPresetGroup = FindOrAddPresetGroup( pGroupName );
return pPresetGroup->FindOrAddPreset( pPresetName );
}
bool CDmeAnimationSet::RemovePreset( const char *pPresetName )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
if ( m_PresetGroups[i]->RemovePreset( pPresetName ) )
return true;
}
return false;
}
bool CDmeAnimationSet::RemovePreset( CDmePreset *pPreset )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
if ( m_PresetGroups[i]->RemovePreset( pPreset ) )
return true;
}
return false;
}
CDmaElementArray< CDmePhonemeMapping > &CDmeAnimationSet::GetPhonemeMap()
{
return m_PhonemeMap;
}
void CDmeAnimationSet::RestoreDefaultPhonemeMap()
{
CUndoScopeGuard guard( "RestoreDefaultPhonemeMap" );
int i;
int c = m_PhonemeMap.Count();
for ( i = 0; i < c; ++i )
{
g_pDataModel->DestroyElement( m_PhonemeMap[ i ]->GetHandle() );
}
m_PhonemeMap.Purge();
int phonemeCount = NumPhonemes();
for ( i = 0; i < phonemeCount; ++i )
{
const char *pName = NameForPhonemeByIndex( i );
CDmePhonemeMapping *mapping = CreateElement< CDmePhonemeMapping >( pName, GetFileId() );
char presetName[ 256 ];
Q_snprintf( presetName, sizeof( presetName ), "p_%s", pName );
mapping->m_Preset = presetName;
mapping->m_Weight = 1.0f;
m_PhonemeMap.AddToTail( mapping );
}
}
CDmePhonemeMapping *CDmeAnimationSet::FindMapping( const char *pRawPhoneme )
{
int c = m_PhonemeMap.Count();
for ( int i = 0; i < c; ++i )
{
CDmePhonemeMapping *e = m_PhonemeMap.Get( i );
Assert( e );
if ( !e )
continue;
if ( !Q_stricmp( e->GetName(), pRawPhoneme ) )
return e;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Add the specified control to the animation set's list of controls
//-----------------------------------------------------------------------------
void CDmeAnimationSet::AddControl( CDmElement *pControl )
{
m_Controls.AddToTail( pControl );
if ( pControl )
{
int slot = m_ControlNameMap.Find( pControl->GetName() );
if ( slot == m_ControlNameMap.InvalidIndex() )
{
m_ControlNameMap.Insert( pControl->GetName(), pControl->GetHandle() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Remove the specified control from the animation set's list of
// controls and remove any selection elements referring to the control.
//-----------------------------------------------------------------------------
void CDmeAnimationSet::RemoveControl( CDmElement *pControl )
{
// Search the for the control in the list and remove
// the corresponding element from the list if found.
int index = m_Controls.Find( pControl );
if ( index != m_Controls.InvalidIndex() )
{
// Remove the control from any selection groups it may be in.
RemoveControlFromGroups( pControl->GetName(), true );
// Remove the control from the list
m_Controls.Remove( index );
// Remove from name mapping
m_ControlNameMap.Remove( pControl->GetName() );
}
}
//-----------------------------------------------------------------------------
// Finds a control
//-----------------------------------------------------------------------------
CDmElement *CDmeAnimationSet::FindControl( const char *pControlName ) const
{
int idx = m_ControlNameMap.Find( pControlName );
if ( idx == m_ControlNameMap.InvalidIndex() )
return NULL;
return g_pDataModel->GetElement( m_ControlNameMap[ idx ] );
}
//-----------------------------------------------------------------------------
// Finds or adds a control
//-----------------------------------------------------------------------------
CDmElement *CDmeAnimationSet::FindOrAddControl( const char *pControlName, bool transformControl, bool bMustBeNew )
{
CDmElement *pControl = FindControl( pControlName );
if ( bMustBeNew && ( pControl != NULL ) )
return NULL;
if ( !pControl )
{
// If not, then create one
if ( transformControl )
{
pControl = CreateElement< CDmeTransformControl >( pControlName, GetFileId() );
}
else
{
pControl = CreateElement< CDmElement >( pControlName, GetFileId() );
}
AddControl( pControl );
}
return pControl;
}
//-----------------------------------------------------------------------------
// Create a new control with the specified name, if a control with the
// specified name already exists returns NULL.
//-----------------------------------------------------------------------------
CDmElement *CDmeAnimationSet::CreateNewControl( const char *pControlName, bool bTransformControl )
{
return FindOrAddControl( pControlName, bTransformControl, true );
}
//-----------------------------------------------------------------------------
// Purpose: Get the root control group
//-----------------------------------------------------------------------------
CDmeControlGroup *CDmeAnimationSet::GetRootControlGroup() const
{
return m_RootControlGroup;
}
//-----------------------------------------------------------------------------
// Purpose: Find the control group with the specified name.
//-----------------------------------------------------------------------------
CDmeControlGroup *CDmeAnimationSet::FindControlGroup( const char *pControlGroupName ) const
{
return m_RootControlGroup->FindChildByName( pControlGroupName, true );
}
//-----------------------------------------------------------------------------
// Purpose: Find the control group with the specified name or add it if does
// not exist.
//-----------------------------------------------------------------------------
CDmeControlGroup *CDmeAnimationSet::FindOrAddControlGroup( CDmeControlGroup *pParentGroup, const char *pControlGroupName )
{
CDmeControlGroup *pRootGroup = ( pParentGroup != NULL ) ? pParentGroup : m_RootControlGroup;
// Search for the group to see if it already exists.
CDmeControlGroup *pControlGroup = pRootGroup->FindChildByName( pControlGroupName, true );
// If the selection group was not found, create it.
if ( pControlGroup == NULL )
{
pControlGroup = pRootGroup->CreateControlGroup( pControlGroupName );
}
return pControlGroup;
}
//-----------------------------------------------------------------------------
// Purpose: Find the control with the specified name, remove it from the group
// it belongs to and destroy it
//-----------------------------------------------------------------------------
void CDmeAnimationSet::RemoveControlFromGroups( char const *pchControlName, bool bRemoveEmpty )
{
CDmeControlGroup *pGroup = NULL;
CDmElement *pControl = m_RootControlGroup->FindControlByName( pchControlName, true, &pGroup );
if ( pGroup )
{
// Remove the control from the group
pGroup->RemoveControl( pControl );
// If the flag is set to remove empty groups and the group is empty, remove it.
if ( bRemoveEmpty && pGroup->IsEmpty() && ( pGroup != m_RootControlGroup ) )
{
CDmeControlGroup::DestroyGroup( pGroup, NULL, false );
}
}
}
//-----------------------------------------------------------------------------
// Build a list of the root dag nodes of the animation set
//-----------------------------------------------------------------------------
void CDmeAnimationSet::FindRootDagNodes( CUtlVector< CDmeDag* > &rootDagNodeList ) const
{
rootDagNodeList.EnsureCapacity( rootDagNodeList.Count() + 4 );
int nControls = m_Controls.Count();
for ( int iControl = 0; iControl < nControls; ++iControl )
{
// Check to see if the control is a transform control
CDmeTransformControl *pTransformControl = CastElement< CDmeTransformControl >( m_Controls[ iControl ] );
if ( pTransformControl == NULL )
continue;
// Get the dag node associated with the transform control
CDmeDag *pDagNode = pTransformControl->GetDag();
if ( pDagNode == NULL )
continue;
// Check to see if the parent of the dag is also in the animation set.
CDmeDag *pParent = pDagNode->GetParent();
if ( pParent )
{
CDmeTransformControl *pTransformControl = pParent->FindTransformControl();
if ( pTransformControl )
{
if ( FindReferringElement< CDmeAnimationSet >( pTransformControl, "controls" ) == this )
continue;
}
}
// If the dag node has no parent or the parent is not in the
// animation set add the dag node to the list of root nodes.
if ( rootDagNodeList.Find( pDagNode ) == rootDagNodeList.InvalidIndex() )
{
rootDagNodeList.AddToTail( pDagNode );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Find all of the dag nodes within the animation set.
//-----------------------------------------------------------------------------
void CDmeAnimationSet::CollectDagNodes( CUtlVector< CDmeDag* > &dagNodeList ) const
{
// Reserve space for the maximum number of dag nodes that may be added to the list.
int nControls = m_Controls.Count();
dagNodeList.EnsureCapacity( dagNodeList.Count() + nControls );
// Iterate through all of the controls in the animation set. For the
// controls which are transform controls get the associated dag node and
// add it to the dag node list if it is not already in the dag node list.
for ( int iControl = 0; iControl < nControls; ++iControl )
{
// Check to see if the control is a transform control
CDmeTransformControl *pTransformControl = CastElement< CDmeTransformControl >( m_Controls[ iControl ] );
if ( pTransformControl )
{
// Get the dag node associated with the transform control
CDmeDag *pDagNode = pTransformControl->GetDag();
if ( pDagNode )
{
// Check to see if the dag node is already in the list, if not add it.
if ( dagNodeList.Find( pDagNode ) == dagNodeList.InvalidIndex() )
{
dagNodeList.AddToTail( pDagNode );
}
}
}
}
}
void CDmeAnimationSet::CollectOperators( CUtlVector< DmElementHandle_t > &operators )
{
int numOperators = m_Operators.Count();
for ( int i = 0; i < numOperators; ++i )
{
DmElementHandle_t h = m_Operators.GetHandle( i );
if ( h != DMELEMENT_HANDLE_INVALID )
{
operators.AddToTail( h );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Make sure all of the transform controls of the animation set have
// an appropriate default attribute.
//-----------------------------------------------------------------------------
void CDmeAnimationSet::UpdateTransformDefaults() const
{
// Get the game model associated with the animation set, this will be used to determine the default
// values for each of the controls, if it is not specified then the defaults cannot be set.
CDmeGameModel *pGameModel = GetValueElement< CDmeGameModel >( "gameModel" );
if ( pGameModel == NULL )
return;
// Iterate through each of the controls in the animation set, if it is a transform control see if
// it has a default value, if it does not have a default value, find the bone associated with the
// transform and get the default position or rotation for that bone from the model.
int nControls = m_Controls.Count();
for ( int iControl = 0; iControl < nControls; ++iControl )
{
CDmElement *pControl = m_Controls[ iControl ];
if ( pControl == NULL )
continue;
// Determine if the control is a transform control and if it has a default value.
CDmeTransformControl *pTransformControl = CastElement< CDmeTransformControl >( pControl );
if ( pTransformControl == NULL )
continue;
CDmeTransform *pTransform = pTransformControl->GetTransform();
if ( pTransform == NULL )
continue;
// Find the bone associated with the transform and get the default position of the bone.
if ( !pTransformControl->HasDefaultPosition() )
{
Vector position = vec3_origin;
int boneIndex = pGameModel->FindBone( pTransform );
if ( pGameModel->GetBoneDefaultPosition( boneIndex, position ) )
{
pTransformControl->SetDefaultPosition( position );
}
}
// Find the bone associated with the transform and get the default rotation of the bone.
if ( !pTransformControl->HasDefaultOrientation() )
{
Quaternion orientation;
int boneIndex = pGameModel->FindBone( pTransform );
if ( pGameModel->GetBoneDefaultOrientation( boneIndex, orientation) )
{
pTransformControl->SetDefaultOrientation( orientation );
}
}
}
}
//-----------------------------------------------------------------------------
// Find the animation set to which the dag belongs, if any. This function
// operates by checking to see of the dag node is referenced by an animation
// set either directly or by a control. If the specified dag node is not
// immediately referenced by an animation set the function checks the
// hierarchical ancestors of the dag node to see if they are referenced by
// an animation set. If the node is somehow referenced by multiple animation
// sets this function will simply return the first one it encounters as the
// assumption is that a dag node will only be referenced by one animation set.
//-----------------------------------------------------------------------------
CDmeAnimationSet *FindAnimationSetForDag( CDmeDag *pDagNode )
{
while ( pDagNode )
{
// Check to see if an animation set directly references this dag node
CDmeAnimationSet *pAnimationSet = FindAncestorReferencingElement< CDmeAnimationSet >( pDagNode );
if ( pAnimationSet != NULL )
return pAnimationSet;
// Check to see if an animation set references the dag node through a control
CDmeTransformControl *pTransformControl = pDagNode->FindTransformControl();
if ( pTransformControl )
{
CDmeAnimationSet *pAnimationSet = FindAncestorReferencingElement< CDmeAnimationSet >( pTransformControl );
if ( pAnimationSet != NULL )
return pAnimationSet;
}
// Failed to find the animation set, go on to the parent of the dag node and
// try again, repeat until an animation set is found or the root is reached.
pDagNode = pDagNode->GetParent();
}
return NULL;
}
//-----------------------------------------------------------------------------
//
// CAnimSetControlDependencyMpa implementation, a utility class for finding the
// dependencies of a control with in the animation set.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Add the controls of the specified animation set to the dependency map
//-----------------------------------------------------------------------------
void CAnimSetControlDependencyMap::AddAnimationSet( const CDmeAnimationSet* pAnimSet )
{
if ( pAnimSet == NULL )
return;
CDmeGameModel *pGameModel = pAnimSet->GetValueElement< CDmeGameModel >( "gameModel" );
if ( pGameModel == NULL )
return;
// Construct a table which maps the global flex controllers to the control elements that are driving them.
int numFlexControllers = pGameModel->NumGlobalFlexControllers();
CUtlVector< CDmElement* > controlMap;
controlMap.EnsureCount( numFlexControllers );
for ( int iFlex = 0; iFlex < numFlexControllers; ++iFlex )
{
controlMap[ iFlex ] = NULL;
CDmeGlobalFlexControllerOperator* pFlexOp = pGameModel->GetGlobalFlexController( iFlex );
if ( pFlexOp )
{
CUtlVector< CDmeChannel* > channels( 0, 4 );
FindAncestorsReferencingElement( pFlexOp, channels );
int nChannels = channels.Count();
for ( int iChannel = 0; iChannel < nChannels; ++iChannel )
{
CDmeChannel *pChannel = channels[ iChannel ];
if ( pChannel && pChannel->GetToElement() == pFlexOp )
{
CDmElement* pElement = pChannel->GetFromElement();
controlMap[ iFlex ] = pElement;
break;
}
}
}
}
// Get a list of the flex controllers that each flex controller is dependent on.
CUtlVector < CUtlVector< int > > flexDependencyList;
pGameModel->FindFlexControllerDependencies( flexDependencyList );
int nLists = flexDependencyList.Count();
for ( int iList = 0; iList < nLists; ++iList )
{
CUtlVector< int > &dependencyList = flexDependencyList[ iList ];
int listCount = dependencyList.Count();
if ( listCount > 0 )
{
// Construct the control dependency list from the flex controller dependency
// list. The first element in flex controller list is the dependent element,
// the following elements are the dependencies.
CDmElement *pElement = controlMap[ dependencyList[ 0 ] ];
if ( pElement )
{
DependencyList_t *pDependencySet = FindDependencyList( pElement );
if ( pDependencySet == NULL)
{
int arrayIndex = m_DependencyData.AddToTail();
pDependencySet = &m_DependencyData[ arrayIndex ];
pDependencySet->m_pElement = pElement;
pDependencySet->m_Dependencies.EnsureCapacity( listCount );
}
for ( int iDep = 1; iDep < listCount; ++iDep )
{
CDmElement* pDependency = controlMap[ dependencyList[ iDep ] ];
if ( pDependency != pElement )
{
if ( pDependencySet->m_Dependencies.Find( pDependency ) == pDependencySet->m_Dependencies.InvalidIndex() )
{
pDependencySet->m_Dependencies.AddToTail( pDependency );
}
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Get the list of controls which the specified control is dependent on.
//-----------------------------------------------------------------------------
const CUtlVector< const CDmElement * > *CAnimSetControlDependencyMap::GetControlDepndencies( const CDmElement *pControl ) const
{
if ( pControl == NULL )
return NULL;
const DependencyList_t *pDependencyList = NULL;
int nSets = m_DependencyData.Count();
for ( int i = 0; i < nSets; ++i )
{
if ( m_DependencyData[ i ].m_pElement == pControl )
{
pDependencyList = &m_DependencyData[ i ];
break;
}
}
if ( pDependencyList == NULL )
return NULL;
if ( pDependencyList->m_pElement != pControl )
{
// If this assert is hit, something has gone wrong with the control look up.
Assert( pDependencyList->m_pElement == pControl );
return NULL;
}
return &pDependencyList->m_Dependencies;
}
//-----------------------------------------------------------------------------
// Purpose: Find the dependency list for the specified control
//-----------------------------------------------------------------------------
CAnimSetControlDependencyMap::DependencyList_t *CAnimSetControlDependencyMap::FindDependencyList( const CDmElement* pControl )
{
DependencyList_t *pDependencyList = NULL;
int nSets = m_DependencyData.Count();
for ( int i = 0; i < nSets; ++i )
{
if ( m_DependencyData[ i ].m_pElement == pControl )
{
pDependencyList = &m_DependencyData[ i ];
break;
}
}
return pDependencyList;
}
//-----------------------------------------------------------------------------
// CDmePresetGroupInfo - container for shared preset groups
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePresetGroupInfo, CDmePresetGroupInfo );
void CDmePresetGroupInfo::OnConstruction()
{
m_filenameBase.Init( this, "filenameBase" );
m_presetGroups.Init( this, "presetGroups" );
}
void CDmePresetGroupInfo::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Loads model presets from .pre files matching the filename base
//-----------------------------------------------------------------------------
void CDmePresetGroupInfo::LoadPresetGroups()
{
LoadPresetGroups( m_filenameBase, m_presetGroups );
}
void CDmePresetGroupInfo::FilenameBaseForModelName( const char *pModelName, char *pFileNameBase, int nFileNameBaseLen )
{
V_FixupPathName( pFileNameBase, nFileNameBaseLen, pModelName );
V_StripExtension( pFileNameBase, pFileNameBase, nFileNameBaseLen );
}
CDmePresetGroupInfo *CDmePresetGroupInfo::FindPresetGroupInfo( const char *pFilenameBase, CDmrElementArray< CDmePresetGroupInfo > &presetGroupInfos )
{
// find an existing CDmePresetGroupInfo
int nPresetGroupInfos = presetGroupInfos.Count();
for ( int i = 0; i < nPresetGroupInfos; ++i )
{
CDmePresetGroupInfo *pPresetGroupInfo = presetGroupInfos[ i ];
if ( !pPresetGroupInfo )
continue;
if ( V_stricmp( pFilenameBase, pPresetGroupInfo->GetFilenameBase() ) == 0 )
return pPresetGroupInfo;
}
return NULL;
}
CDmePresetGroupInfo *CDmePresetGroupInfo::FindOrCreatePresetGroupInfo( const char *pFilenameBase, CDmrElementArray< CDmePresetGroupInfo > &presetGroupInfos )
{
// find or create an CDmePresetGroupInfo
CDmePresetGroupInfo *pPresetGroupInfo = CDmePresetGroupInfo::FindPresetGroupInfo( pFilenameBase, presetGroupInfos );
if ( !pPresetGroupInfo )
{
pPresetGroupInfo = CreatePresetGroupInfo( pFilenameBase, presetGroupInfos.GetOwner()->GetFileId() );
presetGroupInfos.AddToTail( pPresetGroupInfo );
}
return pPresetGroupInfo;
}
CDmePresetGroupInfo *CDmePresetGroupInfo::CreatePresetGroupInfo( const char *pFilenameBase, DmFileId_t fileid )
{
char presetGroupInfoName[ MAX_PATH ];
V_FileBase( pFilenameBase, presetGroupInfoName, sizeof( presetGroupInfoName ) );
CDmePresetGroupInfo *pPresetGroupInfo = CreateElement< CDmePresetGroupInfo >( presetGroupInfoName, fileid );
pPresetGroupInfo->SetFilenameBase( pFilenameBase );
pPresetGroupInfo->LoadPresetGroups();
return pPresetGroupInfo;
}
void CDmePresetGroupInfo::LoadPresetGroups( const char *pFilenameBase, CDmaElementArray< CDmePresetGroup > &presetGroups )
{
char presetPath[MAX_PATH];
Q_ExtractFilePath( pFilenameBase, presetPath, sizeof( presetPath ) );
char presetNameFilter[MAX_PATH];
V_strncpy( presetNameFilter, pFilenameBase, sizeof( presetNameFilter ) );
int nLen = Q_strlen( presetNameFilter );
Q_snprintf( &presetNameFilter[ nLen ], MAX_PATH - nLen, "*.pre" );
DmFileId_t parentFileId = presetGroups.GetOwner()->GetFileId();
FileFindHandle_t fh;
const char *pFileName = g_pFullFileSystem->FindFirstEx( presetNameFilter, "GAME", &fh );
for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( fh ) )
{
char relativePresetPath[MAX_PATH];
Q_ComposeFileName( presetPath, pFileName, relativePresetPath, sizeof( relativePresetPath ) );
CDmElement* pRoot = NULL;
DmFileId_t fileid = g_pDataModel->RestoreFromFile( relativePresetPath, "GAME", NULL, &pRoot, CR_FORCE_COPY ); // TODO - change this to CR_DELETE_OLD, since we'll want the loaded presets to replace the existing ones
if ( fileid == DMFILEID_INVALID || !pRoot )
continue;
CDmePresetGroup *pPresetGroup = CastElement<CDmePresetGroup>( pRoot );
if ( !pPresetGroup )
{
if ( pRoot )
{
g_pDataModel->RemoveFileId( pRoot->GetFileId() );
}
continue;
}
pPresetGroup->SetFileId( parentFileId, TD_DEEP );
// Presets used through the model preset manager must be read only + shared
pPresetGroup->m_bIsReadOnly = true;
pPresetGroup->SetShared( true );
presetGroups.AddToTail( pPresetGroup );
}
g_pFullFileSystem->FindClose( fh );
}
ControlIndex_t FindComboOpControlIndexForAnimSetControl( CDmeCombinationOperator *pComboOp, const char *pControlName, bool *pIsMulti /*= NULL*/ )
{
const char *pMultiControlBaseName = pControlName ? StringAfterPrefix( pControlName, "multi_" ) : NULL;
if ( pIsMulti )
{
*pIsMulti = pMultiControlBaseName != NULL;
}
if ( !pComboOp || !pControlName )
return -1;
ControlIndex_t index = pComboOp->FindControlIndex( pControlName );
if ( index >= 0 )
return index;
if ( !pMultiControlBaseName )
return -1;
index = pComboOp->FindControlIndex( pMultiControlBaseName );
if ( index < 0 )
return -1;
Assert( pComboOp->IsMultiControl( index ) );
return index;
}
//-----------------------------------------------------------------------------
// Utility class to migrate from traversing all animationsets within an animationsetgroup to a filmclip
//-----------------------------------------------------------------------------
bool CAnimSetGroupAnimSetTraversal::IsValid()
{
return m_pFilmClip && m_nIndex < m_pFilmClip->GetAnimationSets().Count();
}
CDmeAnimationSet *CAnimSetGroupAnimSetTraversal::Next()
{
CDmeAnimationSet *pAnimSet = NULL;
while ( pAnimSet == NULL && IsValid() )
{
pAnimSet = m_pFilmClip->GetAnimationSets()[ m_nIndex++ ];
}
return pAnimSet;
}