Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// Dme version of a game model (MDL)
//
//=============================================================================
#include "movieobjects/dmegamemodel.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "studio.h"
#include "tier3/tier3.h"
#include "tier1/fmtstr.h"
#include "bone_setup.h"
#include "movieobjects/dmeoverlay.h" // FIXME: Why do I have to explicitly include dmeoverlay.h here?
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGlobalFlexControllerOperator, CDmeGlobalFlexControllerOperator );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGlobalFlexControllerOperator::OnConstruction()
{
m_flexWeight.Init( this, "flexWeight" );
m_gameModel.Init( this, "gameModel", FATTRIB_HAS_CALLBACK | FATTRIB_NEVERCOPY );
m_ToAttributeHandle = DMATTRIBUTE_HANDLE_INVALID;
m_nFlexControllerIndex = -1;
}
void CDmeGlobalFlexControllerOperator::OnDestruction()
{
}
void CDmeGlobalFlexControllerOperator::Resolve()
{
if ( m_nFlexControllerIndex < 0 )
{
m_nFlexControllerIndex = FindGlobalFlexControllerIndex();
}
if ( m_ToAttributeHandle == DMATTRIBUTE_HANDLE_INVALID )
{
SetupToAttribute();
}
}
void CDmeGlobalFlexControllerOperator::OnAttributeChanged( CDmAttribute *pAttribute )
{
// Don't have the required interface...
if ( !g_pGlobalFlexController )
return;
if ( pAttribute == m_gameModel.GetAttribute() && m_gameModel.GetElement() )
{
m_nFlexControllerIndex = FindGlobalFlexControllerIndex();
SetupToAttribute();
}
}
void CDmeGlobalFlexControllerOperator::Operate()
{
CDmAttribute *pToAttr = g_pDataModel->GetAttribute( m_ToAttributeHandle );
if ( !pToAttr )
return;
DmAttributeType_t type = m_flexWeight.GetAttribute()->GetType();
const void *pValue = m_flexWeight.GetAttribute()->GetValueUntyped();
if ( IsArrayType( pToAttr->GetType() ) )
{
if ( m_nFlexControllerIndex == -1 )
return;
CDmrGenericArray array( pToAttr );
array.Set( m_nFlexControllerIndex, type, pValue );
}
else
{
pToAttr->SetValue( type, pValue );
}
}
void CDmeGlobalFlexControllerOperator::SetGameModel( CDmeGameModel *gameModel )
{
m_gameModel = gameModel;
}
void CDmeGlobalFlexControllerOperator::SetWeight( float flWeight )
{
m_flexWeight = flWeight;
}
void CDmeGlobalFlexControllerOperator::SetMapping( int globalIndex )
{
m_nFlexControllerIndex = globalIndex;
if ( m_gameModel.GetElement() )
{
if ( (uint)globalIndex >= m_gameModel->NumFlexWeights() )
{
m_gameModel->SetNumFlexWeights( (uint)( globalIndex + 1 ) );
}
}
}
int CDmeGlobalFlexControllerOperator::GetGlobalIndex() const
{
return m_nFlexControllerIndex;
}
void CDmeGlobalFlexControllerOperator::GetInputAttributes ( CUtlVector< CDmAttribute * > &attrs )
{
attrs.AddToTail( m_flexWeight.GetAttribute() );
}
void CDmeGlobalFlexControllerOperator::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
CDmAttribute *toAttribute = g_pDataModel->GetAttribute( m_ToAttributeHandle );
if ( toAttribute )
{
attrs.AddToTail( toAttribute );
}
}
void CDmeGlobalFlexControllerOperator::SetupToAttribute()
{
CDmElement *pObject = m_gameModel.GetElement();
if ( pObject == NULL)
return;
CDmAttribute *pAttr = pObject->GetAttribute( "flexWeights" );
Assert( pAttr );
if ( !pAttr )
return;
m_ToAttributeHandle = pAttr->GetHandle();
return;
}
//-----------------------------------------------------------------------------
// Connect up stuff by index
//-----------------------------------------------------------------------------
int CDmeGlobalFlexControllerOperator::FindGlobalFlexControllerIndex() const
{
int nGlobalFlexControllerIndex = -1;
MDLHandle_t h = m_gameModel->GetModelHandle();
if ( h != MDLHANDLE_INVALID )
{
studiohdr_t *hdr = g_pMDLCache->GetStudioHdr( h );
Assert( hdr );
if ( hdr )
{
int fc = hdr->numflexcontrollers;
for ( LocalFlexController_t i = LocalFlexController_t(0) ; i < fc; ++i )
{
mstudioflexcontroller_t *flex = hdr->pFlexcontroller( i );
if ( flex->localToGlobal == -1 && g_pGlobalFlexController )
{
flex->localToGlobal = g_pGlobalFlexController->FindGlobalFlexController( flex->pszName() );
}
if ( !Q_stricmp( flex->pszName(), GetName() ) )
{
nGlobalFlexControllerIndex = flex->localToGlobal;
// Grow the array
if ( (uint)flex->localToGlobal >= m_gameModel->NumFlexWeights() )
{
m_gameModel->SetNumFlexWeights( (uint)( flex->localToGlobal + 1 ) );
}
break;
}
}
}
}
return nGlobalFlexControllerIndex;
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameModel, CDmeGameModel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameModel::OnConstruction()
{
m_flexWeights.Init( this, "flexWeights" );
m_modelName.Init( this, "modelName", FATTRIB_HAS_CALLBACK );
m_skin.Init( this, "skin" );
m_body.Init( this, "body" );
m_sequence.Init( this, "sequence" );
m_flags.Init( this, "flags" );
m_bones.Init( this, "bones" );
m_globalFlexControllers.Init( this, "globalFlexControllers" );
m_bComputeBounds.Init( this, "computeBounds" );
m_bEvaluateProceduralBones.InitAndSet( this, "evaluateProceduralBones", true );
m_hMDL = MDLHANDLE_INVALID;
m_bHMDLDirty = true;
}
void CDmeGameModel::OnDestruction()
{
if ( m_hMDL != MDLHANDLE_INVALID )
{
g_pMDLCache->Release( m_hMDL );
m_hMDL = MDLHANDLE_INVALID;
}
}
void CDmeGameModel::OnAttributeChanged( CDmAttribute *pAttribute )
{
if ( pAttribute == m_modelName.GetAttribute() )
{
m_bHMDLDirty = true;
}
}
CDmeGlobalFlexControllerOperator *CDmeGameModel::AddGlobalFlexController( const char *controllerName, int globalIndex )
{
int i, c;
c = m_globalFlexControllers.Count();
for ( i = 0; i < c; ++i )
{
CDmeGlobalFlexControllerOperator *op = m_globalFlexControllers.Get( i );
Assert( op );
if ( op && !Q_stricmp( op->GetName(), controllerName ) )
break;
}
if ( i >= c )
{
CDmeGlobalFlexControllerOperator *newOperator = CreateElement< CDmeGlobalFlexControllerOperator >( controllerName, GetFileId() );
Assert( newOperator );
if ( !newOperator )
return NULL;
i = m_globalFlexControllers.AddToTail( newOperator );
}
Assert( m_globalFlexControllers.IsValidIndex( i ) );
CDmeGlobalFlexControllerOperator *op = m_globalFlexControllers.Get( i );
Assert( op );
if ( op )
{
op->SetMapping( globalIndex );
op->SetGameModel( this );
}
if ( (uint)globalIndex >= NumFlexWeights() )
{
SetNumFlexWeights( globalIndex + 1 );
}
return op;
}
//-----------------------------------------------------------------------------
// Find a flex controller by its global index
//-----------------------------------------------------------------------------
CDmeGlobalFlexControllerOperator *CDmeGameModel::FindGlobalFlexController( int nGlobalIndex )
{
int i, c;
c = m_globalFlexControllers.Count();
for ( i = 0; i < c; ++i )
{
CDmeGlobalFlexControllerOperator *op = m_globalFlexControllers.Get( i );
Assert( op );
if ( op && op->GetGlobalIndex() == nGlobalIndex )
return op;
}
return NULL;
}
studiohdr_t* CDmeGameModel::GetStudioHdr() const
{
const char *pModelName = GetModelName();
MDLHandle_t h = pModelName && pModelName[0] ? g_pMDLCache->FindMDL( pModelName ) : MDLHANDLE_INVALID;
return ( h != MDLHANDLE_INVALID ) ? g_pMDLCache->GetStudioHdr( h ) : NULL;
}
// A src bone transform transforms pre-compiled data (.dmx or .smd files, for example)
// into post-compiled data (.mdl or .ani files)
bool CDmeGameModel::GetSrcBoneTransforms( matrix3x4_t *pPreTransform, matrix3x4_t *pPostTransform, int nBoneIndex ) const
{
studiohdr_t *pStudioHdr = GetStudioHdr();
if ( !pStudioHdr )
return false;
if ( pStudioHdr->numbones <= nBoneIndex )
return false;
const char *pBoneName = pStudioHdr->pBone( nBoneIndex )->pszName();
int nCount = pStudioHdr->NumSrcBoneTransforms();
for ( int i = 0; i < nCount; ++i )
{
const mstudiosrcbonetransform_t *pSrcTransform = pStudioHdr->SrcBoneTransform( i );
if ( Q_stricmp( pSrcTransform->pszName(), pBoneName ) )
continue;
MatrixCopy( pSrcTransform->pretransform, *pPreTransform );
MatrixCopy( pSrcTransform->posttransform, *pPostTransform );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Get the default position of the specified bone.
//-----------------------------------------------------------------------------
bool CDmeGameModel::GetBoneDefaultPosition( int nBoneIndex, Vector &position ) const
{
studiohdr_t *pStudioHdr = GetStudioHdr();
if ( !pStudioHdr )
return false;
if ( ( nBoneIndex < 0 ) || ( nBoneIndex >= pStudioHdr->numbones ) )
return false;
const mstudiobone_t *pBone = pStudioHdr->pBone( nBoneIndex );
if ( pBone == NULL )
return false;
position = pBone->pos;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Get the default orientation of the specified bone.
//-----------------------------------------------------------------------------
bool CDmeGameModel::GetBoneDefaultOrientation( int nBoneIndex, Quaternion &orientation ) const
{
studiohdr_t *pStudioHdr = GetStudioHdr();
if ( !pStudioHdr )
return false;
if ( ( nBoneIndex < 0 ) || ( nBoneIndex >= pStudioHdr->numbones ) )
return false;
const mstudiobone_t *pBone = pStudioHdr->pBone( nBoneIndex );
if ( pBone == NULL )
return false;
orientation = pBone->quat;
return true;
}
bool CDmeGameModel::IsRootTransform( int nBoneIndex ) const
{
studiohdr_t *pStudioHdr = GetStudioHdr();
if ( !pStudioHdr )
return true;
if ( pStudioHdr->numbones <= nBoneIndex )
return true;
const mstudiobone_t *pBone = pStudioHdr->pBone( nBoneIndex );
return pBone->parent == -1;
}
int CDmeGameModel::NumGlobalFlexControllers() const
{
return m_globalFlexControllers.Count();
}
CDmeGlobalFlexControllerOperator *CDmeGameModel::GetGlobalFlexController( int localIndex )
{
return m_globalFlexControllers.Get( localIndex );
}
void CDmeGameModel::RemoveGlobalFlexController( CDmeGlobalFlexControllerOperator *controller )
{
int c = m_globalFlexControllers.Count();
for ( int i = 0; i < c; ++i )
{
CDmeGlobalFlexControllerOperator *check = m_globalFlexControllers.Get( i );
if ( check == controller )
{
m_globalFlexControllers.Remove( i );
break;
}
}
}
void CDmeGameModel::AppendGlobalFlexControllerOperators( CUtlVector< IDmeOperator * >& list )
{
int c = m_globalFlexControllers.Count();
for ( int i = 0 ; i < c; ++i )
{
CDmeOperator *op = m_globalFlexControllers.Get( i );
if ( !op )
continue;
list.AddToTail( op );
}
}
//-----------------------------------------------------------------------------
// Purpose: Find the dependencies of each flex controller on the other flex
// controllers
//-----------------------------------------------------------------------------
void CDmeGameModel::FindFlexControllerDependencies( CUtlVector< CUtlVector< int > > &dependencyList ) const
{
studiohdr_t *hdr = GetStudioHdr();
if ( hdr == NULL )
return;
// Build a table to reference the controller operators by the
// global index of the flex control they are associated with.
int controllerTable[ MAXSTUDIOFLEXDESC ];
memset( controllerTable, -1, sizeof( controllerTable ) );
int nControllers = m_globalFlexControllers.Count();
if ( nControllers > MAXSTUDIOFLEXDESC )
{
Assert( nControllers < MAXSTUDIOFLEXDESC );
return;
}
for ( int iCtrl = 0; iCtrl < nControllers; ++iCtrl )
{
CDmeGlobalFlexControllerOperator *pCtrlOp = m_globalFlexControllers[ iCtrl ];
if ( pCtrlOp )
{
int globalIndex = pCtrlOp->GetGlobalIndex();
if ( ( globalIndex < MAXSTUDIOFLEXDESC ) && ( globalIndex >= 0 ) )
{
controllerTable[ globalIndex ] = iCtrl;
}
}
}
// Determine which rules each of the controllers contribute to
CStudioHdr studioHdr( hdr );
CUtlVector< int > controllerRuleTable[ MAXSTUDIOFLEXDESC ]; // Table of rules each controller contributes to
CUtlVector< int > ruleDepTable[ MAXSTUDIOFLEXDESC ]; // Table of controllers contributing to each rule
int nFlexRules = studioHdr.numflexrules();
for ( int iRule = 0; iRule < nFlexRules; ++iRule )
{
mstudioflexrule_t *pRule = studioHdr.pFlexRule( iRule );
if ( pRule == NULL )
return;
for ( int iOp = 0; iOp < pRule->numops; ++iOp )
{
mstudioflexop_t *pOp = pRule->iFlexOp( iOp );
switch ( pOp->op )
{
case STUDIO_FETCH1:
case STUDIO_2WAY_0:
case STUDIO_2WAY_1:
case STUDIO_NWAY:
case STUDIO_DME_LOWER_EYELID:
case STUDIO_DME_UPPER_EYELID:
{
int globalIndex = studioHdr.pFlexcontroller( (LocalFlexController_t)pOp->d.index )->localToGlobal;
if ( ( globalIndex < MAXSTUDIOFLEXDESC ) && ( pRule->flex < MAXSTUDIOFLEXDESC ) && ( globalIndex >= 0 ) )
{
int controllerIndex = controllerTable[ globalIndex ];
if ( controllerIndex >= 0 )
{
if ( controllerRuleTable[ controllerIndex ].Find( pRule->flex ) == CUtlVector< int >::InvalidIndex() )
{
controllerRuleTable[ controllerIndex ].AddToTail( pRule->flex );
ruleDepTable[ pRule->flex ].AddToTail( controllerIndex );
}
}
}
}
break;
default:
break;
}
}
}
// For each controller, find the other controllers that contribute to the same rules.
bool dependencyTable[ MAXSTUDIOFLEXDESC ];
memset( dependencyTable, 0, sizeof( dependencyTable ) );
for ( int iCtrl = 0; iCtrl < nControllers; ++iCtrl )
{
memset( dependencyTable, 0, sizeof( bool ) * nControllers );
// Get the list of rules that controller contributes to
CUtlVector< int > &ruleList = controllerRuleTable[ iCtrl ];
int nRules = ruleList.Count();
int nDependencies = 0;
for ( int iRule = 0; iRule < nRules; ++iRule )
{
int ruleIndex = ruleList[ iRule ];
CUtlVector< int > &ruleControllerList = ruleDepTable[ ruleIndex ];
int nRuleDep = ruleControllerList.Count();
for ( int iDep = 0; iDep < nRuleDep; ++iDep )
{
int controllerIndex = ruleControllerList[ iDep ];
if ( ( controllerIndex != iCtrl ) && ( dependencyTable[ controllerIndex ] == false ) )
{
dependencyTable[ controllerIndex ] = true;
++nDependencies;
}
}
}
if ( nDependencies > 0 )
{
dependencyList.AddToTail();
CUtlVector< int > &dependencies = dependencyList.Tail();
dependencies.EnsureCapacity( nDependencies + 1 );
dependencies.AddToTail( iCtrl );
for ( int iDepCtrl = 0; iDepCtrl < nControllers; ++iDepCtrl )
{
if ( dependencyTable[ iDepCtrl ] == true )
{
dependencies.AddToTail( iDepCtrl );
--nDependencies;
}
}
Assert( nDependencies == 0 );
}
}
}
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameModel::AddBone( CDmeTransform* pTransform )
{
m_bones.AddToTail( pTransform );
}
//-----------------------------------------------------------------------------
// Is this dag under the game model?
//-----------------------------------------------------------------------------
static bool IsDagUnderGameModel( CDmeDag *pDag, CDmeGameModel *pGameModel )
{
if ( pDag == pGameModel )
return true;
DmAttributeReferenceIterator_t i = g_pDataModel->FirstAttributeReferencingElement( pDag->GetHandle() );
while ( i != DMATTRIBUTE_REFERENCE_ITERATOR_INVALID )
{
CDmAttribute *pAttribute = g_pDataModel->GetAttribute( i );
CDmElement *pDmeParent = pAttribute->GetOwner();
const static CUtlSymbolLarge symChildren = g_pDataModel->GetSymbol( "children" );
if ( pDmeParent && pAttribute->GetNameSymbol() == symChildren )
{
CDmeDag *pParent = CastElement< CDmeDag >( pDmeParent );
if ( pParent && ( pParent->GetFileId() == pDag->GetFileId() ) )
{
if ( IsDagUnderGameModel( pParent, pGameModel ) )
return true;
}
}
i = g_pDataModel->NextAttributeReferencingElement( i );
}
return false;
}
//-----------------------------------------------------------------------------
// Finds existing dags
//-----------------------------------------------------------------------------
void CDmeGameModel::PopulateExistingDagList( CDmeDag** pDags, int nCount )
{
int nCurrentBoneCount = m_bones.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( i >= nCurrentBoneCount )
{
pDags[ i ] = NULL;
continue;
}
CDmeTransform *pTransform = GetBone( i );
Assert( pTransform );
pDags[ i ] = pTransform ? pTransform->GetDag() : NULL;
}
}
//-----------------------------------------------------------------------------
// Adds bones to the game model
//-----------------------------------------------------------------------------
void CDmeGameModel::AddBones( studiohdr_t *pStudioHdr, int nFirstBone, int nCount )
{
if ( nFirstBone + nCount > pStudioHdr->numbones )
{
nCount = pStudioHdr->numbones - nFirstBone;
if ( nCount <= 0 )
return;
}
// make room for bones
CDmeDag** pDags = ( CDmeDag** )_alloca( pStudioHdr->numbones * sizeof(CDmeDag*) );
int nDagCount = nFirstBone;
PopulateExistingDagList( pDags, nFirstBone );
char name[ 256 ];
for ( int i = 0; i < nCount; ++i )
{
int bi = i + nFirstBone;
// get parent
const mstudiobone_t *pBone = pStudioHdr->pBone( bi );
int parentIndex = pBone->parent;
Assert( parentIndex < nDagCount );
// build dag hierarchy to match bone hierarchy
CDmeDag *pParent = ( parentIndex < 0 ) ? this : pDags[ parentIndex ];
Q_snprintf( name, sizeof( name ), "bone %d (%s)", bi, pBone->pszName() );
CDmeDag *pDag = CreateElement< CDmeDag >( name, GetFileId() );
pDags[nDagCount++] = pDag;
pParent->AddChild( pDag );
CDmeTransform *pTransform = pDag->GetTransform();
pTransform->SetName( name );
// add different bone representations to dme model and input
AddBone( pTransform );
}
}
void CDmeGameModel::SetBone( uint index, const Vector& pos, const Quaternion& rot )
{
m_bones[ index ]->SetPosition( pos );
m_bones[ index ]->SetOrientation( rot );
}
void CDmeGameModel::RemoveAllBones()
{
m_bones.RemoveAll();
}
uint CDmeGameModel::NumBones() const
{
return m_bones.Count();
}
CDmeTransform *CDmeGameModel::GetBone( uint index ) const
{
return m_bones[ index ];
}
int CDmeGameModel::FindBone( CDmeTransform *pTransform ) const
{
return m_bones.Find( pTransform );
}
uint CDmeGameModel::NumFlexWeights() const
{
return m_flexWeights.Count();
}
const CUtlVector< float >& CDmeGameModel::GetFlexWeights() const
{
return m_flexWeights.Get();
}
void CDmeGameModel::SetNumFlexWeights( uint nFlexWeights )
{
if ( nFlexWeights > (uint)m_flexWeights.Count() )
{
while ( (uint)m_flexWeights.Count() < nFlexWeights )
{
m_flexWeights.AddToTail( 0.0f );
}
}
else
{
while ( (uint)m_flexWeights.Count() > nFlexWeights )
{
m_flexWeights.Remove( (uint)m_flexWeights.Count() - 1 );
}
}
}
void CDmeGameModel::SetFlexWeights( uint nFlexWeights, const float* flexWeights )
{
m_flexWeights.CopyArray( flexWeights, nFlexWeights );
}
void CDmeGameModel::SetFlags( int nFlags )
{
m_flags = nFlags;
}
void CDmeGameModel::SetSkin( int nSkin )
{
m_skin = nSkin;
}
void CDmeGameModel::SetBody( int nBody )
{
m_body = nBody;
}
void CDmeGameModel::SetSequence( int nSequence )
{
m_sequence = nSequence;
}
int CDmeGameModel::GetSkin() const
{
return m_skin;
}
int CDmeGameModel::GetBody() const
{
return m_body;
}
int CDmeGameModel::GetSequence() const
{
return m_sequence;
}
int CDmeGameModel::GetFlags() const
{
return m_flags;
}
const char *CDmeGameModel::GetModelName() const
{
return m_modelName.Get();
}
MDLHandle_t CDmeGameModel::GetModelHandle()
{
if ( m_bHMDLDirty )
{
UpdateHMDL();
}
return m_hMDL;
}
void CDmeGameModel::UpdateHMDL()
{
// Yes, we're intentionally referencing before we unref
MDLHandle_t h = MDLHANDLE_INVALID;
const char *pModelName = m_modelName.Get();
if ( pModelName && *pModelName )
{
h = g_pMDLCache->FindMDL( pModelName );
}
if ( m_hMDL != MDLHANDLE_INVALID )
{
g_pMDLCache->Release( m_hMDL );
}
m_hMDL = h;
m_bHMDLDirty = false;
}
int CDmeGameModel::FindAttachment( const char *pchAttachmentName ) const
{
if ( studiohdr_t *pStudioHdr = GetStudioHdr() )
{
CStudioHdr studioHdr( pStudioHdr );
return Studio_FindAttachment( &studioHdr, pchAttachmentName ) + 1;
}
return 0;
}
//-----------------------------------------------------------------------------
// Compute the world space position of the specified attachment.
//-----------------------------------------------------------------------------
Vector CDmeGameModel::ComputeAttachmentPosition( const char *pchAttachmentName ) const
{
studiohdr_t *pStudioHdr = GetStudioHdr();
if ( pStudioHdr == NULL )
return vec3_origin;
// Find the index of the attachment by its name and verify
// that the attachment was found and that the index is valid.
CStudioHdr studioHdr( pStudioHdr );
int attachmentIndex = Studio_FindAttachment( &studioHdr, pchAttachmentName );
if ( ( attachmentIndex < 0 ) || ( attachmentIndex > studioHdr.GetNumAttachments() ) )
return vec3_origin;
// Get the bone to which in attachment position is defined
// and then find the dag node using the bone transform.
int boneIndex = studioHdr.GetAttachmentBone( attachmentIndex );
CDmeTransform *pBoneTranform = GetBone( boneIndex );
CDmeDag *pBoneDag = pBoneTranform->GetDag();
if ( pBoneDag == NULL )
return vec3_origin;
// Get the local offset position of the attachment and then transform
// it into world space using the transform of the associated dag node.
const mstudioattachment_t &attachment = studioHdr.pAttachment( attachmentIndex );
matrix3x4_t wsTransform;
Vector localPosition;
Vector worldPosition;
pBoneDag->GetAbsTransform( wsTransform );
MatrixPosition( attachment.local, localPosition );
VectorTransform( localPosition, wsTransform, worldPosition );
return worldPosition;
}
//-----------------------------------------------------------------------------
// Create a dag node for the specified attachment and make it a child of the
// the bone it is local to.
//-----------------------------------------------------------------------------
CDmeDag *CDmeGameModel::CreateDagForAttachment( const char *pchAttachmentName ) const
{
studiohdr_t *pStudioHdr = GetStudioHdr();
if ( pStudioHdr == NULL )
return NULL;
// Find the index of the attachment by its name and verify
// that the attachment was found and that the index is valid.
CStudioHdr studioHdr( pStudioHdr );
int attachmentIndex = Studio_FindAttachment( &studioHdr, pchAttachmentName );
if ( ( attachmentIndex < 0 ) || ( attachmentIndex > studioHdr.GetNumAttachments() ) )
return NULL;
// Get the bone in which the attachment position is defined
// and then find the dag node using the bone transform.
int boneIndex = studioHdr.GetAttachmentBone( attachmentIndex );
CDmeTransform *pBoneTranform = GetBone( boneIndex );
CDmeDag *pBoneDag = pBoneTranform->GetDag();
if ( pBoneDag == NULL )
return NULL;
CDmeDag *pDagNode = CreateElement< CDmeDag >( CFmtStr( "attach_%s", pchAttachmentName ), GetFileId() );
if ( pDagNode )
{
// Position the node based on the attachment position
const mstudioattachment_t &attachment = studioHdr.pAttachment( attachmentIndex );
CDmeTransform *pTransform = pDagNode->GetTransform();
if ( pTransform )
{
Vector vAttachmentPos;
MatrixPosition( attachment.local, vAttachmentPos );
pTransform->SetPosition( vAttachmentPos );
}
// Make the attachment dag node a child of bone it is associated with
pBoneDag->AddChild( pDagNode );
}
return pDagNode;
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameSprite, CDmeGameSprite );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameSprite::OnConstruction()
{
m_modelName .Init( this, "modelName" );
m_frame .Init( this, "frame" );
m_rendermode.Init( this, "rendermode" );
m_renderfx .Init( this, "renderfx" );
m_renderscale.Init( this, "renderscale" );
m_color .Init( this, "color" );
m_proxyRadius.Init( this, "proxyRadius" );
}
void CDmeGameSprite::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
const char *CDmeGameSprite::GetModelName() const
{
return m_modelName.Get();
}
float CDmeGameSprite::GetScale() const
{
return m_renderscale;
}
float CDmeGameSprite::GetFrame() const
{
return m_frame;
}
int CDmeGameSprite::GetRenderMode() const
{
return m_rendermode;
}
int CDmeGameSprite::GetRenderFX() const
{
return m_renderfx;
}
const Color &CDmeGameSprite::GetColor() const
{
return m_color;
}
float CDmeGameSprite::GetProxyRadius() const
{
return m_proxyRadius;
}
void CDmeGameSprite::SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius,
const Vector &pos, const Quaternion &rot, const Color &color )
{
m_Visible = bVisible;
m_frame = nFrame;
m_rendermode = nRenderMode;
m_renderfx = nRenderFX;
m_renderscale = flRenderScale;
m_proxyRadius = flProxyRadius;
m_color = color;
CDmeTransform *pTransform = GetTransform();
pTransform->SetPosition( pos );
pTransform->SetOrientation( rot );
}
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGamePortal, CDmeGamePortal );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGamePortal::OnConstruction()
{
m_flStaticAmount .Init( this, "staticAmount" );
m_flSecondaryStaticAmount .Init( this, "secondaryStaticAmount" );
m_flOpenAmount .Init( this, "openAmount" );
m_flHalfWidth .Init( this, "halfWidth" );
m_flHalfHeight .Init( this, "halfHeight" );
m_nPortalId .Init( this, "portalId" );
m_nLinkedPortalId .Init( this, "linkedPortalId" );
m_bIsPortal2 .Init( this, "isPortal2" );
m_PortalType .Init( this, "portalType" );
}
void CDmeGamePortal::OnDestruction()
{
}