Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
//
// The transform operator class - shortcut to setting transform values from floats
//
//=============================================================================
#include "movieobjects/dmetransformoperator.h"
#include "movieobjects/dmetransform.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
// 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( DmeTransformOperator, CDmeTransformOperator );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeTransformOperator::OnConstruction()
{
m_transform.Init( this, "transform" );
m_positionX.Init( this, "positionX" );
m_positionY.Init( this, "positionY" );
m_positionZ.Init( this, "positionZ" );
m_orientationX.Init( this, "orientationX" );
m_orientationY.Init( this, "orientationY" );
m_orientationZ.Init( this, "orientationZ" );
m_orientationW.Init( this, "orientationW" );
}
void CDmeTransformOperator::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeTransformOperator::Operate()
{
CDmeTransform *pTransform = m_transform.GetElement();
if ( pTransform == NULL )
return;
Vector position = pTransform->GetValue< Vector >( TRANSFORM_POSITION );
Quaternion orientation = pTransform->GetValue< Quaternion >( TRANSFORM_ORIENTATION );
position.x = m_positionX.Get();
position.y = m_positionY.Get();
position.z = m_positionZ.Get();
orientation.x = m_orientationX.Get();
orientation.y = m_orientationY.Get();
orientation.z = m_orientationZ.Get();
orientation.w = m_orientationW.Get();
pTransform->SetValue( TRANSFORM_POSITION, position );
pTransform->SetValue( TRANSFORM_ORIENTATION, orientation );
}
// hack to avoid MSVC complaining about multiply defined symbols
namespace TransformOp
{
void AddAttr( CUtlVector< CDmAttribute * > &attrs, CDmAttribute *pAttr )
{
if ( pAttr == NULL )
return;
attrs.AddToTail( pAttr );
}
};
using namespace TransformOp;
void CDmeTransformOperator::GetInputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
AddAttr( attrs, m_positionX.GetAttribute() );
AddAttr( attrs, m_positionY.GetAttribute() );
AddAttr( attrs, m_positionZ.GetAttribute() );
AddAttr( attrs, m_orientationX.GetAttribute() );
AddAttr( attrs, m_orientationY.GetAttribute() );
AddAttr( attrs, m_orientationZ.GetAttribute() );
AddAttr( attrs, m_orientationW.GetAttribute() );
}
void CDmeTransformOperator::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
{
CDmeTransform *pTransform = m_transform.GetElement();
if ( pTransform == NULL )
return;
AddAttr( attrs, pTransform->GetAttribute( TRANSFORM_POSITION ) );
AddAttr( attrs, pTransform->GetAttribute( TRANSFORM_ORIENTATION ) );
}
void CDmeTransformOperator::SetTransform( CDmeTransform *pTransform )
{
m_transform.Set( pTransform );
}
const CDmeTransform *CDmeTransformOperator::GetTransform() const
{
return m_transform.GetElement();
}