Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BONE_SETUP_H
#define BONE_SETUP_H
#ifdef _WIN32
#pragma once
#endif
#include "studio.h"
#include "cmodel.h"
#include "bitvec.h"
class CBoneToWorld;
class CIKContext;
class CBoneAccessor;
class IPoseDebugger;
// This provides access to networked arrays, so if this code actually changes a value,
// the entity is marked as changed.
abstract_class IParameterAccess
{
public:
virtual float GetParameter( int iParam ) = 0;
virtual void SetParameter( int iParam, float flValue ) = 0;
};
class CBoneBitList : public CBitVec<MAXSTUDIOBONES>
{
public:
inline void MarkBone(int iBone)
{
Set(iBone);
}
inline bool IsBoneMarked(int iBone)
{
return Get(iBone) != 0 ? true : false;
}
};
//-----------------------------------------------------------------------------
// Purpose: blends together all the bones from two p:q lists
//
// p1 = p1 * (1 - s) + p2 * s
// q1 = q1 * (1 - s) + q2 * s
//-----------------------------------------------------------------------------
void SlerpBones(
const CStudioHdr *pStudioHdr,
BoneQuaternion q1[MAXSTUDIOBONES],
BoneVector pos1[MAXSTUDIOBONES],
mstudioseqdesc_t &seqdesc, // source of q2 and pos2
int sequence,
const BoneQuaternionAligned q2[MAXSTUDIOBONES],
const BoneVector pos2[MAXSTUDIOBONES],
float s,
int boneMask
);
class CBoneSetup;
class IBoneSetup
{
public:
IBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger = NULL );
~IBoneSetup( void );
void InitPose( BoneVector pos[], BoneQuaternionAligned q[] );
void AccumulatePose( BoneVector pos[], BoneQuaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
void CalcAutoplaySequences( BoneVector pos[], BoneQuaternion q[], float flRealTime, CIKContext *pIKContext );
void CalcBoneAdj( BoneVector pos[], BoneQuaternion q[], const float controllers[] );
CStudioHdr *GetStudioHdr();
private:
CBoneSetup *m_pBoneSetup;
};
// Given two samples of a bone separated in time by dt,
// compute the velocity and angular velocity of that bone
void CalcBoneDerivatives( Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &prev, const matrix3x4_t &current, float dt );
// Give a derivative of a bone, compute the velocity & angular velocity of that bone
void CalcBoneVelocityFromDerivative( const QAngle &vecAngles, Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &current );
// This function sets up the local transform for a single frame of animation. It doesn't handle
// pose parameters or interpolation between frames.
void SetupSingleBoneMatrix(
CStudioHdr *pOwnerHdr,
int nSequence,
int iFrame,
int iBone,
matrix3x4_t &mBoneLocal );
// Purpose: build boneToWorld transforms for a specific bone
void BuildBoneChain(
const CStudioHdr *pStudioHdr,
const matrix3x4a_t &rootxform,
const BoneVector pos[],
const BoneQuaternion q[],
int iBone,
matrix3x4a_t *pBoneToWorld );
void BuildBoneChain(
const CStudioHdr *pStudioHdr,
const matrix3x4a_t &rootxform,
const BoneVector pos[],
const BoneQuaternion q[],
int iBone,
matrix3x4a_t *pBoneToWorld,
CBoneBitList &boneComputed );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
// ik info
class CIKTarget
{
public:
void SetOwner( int entindex, const Vector &pos, const QAngle &angles );
void ClearOwner( void );
int GetOwner( void );
void UpdateOwner( int entindex, const Vector &pos, const QAngle &angles );
void SetPos( const Vector &pos );
void SetAngles( const QAngle &angles );
void SetQuaternion( const Quaternion &q );
void SetNormal( const Vector &normal );
void SetPosWithNormalOffset( const Vector &pos, const Vector &normal );
void SetOnWorld( bool bOnWorld = true );
bool IsActive( void );
void IKFailed( void );
int chain;
int type;
void MoveReferenceFrame( Vector &deltaPos, QAngle &deltaAngles );
// accumulated offset from ideal footplant location
public:
struct x2 {
char *pAttachmentName;
Vector pos;
Quaternion q;
} offset;
private:
struct x3 {
Vector pos;
Quaternion q;
} ideal;
public:
struct x4 {
float latched;
float release;
float height;
float floor;
float radius;
float flTime;
float flWeight;
Vector pos;
Quaternion q;
bool onWorld;
} est; // estimate contact position
struct x5 {
float hipToFoot; // distance from hip
float hipToKnee; // distance from hip to knee
float kneeToFoot; // distance from knee to foot
Vector hip; // location of hip
Vector closest; // closest valid location from hip to foot that the foot can move to
Vector knee; // pre-ik location of knee
Vector farthest; // farthest valid location from hip to foot that the foot can move to
Vector lowest; // lowest position directly below hip that the foot can drop to
} trace;
private:
// internally latched footset, position
struct x1 {
// matrix3x4a_t worldTarget;
bool bNeedsLatch;
bool bHasLatch;
float influence;
int iFramecounter;
int owner;
Vector absOrigin;
QAngle absAngles;
Vector pos;
Quaternion q;
Vector deltaPos; // acculated error
Quaternion deltaQ;
Vector debouncePos;
Quaternion debounceQ;
} latched;
struct x6 {
float flTime; // time last error was detected
float flErrorTime;
float ramp;
bool bInError;
} error;
friend class CIKContext;
};
struct ikchainresult_t
{
// accumulated offset from ideal footplant location
int target;
Vector pos;
Quaternion q;
float flWeight;
};
struct ikcontextikrule_t
{
int index;
int type;
int chain;
int bone;
int slot; // iktarget slot. Usually same as chain.
float height;
float radius;
float floor;
Vector pos;
float pad1;
Quaternion q;
float start; // beginning of influence
float peak; // start of full influence
float tail; // end of full influence
float end; // end of all influence
float top;
float drop;
float commit; // frame footstep target should be committed
float release; // frame ankle should end rotation from latched orientation
float flWeight; // processed version of start-end cycle
float flRuleWeight; // blending weight
float latched; // does the IK rule use a latched value?
char *szLabel;
Vector kneeDir;
float pad2;
Vector kneePos;
float pad3;
ikcontextikrule_t() {}
private:
// No copy constructors allowed
ikcontextikrule_t(const ikcontextikrule_t& vOther);
};
void Studio_AlignIKMatrix( matrix3x4a_t &mMat, const Vector &vAlignTo );
bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4a_t* pBoneToWorld );
bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4a_t* pBoneToWorld );
class CIKContext
{
public:
CIKContext( );
void Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask );
void AddDependencies( mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight = 1.0f );
#if defined( _PS3 )
void AddAllDependencies_PS3( ikcontextikrule_t *ikRules, int numRules );
#endif
void ClearTargets( void );
void UpdateTargets( BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
void AutoIKRelease( void );
void SolveDependencies( BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
void AddAutoplayLocks( BoneVector pos[], BoneQuaternion q[] );
void SolveAutoplayLocks( BoneVector pos[], BoneQuaternion q[] );
void AddSequenceLocks( mstudioseqdesc_t &SeqDesc, BoneVector pos[], BoneQuaternion q[] );
void SolveSequenceLocks( mstudioseqdesc_t &SeqDesc, BoneVector pos[], BoneQuaternion q[] );
void AddAllLocks( BoneVector pos[], BoneQuaternion q[] );
void SolveAllLocks( BoneVector pos[], BoneQuaternion q[] );
void SolveLock( const mstudioiklock_t *plock, int i, BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed );
CUtlVectorFixed< CIKTarget, 12 > m_target;
void CopyTo( CIKContext* pOther, const unsigned short * iRemapping );
void BuildBoneChain( const BoneVector pos[], const BoneQuaternion q[], int iBone, matrix3x4a_t *pBoneToWorld, CBoneBitList &boneComputed );
const int GetBoneMask( void ) { return m_boneMask; }
private:
CStudioHdr const *m_pStudioHdr;
bool Estimate( int iSequence, float flCycle, int iTarget, const float poseParameter[], float flWeight = 1.0f );
// virtual IK rules, filtered and combined from each sequence
CUtlVector< CUtlVector< ikcontextikrule_t > > m_ikChainRule;
CUtlVector< ikcontextikrule_t > m_ikLock;
matrix3x4a_t m_rootxform;
int m_iFramecounter;
float m_flTime;
int m_boneMask;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
// replaces the bonetoworld transforms for all bones that are procedural
bool CalcProceduralBone(
const CStudioHdr *pStudioHdr,
int iBone,
CBoneAccessor &bonetoworld
);
void Studio_BuildMatrices(
const CStudioHdr *pStudioHdr,
const QAngle& angles,
const Vector& origin,
const BoneVector pos[],
const BoneQuaternion q[],
int iBone,
float flScale,
matrix3x4a_t bonetoworld[MAXSTUDIOBONES],
int boneMask
);
// Get a bone->bone relative transform
void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t &matrixOut );
// Given a bone rotation value, figures out the value you need to give to the controller
// to have the bone at that value.
// [in] flValue = the desired bone rotation value
// [out] ctlValue = the (0-1) value to set the controller t.
// return value = flValue, unwrapped to lie between the controller's start and end.
float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue );
// Given a 0-1 controller value, maps it into the controller's start and end and returns the bone rotation angle.
// [in] ctlValue = value in controller space (0-1).
// return value = value in bone space
float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue );
void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[MAXSTUDIOPOSEPARAM], int nCount );
float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue );
float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue );
// converts a global 0..1 pose parameter into the local sequences blending value
int Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting );
void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight );
int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] );
float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
void Studio_MovementRate( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
float Studio_SeqMovementAndDuration( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaPos );
// void Studio_Movement( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
//void Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, Vector &vecAngle );
//void Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity );
//float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist );
bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle );
bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaMovement, QAngle &deltaAngle );
bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity );
float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist );
float Studio_FindSeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flVelocity );
int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName );
const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr );
float Studio_GetMass( CStudioHdr *pstudiohdr );
const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence );
FORWARD_DECLARE_HANDLE( memhandle_t );
struct bonecacheparams_t
{
CStudioHdr *pStudioHdr;
matrix3x4a_t *pBoneToWorld;
float curtime;
int boneMask;
};
class CBoneCache
{
public:
// you must implement these static functions for the ResourceManager
// -----------------------------------------------------------
static CBoneCache *CreateResource( const bonecacheparams_t &params );
static unsigned int EstimatedSize( const bonecacheparams_t &params );
// -----------------------------------------------------------
// member functions that must be present for the ResourceManager
void DestroyResource();
CBoneCache *GetData() { return this; }
unsigned int Size() { return m_size; }
// -----------------------------------------------------------
CBoneCache();
// was constructor, but placement new is messy wrt memdebug - so cast & init instead
void Init( const bonecacheparams_t &params, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount );
void UpdateBones( const matrix3x4a_t *pBoneToWorld, int numbones, float curtime );
matrix3x4a_t *GetCachedBone( int studioIndex );
void ReadCachedBones( matrix3x4a_t *pBoneToWorld );
void ReadCachedBonePointers( matrix3x4_t **bones, int numbones );
bool IsValid( float curtime, float dt = 0.1f );
public:
float m_timeValid;
int m_boneMask;
private:
matrix3x4a_t *BoneArray();
short *StudioToCached();
short *CachedToStudio();
unsigned int m_size;
unsigned short m_cachedBoneCount;
unsigned short m_matrixOffset;
unsigned short m_cachedToStudioOffset;
unsigned short m_boneOutOffset;
};
void Studio_LockBoneCache();
void Studio_UnlockBoneCache();
CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle, bool bLock = false );
void Studio_ReleaseBoneCache( memhandle_t cacheHandle );
memhandle_t Studio_CreateBoneCache( bonecacheparams_t &params );
void Studio_DestroyBoneCache( memhandle_t cacheHandle );
void Studio_InvalidateBoneCacheIfNotMatching( memhandle_t cacheHandle, float flTimeValid );
// Given a ray, trace for an intersection with this studiomodel. Get the array of bones from StudioSetupHitboxBones
bool TraceToStudio( class IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &trace );
// Given a ray, trace for an intersection with this studiomodel, bullets will hit bodyparts that result in higher damage
bool TraceToStudioCsgoHitgroupsPriority( class IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &trace );
// TERROR: TraceToStudio variant that prioritizes hitgroups, so bullets can pass through arms and chest to hit the head, for instance
bool TraceToStudioGrouped( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
matrix3x4_t **hitboxbones, int fContentsMask, trace_t &tr, const CUtlVector< int > &sortedHitgroups );
void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt );
void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence );
void Studio_RunBoneFlexDrivers( float *pFlexController, const CStudioHdr *pStudioHdr, const Vector *pPositions, const matrix3x4_t *pBoneToWorld, const matrix3x4_t &mRootToWorld );
//-----------------------------------------------------------------------------
// Computes a number of twist bones given a parent/child pair
// pqTwists, pflWeights, pqTwistBinds must all have at least nCount elements
//-----------------------------------------------------------------------------
void ComputeTwistBones(
Quaternion *pqTwists,
int nCount,
bool bInverse,
const Vector &vUp,
const Quaternion &qParent,
const matrix3x4_t &mChild,
const Quaternion &qBaseInv,
const float *pflWeights,
const Quaternion *pqTwistBinds );
#endif // BONE_SETUP_H