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1149 lines
36 KiB
1149 lines
36 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_baseanimatingoverlay.h"
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#include "animation.h"
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#include "bone_setup.h"
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#if defined( _PS3 )
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#include "bone_setup_PS3.h"
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#endif
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#include "tier0/vprof.h"
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#include "engine/ivdebugoverlay.h"
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#include "datacache/imdlcache.h"
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#include "eventlist.h"
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#include "toolframework_client.h"
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#include "dt_utlvector_recv.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar r_sequence_debug;
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template class CInterpolatedVar<CAnimationLayer>;
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mstudioevent_for_client_server_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
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void C_AnimationLayer::SetOwner( C_BaseAnimatingOverlay *pOverlay )
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{
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m_pOwner = pOverlay;
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}
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C_BaseAnimatingOverlay *C_AnimationLayer::GetOwner() const
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{
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return m_pOwner;
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}
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void C_AnimationLayer::Reset()
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{
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if ( m_pOwner )
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{
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int nFlags = 0;
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if ( m_nSequence != 0 || m_flWeight != 0.0f )
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{
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nFlags |= BOUNDS_CHANGED;
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}
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if ( m_flCycle != 0.0f )
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{
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nFlags |= ANIMATION_CHANGED;
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}
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if ( nFlags )
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{
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m_pOwner->InvalidatePhysicsRecursive( nFlags );
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}
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}
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m_nSequence = 0;
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m_flPrevCycle = 0;
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m_flWeight = 0;
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m_flWeightDeltaRate = 0;
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m_flPlaybackRate = 0;
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m_flCycle = 0;
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m_flLayerAnimtime = 0;
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m_flLayerFadeOuttime = 0;
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}
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void C_AnimationLayer::SetSequence( int nSequence )
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{
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if ( m_pOwner && m_nSequence != nSequence )
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{
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m_pOwner->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
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}
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m_nSequence = nSequence;
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}
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void C_AnimationLayer::SetCycle( float flCycle )
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{
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if ( m_pOwner && m_flCycle != flCycle )
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{
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m_pOwner->InvalidatePhysicsRecursive( ANIMATION_CHANGED );
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}
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m_flCycle = flCycle;
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}
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void C_AnimationLayer::SetOrder( int order )
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{
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if ( m_pOwner && ( m_nOrder != order ) )
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{
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if ( m_nOrder == C_BaseAnimatingOverlay::MAX_OVERLAYS || order == C_BaseAnimatingOverlay::MAX_OVERLAYS )
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{
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m_pOwner->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
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}
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}
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m_nOrder = order;
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}
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void C_AnimationLayer::SetWeight( float flWeight )
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{
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if ( m_pOwner && m_flWeight != flWeight )
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{
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if ( m_flWeight == 0.0f || flWeight == 0.0f )
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{
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m_pOwner->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
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}
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}
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m_flWeight = flWeight;
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}
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C_BaseAnimatingOverlay::C_BaseAnimatingOverlay()
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{
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// NOTE: We zero the memory in the max capacity m_Layer vector in dt_ultvector_common.h
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// FIXME: where does this initialization go now?
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// AddVar( m_Layer, &m_iv_AnimOverlay, LATCH_ANIMATION_VAR );
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}
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#undef CBaseAnimatingOverlay
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void RecvProxy_SequenceChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
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if ( pLayer->GetOwner() )
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pLayer->GetOwner()->NotifyOnLayerChangeSequence( pLayer, pData->m_Value.m_Int );
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pLayer->SetSequence( pData->m_Value.m_Int );
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}
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void RecvProxy_WeightChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
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if ( pLayer->GetOwner() )
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pLayer->GetOwner()->NotifyOnLayerChangeWeight( pLayer, pData->m_Value.m_Float );
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pLayer->SetWeight( pData->m_Value.m_Float );
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}
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void RecvProxy_WeightDeltaRateChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
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pLayer->SetWeightDeltaRate( pData->m_Value.m_Float );
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}
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void RecvProxy_CycleChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
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if ( pLayer->GetOwner() )
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pLayer->GetOwner()->NotifyOnLayerChangeCycle( pLayer, pData->m_Value.m_Float );
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pLayer->SetCycle( pData->m_Value.m_Float );
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}
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void RecvProxy_PlaybackRateChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
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pLayer->SetPlaybackRate( pData->m_Value.m_Float );
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}
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void RecvProxy_OrderChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CAnimationLayer *pLayer = (CAnimationLayer *)pStruct;
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pLayer->SetOrder( pData->m_Value.m_Int );
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}
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BEGIN_RECV_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer)
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RecvPropInt( RECVINFO_NAME(m_nSequence, m_nSequence), 0, RecvProxy_SequenceChanged ),
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RecvPropFloat( RECVINFO_NAME(m_flCycle, m_flCycle), 0, RecvProxy_CycleChanged ),
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RecvPropFloat( RECVINFO_NAME(m_flPlaybackRate, m_flPlaybackRate), 0, RecvProxy_PlaybackRateChanged ),
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RecvPropFloat( RECVINFO_NAME(m_flPrevCycle, m_flPrevCycle)),
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RecvPropFloat( RECVINFO_NAME(m_flWeight, m_flWeight), 0, RecvProxy_WeightChanged ),
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RecvPropFloat( RECVINFO_NAME(m_flWeightDeltaRate, m_flWeightDeltaRate), 0, RecvProxy_WeightDeltaRateChanged ),
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RecvPropInt( RECVINFO_NAME(m_nOrder, m_nOrder), 0, RecvProxy_OrderChanged )
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END_RECV_TABLE()
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const char *s_m_iv_AnimOverlayNames[C_BaseAnimatingOverlay::MAX_OVERLAYS] =
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{
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay00",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay01",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay02",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay03",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay04",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay05",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay06",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay07",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay08",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay09",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay10",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay11",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay12",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay13",
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay14"
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};
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void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len )
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{
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C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct;
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CUtlVector < CAnimationLayer > *pVec = &pEnt->m_AnimOverlay;
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CUtlVector< CInterpolatedVar< CAnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
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Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector );
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Assert( pVec->Count() == pVecIV->Count() || pVecIV->Count() == 0 );
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Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS );
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int diff = len - pVec->Count();
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if ( diff != 0 )
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{
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// remove all entries
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for ( int i=0; i < pVec->Count(); i++ )
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{
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pEnt->RemoveVar( &pVec->Element( i ) );
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}
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pEnt->InvalidatePhysicsRecursive( BOUNDS_CHANGED );
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// adjust vector sizes
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if ( diff > 0 )
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{
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for ( int i = 0; i < diff; ++i )
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{
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int j = pVec->AddToTail( );
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(*pVec)[j].SetOwner( pEnt );
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}
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pVecIV->AddMultipleToTail( diff );
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}
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else
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{
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pVec->RemoveMultiple( len, -diff );
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pVecIV->RemoveMultiple( len, -diff );
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}
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// Rebind all the variables in the ent's list.
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for ( int i=0; i < len; i++ )
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{
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IInterpolatedVar *pWatcher = &pVecIV->Element( i );
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pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
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pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
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}
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}
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// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY
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// Ensure capacity
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pVec->EnsureCapacity( len );
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int nNumAllocated = pVec->NumAllocated();
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// This is important to do because EnsureCapacity doesn't actually call the constructors
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// on the elements, but we need them to be initialized, otherwise it'll have out-of-range
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// values which will piss off the datatable encoder.
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UtlVector_InitializeAllocatedElements( pVec->Base() + pVec->Count(), nNumAllocated - pVec->Count() );
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}
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BEGIN_RECV_TABLE_NOBASE( C_BaseAnimatingOverlay, DT_OverlayVars )
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RecvPropUtlVector(
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RECVINFO_UTLVECTOR_SIZEFN( m_AnimOverlay, ResizeAnimationLayerCallback ),
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C_BaseAnimatingOverlay::MAX_OVERLAYS,
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RecvPropDataTable(NULL, 0, 0, &REFERENCE_RECV_TABLE( DT_Animationlayer ) ) )
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END_RECV_TABLE()
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IMPLEMENT_CLIENTCLASS_DT( C_BaseAnimatingOverlay, DT_BaseAnimatingOverlay, CBaseAnimatingOverlay )
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RecvPropDataTable( "overlay_vars", 0, 0, &REFERENCE_RECV_TABLE( DT_OverlayVars ) )
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_BaseAnimatingOverlay )
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/*
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_nSequence, FIELD_INTEGER ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flCycle, FIELD_FLOAT ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flPlaybackRate, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flWeight, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_nSequence, FIELD_INTEGER ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flCycle, FIELD_FLOAT ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flPlaybackRate, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flWeight, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_nSequence, FIELD_INTEGER ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flCycle, FIELD_FLOAT ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flPlaybackRate, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flWeight, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_nSequence, FIELD_INTEGER ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flCycle, FIELD_FLOAT ),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flPlaybackRate, FIELD_FLOAT),
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flWeight, FIELD_FLOAT),
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*/
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END_PREDICTION_DATA()
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CAnimationLayer* C_BaseAnimatingOverlay::GetAnimOverlay( int i, bool bUseOrder )
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{
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Assert( i >= 0 && i < MAX_OVERLAYS );
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if ( !m_AnimOverlay.Count() )
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return NULL;
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if ( bUseOrder )
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{
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FOR_EACH_VEC( m_AnimOverlay, j )
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{
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if ( m_AnimOverlay[j].GetOrder() == i )
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return &m_AnimOverlay[j];
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}
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}
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return &m_AnimOverlay[i];
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}
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void C_BaseAnimatingOverlay::SetNumAnimOverlays( int num )
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{
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if ( m_AnimOverlay.Count() < num )
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{
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int nCountToAdd = num - m_AnimOverlay.Count();
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for ( int i = 0; i < nCountToAdd; ++i )
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{
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int j = m_AnimOverlay.AddToTail( );
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m_AnimOverlay[j].SetOwner( this );
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}
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}
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else if ( m_AnimOverlay.Count() > num )
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{
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m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num );
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InvalidatePhysicsRecursive( BOUNDS_CHANGED );
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}
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// Ensure capacity
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m_AnimOverlay.EnsureCapacity( C_BaseAnimatingOverlay::MAX_OVERLAYS );
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int nNumAllocated = m_AnimOverlay.NumAllocated();
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// This is important to do because EnsureCapacity doesn't actually call the constructors
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// on the elements, but we need them to be initialized, otherwise it'll have out-of-range
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// values which will piss off the datatable encoder.
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UtlVector_InitializeAllocatedElements( m_AnimOverlay.Base() + m_AnimOverlay.Count(), nNumAllocated - m_AnimOverlay.Count() );
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}
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int C_BaseAnimatingOverlay::GetNumAnimOverlays() const
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{
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return m_AnimOverlay.Count();
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}
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void C_BaseAnimatingOverlay::GetRenderBounds( Vector& theMins, Vector& theMaxs )
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{
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BaseClass::GetRenderBounds( theMins, theMaxs );
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if ( IsRagdoll() )
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return;
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MDLCACHE_CRITICAL_SECTION();
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CStudioHdr *pStudioHdr = GetModelPtr();
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if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
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return;
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int nSequences = pStudioHdr->GetNumSeq();
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int i;
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for (i = 0; i < m_AnimOverlay.Count(); i++)
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{
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if ( m_AnimOverlay[i].m_flWeight > 0.0 && m_AnimOverlay[i].m_nOrder != MAX_OVERLAYS )
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{
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if ( m_AnimOverlay[i].m_nSequence >= nSequences )
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continue;
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mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[i].m_nSequence );
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VectorMin( seqdesc.bbmin, theMins, theMins );
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VectorMax( seqdesc.bbmax, theMaxs, theMaxs );
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}
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}
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}
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bool C_BaseAnimatingOverlay::Interpolate( float flCurrentTime )
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{
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bool bOk = BaseClass::Interpolate( flCurrentTime );
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CheckForLayerPhysicsInvalidate();
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return bOk;
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}
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void C_BaseAnimatingOverlay::CheckForLayerChanges( CStudioHdr *hdr, float currentTime )
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{
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CDisableRangeChecks disableRangeChecks;
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// FIXME: damn, there has to be a better way than this.
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int i;
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for (i = 0; i < m_iv_AnimOverlay.Count(); i++)
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{
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CDisableRangeChecks disableRangeChecks;
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int iHead, iPrev1, iPrev2;
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m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 );
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// fake up previous cycle values.
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float t0;
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CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
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// reset previous
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float t1;
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CAnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
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// reset previous previous
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float t2;
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CAnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
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if ( !pHead || !pPrev1 || pHead->m_nSequence == pPrev1->m_nSequence )
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continue;
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#if 1 // _DEBUG
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if (r_sequence_debug.GetInt() == entindex())
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{
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DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t0, hdr->pSeqdesc( pHead->m_nSequence ).pszLabel(), (float)pHead->m_flCycle, (float)pHead->m_flWeight, i );
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DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t1, hdr->pSeqdesc( pPrev1->m_nSequence ).pszLabel(), (float)pPrev1->m_flCycle, (float)pPrev1->m_flWeight, i );
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if (pPrev2)
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DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t2, hdr->pSeqdesc( pPrev2->m_nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev2->m_flWeight, i );
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}
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#endif
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pPrev1->m_nSequence = pHead->m_nSequence;
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pPrev1->m_flCycle = pHead->m_flPrevCycle;
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pPrev1->m_flWeight = pHead->m_flWeight;
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if (pPrev2)
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{
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float num = 0;
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if ( fabs( t0 - t1 ) > 0.001f )
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num = (t2 - t1) / (t0 - t1);
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pPrev2->m_nSequence = pHead->m_nSequence;
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float flTemp;
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if (IsSequenceLooping( hdr, pHead->m_nSequence ))
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{
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flTemp = LoopingLerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle );
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}
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else
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{
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flTemp = Lerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle );
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}
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pPrev2->m_flCycle = flTemp;
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pPrev2->m_flWeight = pHead->m_flWeight;
|
|
}
|
|
|
|
/*
|
|
if (stricmp( r_seq_overlay_debug.GetString(), hdr->name ) == 0)
|
|
{
|
|
DevMsgRT( "(%30s %6.2f : %6.2f : %6.2f)\n", hdr->pSeqdesc( pHead->nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle );
|
|
}
|
|
*/
|
|
|
|
m_iv_AnimOverlay[i].SetLooping( IsSequenceLooping( hdr, pHead->m_nSequence ) );
|
|
m_iv_AnimOverlay[i].Interpolate( currentTime );
|
|
|
|
// reset event indexes
|
|
m_flOverlayPrevEventCycle[i] = pHead->m_flPrevCycle - 0.01;
|
|
}
|
|
}
|
|
|
|
//#define DEBUG_TF2_OVERLAYS
|
|
void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime )
|
|
{
|
|
BaseClass::AccumulateLayers( boneSetup, pos, q, currentTime );
|
|
int i;
|
|
|
|
// resort the layers
|
|
int layer[MAX_OVERLAYS];
|
|
for (i = 0; i < MAX_OVERLAYS; i++)
|
|
{
|
|
layer[i] = MAX_OVERLAYS;
|
|
}
|
|
|
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
|
{
|
|
CAnimationLayer *pLayer = GetAnimOverlay( i );
|
|
if ( pLayer )
|
|
{
|
|
layer[i] = clamp( pLayer->GetOrder(), 0, MAX_OVERLAYS - 1 );
|
|
}
|
|
}
|
|
|
|
CheckForLayerChanges( boneSetup.GetStudioHdr(), currentTime );
|
|
|
|
int nSequences = boneSetup.GetStudioHdr()->GetNumSeq();
|
|
|
|
// add in the overlay layers
|
|
int j;
|
|
for (j = 0; j < MAX_OVERLAYS; j++)
|
|
{
|
|
i = layer[ j ];
|
|
if ( i >= m_AnimOverlay.Count() )
|
|
{
|
|
#if defined( DEBUG_TF2_OVERLAYS )
|
|
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
if ( m_AnimOverlay[i].m_nSequence >= nSequences )
|
|
continue;
|
|
|
|
/*
|
|
DevMsgRT( 1 , "%.3f %.3f %.3f\n", currentTime, fWeight, dadt );
|
|
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -j - 1, 0,
|
|
"%2d(%s) : %6.2f : %6.2f",
|
|
m_AnimOverlay[i].m_nSequence,
|
|
boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(),
|
|
m_AnimOverlay[i].m_flCycle,
|
|
m_AnimOverlay[i].m_flWeight
|
|
);
|
|
*/
|
|
|
|
float fWeight = m_AnimOverlay[i].m_flWeight;
|
|
if ( fWeight <= 0.0f )
|
|
{
|
|
#if defined( DEBUG_TF2_OVERLAYS )
|
|
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
// check to see if the sequence changed
|
|
// FIXME: move this to somewhere more reasonable
|
|
// do a nice spline interpolation of the values
|
|
// if ( m_AnimOverlay[i].m_nSequence != m_iv_AnimOverlay.GetPrev( i )->nSequence )
|
|
float fCycle = m_AnimOverlay[ i ].m_flCycle;
|
|
fCycle = ClampCycle( fCycle, IsSequenceLooping( m_AnimOverlay[i].m_nSequence ) );
|
|
|
|
if ( !IsFinite( fCycle ) )
|
|
{
|
|
AssertMsg( false, "fCycle is nan!" );
|
|
fCycle = 0;
|
|
}
|
|
|
|
if (fWeight > 1.0f)
|
|
{
|
|
fWeight = 1.0f;
|
|
}
|
|
|
|
boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk );
|
|
|
|
#if defined( DEBUG_TF2_OVERLAYS )
|
|
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
|
|
#endif
|
|
|
|
#if 1 // _DEBUG
|
|
if (r_sequence_debug.GetInt() == entindex())
|
|
{
|
|
if (1)
|
|
{
|
|
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
|
|
}
|
|
else
|
|
{
|
|
int iHead, iPrev1, iPrev2;
|
|
m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 );
|
|
|
|
// fake up previous cycle values.
|
|
float t0;
|
|
CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
|
|
// reset previous
|
|
float t1;
|
|
CAnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
|
|
// reset previous previous
|
|
float t2;
|
|
CAnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
|
|
|
|
if ( pHead && pPrev1 && pPrev2 )
|
|
{
|
|
DevMsgRT( "%6.2f : %30s %6.2f (%6.2f:%6.2f:%6.2f) : %6.2f (%6.2f:%6.2f:%6.2f) : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(),
|
|
fCycle, (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle,
|
|
fWeight, (float)pPrev2->m_flWeight, (float)pPrev1->m_flWeight, (float)pHead->m_flWeight,
|
|
i );
|
|
}
|
|
else
|
|
{
|
|
DevMsgRT( "%6.2f : %30s %6.2f : %6.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
|
|
}
|
|
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
//RegenerateDispatchedLayers( boneSetup, pos, q, currentTime );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check to see if the sequence or weapon changed, if so find a matching sequence or clear the dispatch
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool C_BaseAnimatingOverlay::UpdateDispatchLayer( CAnimationLayer *pLayer, CStudioHdr *pWeaponStudioHdr, int iSequence )
|
|
{
|
|
if ( !pWeaponStudioHdr || !pLayer )
|
|
{
|
|
if ( pLayer )
|
|
pLayer->m_nDispatchedDst = ACT_INVALID;
|
|
return false;
|
|
}
|
|
|
|
if ( pLayer->m_pDispatchedStudioHdr != pWeaponStudioHdr || pLayer->m_nDispatchedSrc != iSequence || pLayer->m_nDispatchedDst >= pWeaponStudioHdr->GetNumSeq() )
|
|
{
|
|
pLayer->m_pDispatchedStudioHdr = pWeaponStudioHdr;
|
|
pLayer->m_nDispatchedSrc = iSequence;
|
|
if ( pWeaponStudioHdr )
|
|
{
|
|
const char *pszLayerName = GetSequenceName( iSequence );
|
|
pLayer->m_nDispatchedDst = pWeaponStudioHdr->LookupSequence( pszLayerName );
|
|
}
|
|
else
|
|
{
|
|
pLayer->m_nDispatchedDst = ACT_INVALID;
|
|
}
|
|
}
|
|
return (pLayer->m_nDispatchedDst != ACT_INVALID );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Play overlay sequences on dispatched model, merge results back to parent model
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_BaseAnimatingOverlay::AccumulateInterleavedDispatchedLayers( C_BaseAnimatingOverlay *pWeapon, IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime, bool bSetupInvisibleWeapon /* = false */ )
|
|
{
|
|
bool bSetupWeapon = pWeapon != NULL && pWeapon->m_pBoneMergeCache != NULL && (pWeapon->IsVisible() || bSetupInvisibleWeapon) ;
|
|
|
|
// reset event frame indices, etc
|
|
CheckForLayerChanges( boneSetup.GetStudioHdr(), currentTime );
|
|
|
|
if ( bSetupWeapon )
|
|
{
|
|
CStudioHdr *pWeaponStudioHdr = pWeapon->GetModelPtr();
|
|
|
|
// copy matching player pose params to weapon pose params
|
|
pWeapon->m_pBoneMergeCache->MergeMatchingPoseParams();
|
|
float poseparam[MAXSTUDIOPOSEPARAM];
|
|
pWeapon->GetPoseParameters( pWeaponStudioHdr, poseparam );
|
|
|
|
// build a temporary setup for the weapon
|
|
CIKContext weaponIK;
|
|
weaponIK.Init( pWeaponStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, BONE_USED_BY_BONE_MERGE );
|
|
|
|
IBoneSetup weaponSetup( pWeaponStudioHdr, BONE_USED_BY_BONE_MERGE, poseparam );
|
|
BoneVector weaponPos[MAXSTUDIOBONES];
|
|
BoneQuaternionAligned weaponQ[MAXSTUDIOBONES];
|
|
|
|
int nSequences = boneSetup.GetStudioHdr()->GetNumSeq();
|
|
for ( int nLayerIdx = 0; nLayerIdx < GetNumAnimOverlays(); nLayerIdx++ )
|
|
{
|
|
CAnimationLayer *pLayer = GetAnimOverlay(nLayerIdx);
|
|
|
|
if ( pLayer->GetSequence() <= 1 || pLayer->GetSequence() >= nSequences || pLayer->GetWeight() <= 0 )
|
|
continue;
|
|
|
|
float fCycle = pLayer->GetCycle();
|
|
fCycle = ClampCycle( fCycle, IsSequenceLooping( pLayer->GetSequence() ) );
|
|
|
|
UpdateDispatchLayer( pLayer, pWeaponStudioHdr, pLayer->GetSequence() );
|
|
|
|
if ( pLayer->m_nDispatchedDst > 0 && pLayer->m_nDispatchedDst < pWeaponStudioHdr->GetNumSeq() )
|
|
{
|
|
// copy player bones to weapon setup bones
|
|
pWeapon->m_pBoneMergeCache->CopyFromFollow( pos, q, BONE_USED_BY_BONE_MERGE, weaponPos, weaponQ );
|
|
|
|
// respect ik rules on archetypal sequence, even if we're not playing it
|
|
//mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( pLayer->GetSequence() );
|
|
//m_pIk->AddDependencies( seqdesc, pLayer->GetSequence(), pLayer->GetCycle(), m_flPoseParameter, pLayer->GetWeight() );
|
|
|
|
// now that the weapon bones are in the position of the current player bones, set up the weapon animation onto that
|
|
weaponSetup.AccumulatePose( weaponPos, weaponQ, pLayer->m_nDispatchedDst, pLayer->GetCycle(), pLayer->GetWeight(), currentTime, &weaponIK );
|
|
|
|
//DrawSkeleton( this->GetModelPtr(), BONE_USED_BY_ANYTHING );
|
|
//pWeapon->DrawSkeleton( pWeaponStudioHdr, BONE_USED_BY_ANYTHING );
|
|
|
|
// merge weapon bones back
|
|
pWeapon->m_pBoneMergeCache->CopyToFollow( weaponPos, weaponQ, BONE_USED_BY_BONE_MERGE, pos, q );
|
|
|
|
weaponIK.CopyTo( m_pIk, pWeapon->m_pBoneMergeCache->GetRawIndexMapping() );
|
|
}
|
|
else
|
|
{
|
|
boneSetup.AccumulatePose( pos, q, pLayer->GetSequence(), fCycle, pLayer->GetWeight(), currentTime, m_pIk );
|
|
}
|
|
|
|
}
|
|
|
|
//if ( bRanAnyWeaponLayers )
|
|
//{
|
|
//
|
|
//
|
|
// CBoneBitList boneComputed;
|
|
//
|
|
// pWeapon->UpdateIKLocks( currentTime );
|
|
// weaponIK.UpdateTargets( pos, q, pWeapon->m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
|
|
//
|
|
// pWeapon->CalculateIKLocks( currentTime );
|
|
// weaponIK.SolveDependencies( pos, q, pWeapon->m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
|
|
//
|
|
//}
|
|
}
|
|
else
|
|
{
|
|
int nSequences = boneSetup.GetStudioHdr()->GetNumSeq();
|
|
for ( int nLayerIdx = 0; nLayerIdx < GetNumAnimOverlays(); nLayerIdx++ )
|
|
{
|
|
CAnimationLayer *pLayer = GetAnimOverlay(nLayerIdx);
|
|
|
|
if ( pLayer->GetSequence() < 0 || pLayer->GetSequence() >= nSequences || pLayer->GetWeight() <= 0 )
|
|
continue;
|
|
|
|
float fCycle = pLayer->GetCycle();
|
|
fCycle = ClampCycle( fCycle, IsSequenceLooping( pLayer->GetSequence() ) );
|
|
|
|
boneSetup.AccumulatePose( pos, q, pLayer->GetSequence(), fCycle, pLayer->GetWeight(), currentTime, m_pIk );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void C_BaseAnimatingOverlay::AccumulateDispatchedLayers( C_BaseAnimatingOverlay *pWeapon, CStudioHdr *pWeaponStudioHdr, IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime )
|
|
{
|
|
if ( !pWeapon->m_pBoneMergeCache )
|
|
return;
|
|
|
|
if ( !pWeapon->IsVisible() )
|
|
return;
|
|
|
|
// copy matching player pose params to weapon pose params
|
|
pWeapon->m_pBoneMergeCache->MergeMatchingPoseParams();
|
|
float poseparam[MAXSTUDIOPOSEPARAM];
|
|
pWeapon->GetPoseParameters( pWeaponStudioHdr, poseparam );
|
|
|
|
// build a temporary setup for the weapon
|
|
CIKContext weaponIK;
|
|
weaponIK.Init( pWeaponStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, BONE_USED_BY_BONE_MERGE );
|
|
|
|
IBoneSetup weaponSetup( pWeaponStudioHdr, BONE_USED_BY_BONE_MERGE, poseparam );
|
|
BoneVector weaponPos[MAXSTUDIOBONES];
|
|
BoneQuaternionAligned weaponQ[MAXSTUDIOBONES];
|
|
|
|
// copy player bones to weapon setup bones
|
|
pWeapon->m_pBoneMergeCache->CopyFromFollow( pos, q, BONE_USED_BY_BONE_MERGE, weaponPos, weaponQ );
|
|
|
|
// do layer animations
|
|
// FIXME: some of the layers are player layers, not weapon layers
|
|
// FIXME: how to interleave?
|
|
for ( int i=0; i < GetNumAnimOverlays(); i++ )
|
|
{
|
|
CAnimationLayer *pLayer = GetAnimOverlay( i );
|
|
if ( pLayer->GetOrder() >= MAX_OVERLAYS || pLayer->GetSequence() <= 1 || pLayer->GetWeight() <= 0.0f )
|
|
continue;
|
|
|
|
UpdateDispatchLayer( pLayer, pWeaponStudioHdr, pLayer->GetSequence() );
|
|
|
|
if ( pLayer->m_nDispatchedDst > 0 && pLayer->m_nDispatchedDst < pWeaponStudioHdr->GetNumSeq() )
|
|
{
|
|
weaponSetup.AccumulatePose( weaponPos, weaponQ, pLayer->m_nDispatchedDst, pLayer->GetCycle(), pLayer->GetWeight(), currentTime, &weaponIK );
|
|
}
|
|
}
|
|
// FIXME: merge weaponIK into m_pIK
|
|
|
|
CBoneBitList boneComputed;
|
|
|
|
pWeapon->UpdateIKLocks( currentTime );
|
|
weaponIK.UpdateTargets( weaponPos, weaponQ, pWeapon->m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
|
|
|
|
pWeapon->CalculateIKLocks( currentTime );
|
|
weaponIK.SolveDependencies( weaponPos, weaponQ, pWeapon->m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
|
|
|
|
// merge weapon bones back
|
|
pWeapon->m_pBoneMergeCache->CopyToFollow( weaponPos, weaponQ, BONE_USED_BY_BONE_MERGE, pos, q );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Duplicate parent models dispatched overlay sequences so that any local bones get animated
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void C_BaseAnimatingOverlay::RegenerateDispatchedLayers( IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime )
|
|
{
|
|
// find who I'm following and see if I'm their dispatched model
|
|
if ( m_pBoneMergeCache && m_pBoneMergeCache->IsCopied() )
|
|
{
|
|
C_BaseEntity *pFollowEnt = GetFollowedEntity();
|
|
if ( pFollowEnt )
|
|
{
|
|
C_BaseAnimatingOverlay *pFollow = pFollowEnt->GetBaseAnimatingOverlay();
|
|
if ( pFollow )
|
|
{
|
|
for ( int i=0; i < pFollow->GetNumAnimOverlays(); i++ )
|
|
{
|
|
CAnimationLayer *pLayer = pFollow->GetAnimOverlay( i );
|
|
if ( pLayer->m_pDispatchedStudioHdr == NULL || pLayer->GetOrder() >= MAX_OVERLAYS || pLayer->GetSequence() == -1 || pLayer->GetWeight() <= 0.0f )
|
|
continue;
|
|
|
|
// FIXME: why do the CStudioHdr's not match?
|
|
if ( pLayer->m_pDispatchedStudioHdr->GetRenderHdr() == boneSetup.GetStudioHdr()->GetRenderHdr() )
|
|
{
|
|
if ( pLayer->m_nDispatchedDst != ACT_INVALID )
|
|
{
|
|
boneSetup.AccumulatePose( pos, q, pLayer->m_nDispatchedDst, pLayer->m_flCycle, pLayer->m_flWeight, currentTime, m_pIk );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if defined( _PS3 )
|
|
|
|
void C_BaseAnimatingOverlay::AccumulateLayers_AddPoseCalls( IBoneSetup_PS3 &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime )
|
|
{
|
|
BaseClass::AccumulateLayers_AddPoseCalls( boneSetup, pos, q, currentTime );
|
|
int i;
|
|
|
|
// resort the layers
|
|
int layer[MAX_OVERLAYS];
|
|
for (i = 0; i < MAX_OVERLAYS; i++)
|
|
{
|
|
layer[i] = MAX_OVERLAYS;
|
|
}
|
|
|
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
|
{
|
|
if (m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS)
|
|
{
|
|
/*
|
|
Assert( layer[m_AnimOverlay[i].m_nOrder] == MAX_OVERLAYS );
|
|
layer[m_AnimOverlay[i].m_nOrder] = i;
|
|
*/
|
|
// hacky code until initialization of new layers is finished
|
|
if ( layer[m_AnimOverlay[i].m_nOrder] != MAX_OVERLAYS )
|
|
{
|
|
m_AnimOverlay[i].SetOrder( MAX_OVERLAYS );
|
|
}
|
|
else
|
|
{
|
|
layer[m_AnimOverlay[i].m_nOrder] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
CheckForLayerChanges( boneSetup.GetStudioHdr(), currentTime );
|
|
|
|
int nSequences = boneSetup.GetStudioHdr()->GetNumSeq();
|
|
|
|
// add in the overlay layers
|
|
int j;
|
|
for (j = 0; j < MAX_OVERLAYS; j++)
|
|
{
|
|
i = layer[ j ];
|
|
if ( i >= m_AnimOverlay.Count() )
|
|
{
|
|
#if defined( DEBUG_TF2_OVERLAYS )
|
|
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
if ( m_AnimOverlay[i].m_nSequence >= nSequences )
|
|
continue;
|
|
|
|
/*
|
|
DevMsgRT( 1 , "%.3f %.3f %.3f\n", currentTime, fWeight, dadt );
|
|
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -j - 1, 0,
|
|
"%2d(%s) : %6.2f : %6.2f",
|
|
m_AnimOverlay[i].m_nSequence,
|
|
boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(),
|
|
m_AnimOverlay[i].m_flCycle,
|
|
m_AnimOverlay[i].m_flWeight
|
|
);
|
|
*/
|
|
|
|
float fWeight = m_AnimOverlay[i].m_flWeight;
|
|
if ( fWeight <= 0.0f )
|
|
{
|
|
#if defined( DEBUG_TF2_OVERLAYS )
|
|
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i );
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
// check to see if the sequence changed
|
|
// FIXME: move this to somewhere more reasonable
|
|
// do a nice spline interpolation of the values
|
|
// if ( m_AnimOverlay[i].m_nSequence != m_iv_AnimOverlay.GetPrev( i )->nSequence )
|
|
float fCycle = m_AnimOverlay[ i ].m_flCycle;
|
|
fCycle = ClampCycle( fCycle, IsSequenceLooping( m_AnimOverlay[i].m_nSequence ) );
|
|
|
|
if (fWeight > 1.0f)
|
|
{
|
|
fWeight = 1.0f;
|
|
}
|
|
|
|
// boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk );
|
|
boneSetup.AccumulatePose_AddToBoneJob( boneSetup.GetBoneJobSPU(), m_AnimOverlay[i].m_nSequence, fCycle, fWeight, m_pIk, 0 );
|
|
|
|
#if defined( DEBUG_TF2_OVERLAYS )
|
|
engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
|
|
#endif
|
|
|
|
#if 1 // _DEBUG
|
|
if (r_sequence_debug.GetInt() == entindex())
|
|
{
|
|
if (1)
|
|
{
|
|
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
|
|
}
|
|
else
|
|
{
|
|
int iHead, iPrev1, iPrev2;
|
|
m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 );
|
|
|
|
// fake up previous cycle values.
|
|
float t0;
|
|
CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
|
|
// reset previous
|
|
float t1;
|
|
CAnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
|
|
// reset previous previous
|
|
float t2;
|
|
CAnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 );
|
|
|
|
if ( pHead && pPrev1 && pPrev2 )
|
|
{
|
|
DevMsgRT( "%6.2f : %30s %6.2f (%6.2f:%6.2f:%6.2f) : %6.2f (%6.2f:%6.2f:%6.2f) : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(),
|
|
fCycle, (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle,
|
|
fWeight, (float)pPrev2->m_flWeight, (float)pPrev1->m_flWeight, (float)pHead->m_flWeight,
|
|
i );
|
|
}
|
|
else
|
|
{
|
|
DevMsgRT( "%6.2f : %30s %6.2f : %6.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i );
|
|
}
|
|
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#endif // _PS3
|
|
|
|
void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
|
|
return;
|
|
|
|
|
|
int nSequences = pStudioHdr->GetNumSeq();
|
|
|
|
BaseClass::DoAnimationEvents( pStudioHdr );
|
|
|
|
bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false;
|
|
|
|
CheckForLayerChanges( pStudioHdr, gpGlobals->curtime ); // !!!
|
|
|
|
int j;
|
|
for (j = 0; j < m_AnimOverlay.Count(); j++)
|
|
{
|
|
if ( m_AnimOverlay[j].m_nSequence < 0 || m_AnimOverlay[j].m_nSequence >= nSequences )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Don't bother with 0-weight layers
|
|
if ( m_AnimOverlay[j].m_flWeight == 0.0f || m_AnimOverlay[j].m_nOrder == MAX_OVERLAYS )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[j].m_nSequence );
|
|
if ( seqdesc.numevents == 0 )
|
|
continue;
|
|
|
|
// stalled?
|
|
if (m_AnimOverlay[j].m_flCycle == m_flOverlayPrevEventCycle[j])
|
|
continue;
|
|
|
|
bool bLoopingSequence = IsSequenceLooping( m_AnimOverlay[j].m_nSequence );
|
|
|
|
bool bLooped = false;
|
|
|
|
//in client code, m_flOverlayPrevEventCycle is set to -1 when we first start an overlay, looping or not
|
|
if ( bLoopingSequence &&
|
|
m_flOverlayPrevEventCycle[j] > 0.0f &&
|
|
m_AnimOverlay[j].m_flCycle <= m_flOverlayPrevEventCycle[j] )
|
|
{
|
|
if (m_flOverlayPrevEventCycle[j] - m_AnimOverlay[j].m_flCycle > 0.5)
|
|
{
|
|
bLooped = true;
|
|
}
|
|
else
|
|
{
|
|
// things have backed up, which is bad since it'll probably result in a hitch in the animation playback
|
|
// but, don't play events again for the same time slice
|
|
return;
|
|
}
|
|
}
|
|
|
|
mstudioevent_t *pevent = GetEventIndexForSequence( seqdesc );
|
|
|
|
// This makes sure events that occur at the end of a sequence occur are
|
|
// sent before events that occur at the beginning of a sequence.
|
|
if (bLooped)
|
|
{
|
|
for (int i = 0; i < (int)seqdesc.numevents; i++)
|
|
{
|
|
// ignore all non-client-side events
|
|
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
|
|
{
|
|
if ( !(pevent[i].type & AE_TYPE_CLIENT) )
|
|
continue;
|
|
}
|
|
else if ( pevent[i].Event_OldSystem() < EVENT_CLIENT ) //Adrian - Support the old event system
|
|
continue;
|
|
|
|
if ( pevent[i].cycle <= m_flOverlayPrevEventCycle[j] )
|
|
continue;
|
|
|
|
if ( watch )
|
|
{
|
|
Msg( "%i FE %i Looped cycle %f, prev %f ev %f (time %.3f)\n",
|
|
gpGlobals->tickcount,
|
|
pevent[i].Event(),
|
|
pevent[i].cycle,
|
|
(float)m_flOverlayPrevEventCycle[j],
|
|
(float)m_AnimOverlay[j].m_flCycle,
|
|
gpGlobals->curtime );
|
|
}
|
|
|
|
|
|
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].Event(), pevent[ i ].pszOptions() );
|
|
}
|
|
|
|
// Necessary to get the next loop working
|
|
m_flOverlayPrevEventCycle[j] = -0.01;
|
|
}
|
|
|
|
for (int i = 0; i < (int)seqdesc.numevents; i++)
|
|
{
|
|
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
|
|
{
|
|
if ( !(pevent[i].type & AE_TYPE_CLIENT) )
|
|
continue;
|
|
}
|
|
else if ( pevent[i].Event_OldSystem() < EVENT_CLIENT ) //Adrian - Support the old event system
|
|
continue;
|
|
|
|
bool bStartedSequence = ( m_flOverlayPrevEventCycle[j] > m_AnimOverlay[j].m_flCycle || m_flOverlayPrevEventCycle[j] == 0 );
|
|
|
|
if ( ( ( pevent[i].cycle > m_flOverlayPrevEventCycle[j] || bStartedSequence && pevent[i].cycle == 0 ) && pevent[i].cycle <= m_AnimOverlay[j].m_flCycle) )
|
|
{
|
|
if ( watch )
|
|
{
|
|
Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n",
|
|
gpGlobals->tickcount,
|
|
(int)m_AnimOverlay[j].m_nSequence,
|
|
(int)pevent[i].Event(),
|
|
(float)pevent[i].cycle,
|
|
(float)m_flOverlayPrevEventCycle[j],
|
|
(float)m_AnimOverlay[j].m_flCycle,
|
|
gpGlobals->curtime );
|
|
}
|
|
|
|
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].Event(), pevent[ i ].pszOptions() );
|
|
}
|
|
}
|
|
|
|
m_flOverlayPrevEventCycle[j] = m_AnimOverlay[j].m_flCycle;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CStudioHdr *C_BaseAnimatingOverlay::OnNewModel()
|
|
{
|
|
CStudioHdr *hdr = BaseClass::OnNewModel();
|
|
|
|
//// Clear out animation layers
|
|
//for ( int i=0; i < m_AnimOverlay.Count(); i++ )
|
|
//{
|
|
// m_AnimOverlay[i].Reset();
|
|
// m_AnimOverlay[i].m_nOrder = MAX_OVERLAYS;
|
|
//}
|
|
|
|
return hdr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_BaseAnimatingOverlay::CheckInterpChanges( void )
|
|
{
|
|
CDisableRangeChecks disableRangeChecks;
|
|
|
|
for (int i = 0; i < m_AnimOverlay.Count(); i++)
|
|
{
|
|
int iHead, iPrev1, iPrev2;
|
|
m_iv_AnimOverlay[i].GetInterpolationInfo( gpGlobals->curtime, &iHead, &iPrev1, &iPrev2 );
|
|
|
|
float t0;
|
|
CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 );
|
|
|
|
float t1;
|
|
CAnimationLayer *pPrev = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 );
|
|
|
|
if ( !pHead || !pPrev )
|
|
continue;
|
|
|
|
m_AnimOverlay[ i ].m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( *pHead, *pPrev );
|
|
}
|
|
|
|
CheckForLayerPhysicsInvalidate();
|
|
}
|
|
|
|
void C_BaseAnimatingOverlay::CheckForLayerPhysicsInvalidate( void )
|
|
{
|
|
// When the layers interpolate they may change the animation or bbox so we
|
|
// have them accumulate the changes and call InvalidatePhysicsRecursive if any
|
|
// changes are needed.
|
|
int nInvalidatePhysicsChangeBits = 0;
|
|
|
|
int nLayerCount = m_AnimOverlay.Count();
|
|
for ( int i = 0; i < nLayerCount; ++i )
|
|
{
|
|
int nChangeBits = m_AnimOverlay[ i ].m_nInvalidatePhysicsBits;
|
|
if ( nChangeBits )
|
|
{
|
|
nInvalidatePhysicsChangeBits |= nChangeBits;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( nInvalidatePhysicsChangeBits )
|
|
{
|
|
InvalidatePhysicsRecursive( nInvalidatePhysicsChangeBits );
|
|
}
|
|
}
|