Counter Strike : Global Offensive Source Code
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//===========================================================================//
#ifndef C_BASEANIMATING_H
#define C_BASEANIMATING_H
#ifdef _WIN32
#pragma once
#endif
#include "studio.h"
#include "utlvector.h"
#include "ragdoll.h"
#include "mouthinfo.h"
// Shared activities
#include "ai_activity.h"
#include "animationlayer.h"
#include "sequence_Transitioner.h"
#include "bone_accessor.h"
#include "bone_merge_cache.h"
#include "ragdoll_shared.h"
#include "tier0/threadtools.h"
#include "datacache/idatacache.h"
#include "toolframework/itoolframework.h"
#include "materialsystem/custommaterialowner.h"
#define LIPSYNC_POSEPARAM_NAME "mouth"
#define NUM_HITBOX_FIRES 10
class C_BaseEntity;
/*
class C_BaseClientShader
{
virtual void RenderMaterial( C_BaseEntity *pEntity, int count, const vec4_t *verts, const vec4_t *normals, const vec2_t *texcoords, vec4_t *lightvalues );
};
*/
class IRagdoll;
class C_ClientRagdoll;
class CIKContext;
class CIKState;
class ConVar;
class C_RopeKeyframe;
class CBoneBitList;
class CBoneList;
class KeyValues;
class CJiggleBones;
class IBoneSetup;
class C_BaseAnimatingOverlay;
#if defined( _PS3 )
class IBoneSetup_PS3;
#endif
FORWARD_DECLARE_HANDLE( memhandle_t );
typedef unsigned short MDLHandle_t;
extern ConVar vcollide_wireframe;
extern IDataCache *datacache;
struct ClientModelRenderInfo_t : public ModelRenderInfo_t
{
// Added space for lighting origin override. Just allocated space, need to set base pointer
matrix3x4_t lightingOffset;
// Added space for model to world matrix. Just allocated space, need to set base pointer
matrix3x4_t modelToWorld;
};
struct RagdollInfo_t
{
bool m_bActive;
float m_flSaveTime;
int m_nNumBones;
BoneVector m_rgBonePos[MAXSTUDIOBONES];
BoneQuaternion m_rgBoneQuaternion[MAXSTUDIOBONES];
};
enum {
ANIMLODFLAG_DISTANT = 0x01,
ANIMLODFLAG_OUTSIDEVIEWFRUSTUM = 0x02,
ANIMLODFLAG_INVISIBLELOCALPLAYER = 0x04,
ANIMLODFLAG_DORMANT = 0x08,
//ANIMLODFLAG_UNUSED = 0x10,
//ANIMLODFLAG_UNUSED = 0x20,
};
class CAttachmentData
{
public:
matrix3x4_t m_AttachmentToWorld;
QAngle m_angRotation;
Vector m_vOriginVelocity;
int m_nLastFramecount : 31;
bool m_bAnglesComputed : 1;
};
typedef unsigned int ClientSideAnimationListHandle_t;
#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
class C_BaseAnimating : public C_BaseEntity, public CCustomMaterialOwner
{
public:
DECLARE_CLASS( C_BaseAnimating, C_BaseEntity );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
DECLARE_FRIEND_DATADESC_ACCESS();
DECLARE_ENT_SCRIPTDESC();
enum
{
NUM_POSEPAREMETERS = 24,
NUM_BONECTRLS = 4
};
// Inherited from IClientUnknown
public:
virtual IClientModelRenderable* GetClientModelRenderable();
// Inherited from IClientModelRenderable
public:
virtual bool GetRenderData( void *pData, ModelDataCategory_t nCategory );
public:
C_BaseAnimating();
~C_BaseAnimating();
#ifdef DEBUG
CUtlVector<float> m_flBoneSetupPerfHistory;
#endif
virtual C_BaseAnimating* GetBaseAnimating() { return this; }
bool UsesPowerOfTwoFrameBufferTexture( void );
int GetRenderFlags( void );
virtual bool Interpolate( float currentTime );
virtual bool Simulate();
virtual void Release();
float GetAnimTimeInterval( void ) const;
// Get bone controller values.
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
virtual float SetBoneController ( int iController, float flValue );
LocalFlexController_t GetNumFlexControllers( void );
const char *GetFlexDescFacs( int iFlexDesc );
const char *GetFlexControllerName( LocalFlexController_t iFlexController );
const char *GetFlexControllerType( LocalFlexController_t iFlexController );
virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
// Computes a box that surrounds all hitboxes
bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
// Gets the hitbox-to-world transforms, returns false if there was a problem
bool HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] );
// base model functionality
float ClampCycle( float cycle, bool isLooping );
virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
void CalcBoneMerge( int boneMask );
virtual void BuildTransformations( CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
void BuildJiggleTransformations( int boneIndex, const mstudiojigglebone_t *jiggleParams, const matrix3x4_t &goalMX, bool coordSystemIsFlipped );
virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
// model specific
virtual bool SetupBones( matrix3x4a_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
#if defined( _PS3 )
virtual bool StandardBlendingRules_Pass1( CStudioHdr *hdr, float currentTime, int nMaxBones, int boneMask, int bonesMaskNeedRecalc, int oldReadableBones, matrix3x4_t &parentTransform );
virtual bool StandardBlendingRules_Pass2( void );
virtual bool SetupBones_Pass1( float currentTime );
virtual bool SetupBones_Pass2( void );
void MaintainSequenceTransitions_AddPoseCalls( IBoneSetup_PS3 &boneSetup, float flCycle, BoneVector pos[], BoneQuaternion q[] );
virtual void AccumulateLayers_AddPoseCalls( IBoneSetup_PS3 &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime );
#endif
virtual void UpdateIKLocks( float currentTime );
virtual void CalculateIKLocks( float currentTime );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual int InternalDrawModel( int flags, const RenderableInstance_t &instance );
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
void DoInternalDrawModel( class IMatRenderContext *pRenderContext, ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL );
//
virtual CMouthInfo *GetMouth();
virtual void ControlMouth( CStudioHdr *pStudioHdr );
virtual void DoExtraBoneProcessing( CStudioHdr *pStudioHdr, BoneVector pos[], BoneQuaternion q[], matrix3x4a_t boneToWorld[], CBoneBitList &boneComputed, CIKContext *pIKContext ) { Assert(false); }
// override in sub-classes
virtual void DoAnimationEvents( CStudioHdr *pStudio );
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual const char* ModifyEventParticles( const char* token ) { return token; }
// Parses and distributes muzzle flash events
virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
virtual void EjectParticleBrass( const char *pEffectName, const int iAttachment );
// virtual void AllocateMaterials( void );
// virtual void FreeMaterials( void );
virtual CStudioHdr *OnNewModel( void );
CStudioHdr *GetModelPtr() const;
virtual void InvalidateMdlCache() { UnlockStudioHdr(); delete m_pStudioHdr; m_pStudioHdr = NULL; }
virtual void SetPredictable( bool state );
void UseClientSideAnimation();
bool IsUsingClientSideAnimation() { return m_bClientSideAnimation; }
// C_BaseClientShader **p_ClientShaders;
virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, BoneVector pos[], BoneQuaternionAligned q[], float currentTime, int boneMask );
void UnragdollBlend( CStudioHdr *hdr, BoneVector pos[], BoneQuaternion q[], float currentTime );
bool m_bMaintainSequenceTransitions; // kill-switch so entities can opt out of automatic transitions
void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, BoneVector pos[], BoneQuaternion q[] );
virtual void AccumulateLayers( IBoneSetup &boneSetup, BoneVector pos[], BoneQuaternion q[], float currentTime );
// Attachments
virtual int LookupAttachment( const char *pAttachmentName );
int LookupRandomAttachment( const char *pAttachmentNameSubstring );
int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
float GetPoseParameter( int iParameter );
float GetPoseParameterRaw( int iPoseParameter ); // returns raw 0..1 value
bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue );
int LookupBone( const char *szName );
void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
void GetBonePosition( int iBone, Vector &origin );
void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
int GetHitboxBone( int hitboxIndex );
void GetHitboxBonePosition( int iBone, Vector &origin, QAngle &angles, QAngle hitboxOrientation );
void GetHitboxBoneTransform( int iBone, QAngle hitboxOrientation, matrix3x4_t &pOut );
void CopySequenceTransitions( C_BaseAnimating *pCopyFrom );
//bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2);
//void DebugIK( mstudioikchain_t *pikchain );
// Bone attachments
virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) );
void AddBoneAttachment( C_BaseAnimating* newBoneAttachment );
void RemoveBoneAttachment( C_BaseAnimating* boneAttachment );
void RemoveBoneAttachments();
void DestroyBoneAttachments();
void MoveBoneAttachments( C_BaseAnimating* attachTarget );
int GetNumBoneAttachments();
C_BaseAnimating* GetBoneAttachment( int i );
virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
virtual void PostBuildTransformations( CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion q[] ) {}
private:
virtual void UpdateBoneAttachments( void );
public:
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
// This can be used to force client side animation to be on. Only use if you know what you're doing!
// Normally, the server entity should set this.
void ForceClientSideAnimationOn();
void AddToClientSideAnimationList();
void RemoveFromClientSideAnimationList();
virtual bool IsSelfAnimating();
virtual void ResetLatched();
// implements these so ragdolls can handle frustum culling & leaf visibility
virtual Vector GetThirdPersonViewPosition( void );
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual const Vector& GetRenderOrigin( void );
virtual const QAngle& GetRenderAngles( void );
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
// Attachments.
bool GetAttachment( const char *szName, Vector &absOrigin );
bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
// Inherited from C_BaseEntity
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
virtual bool ComputeLightingOrigin( int nAttachmentIndex, Vector modelLightingCenter, const matrix3x4_t &matrix, Vector &transformedLightingCenter );
virtual void InvalidateAttachments();
// Returns the attachment in local space
bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
bool GetAttachmentLocal( int iAttachment, Vector &origin );
// Should this object cast render-to-texture shadows?
virtual ShadowType_t ShadowCastType();
// Should we collide?
virtual CollideType_t GetCollideType( void );
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
// returns true if we are of type C_ClientRagdoll
virtual bool IsClientRagdoll() const { return false; }
// returns true if we're currently being ragdolled
bool IsRagdoll() const;
virtual C_BaseAnimating *BecomeRagdollOnClient();
virtual C_ClientRagdoll *CreateClientRagdoll( bool bRestoring = false );
C_BaseAnimating *CreateRagdollCopy();
bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, Vector vecForceOverride, bool bleedOut=true );
bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bleedOut=true );
void IgniteRagdoll( C_BaseAnimating *pSource );
void TransferDissolveFrom( C_BaseAnimating *pSource );
virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld );
virtual bool RetrieveRagdollInfo( BoneVector *pos, BoneQuaternion *q );
virtual void Clear( void );
void ClearRagdoll();
void CreateUnragdollInfo( C_BaseAnimating *pRagdoll );
void ForceSetupBonesAtTime( matrix3x4a_t *pBonesOut, float flTime );
virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
// For shadows rendering the correct body + sequence...
virtual int GetBody() { return m_nBody; }
virtual int GetSkin() { return m_nSkin; }
bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
float GetFrozenAmount() { return m_flFrozen; }
inline float GetPlaybackRate() const;
inline void SetPlaybackRate( float rate );
void SetModelScale( float scale, ModelScaleType_t scaleType = HIERARCHICAL_MODEL_SCALE );
inline float GetModelScale() const { return m_flModelScale; }
float GetModelHierarchyScale() const; // Get the overall scale of the entire hierarchy (model scale can be local, per-bone)
ModelScaleType_t GetModelScaleType() const;
void SetModelScaleType( ModelScaleType_t scaleType );
inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) )
int GetSequence();
virtual void SetSequence(int nSequence);
inline void ResetSequence(int nSequence);
void OnNewSequence( );
float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
void GetSequenceLinearMotion( int iSequence, Vector *pVec );
float GetSequenceLinearMotionAndDuration( int iSequence, Vector *pVec );
bool GetSequenceMovement( int nSequence, float fromCycle, float toCycle, Vector &deltaPosition, QAngle &deltaAngles );
void GetBlendedLinearVelocity( Vector *pVec );
void SetMovementPoseParams( const Vector &vecLocalVelocity, int iMoveX, int iMoveY, int iXSign = 1, int iYSign = 1 );
int LookupSequence ( const char *label );
int LookupSequence ( CStudioHdr* pHdr, const char *label );
int LookupActivity( const char *label );
float GetFirstSequenceAnimTag( int sequence, int nDesiredTag, float flStart = 0, float flEnd = 1 );
float GetAnySequenceAnimTag( int sequence, int nDesiredTag, float flDefault );
char const *GetSequenceName( int iSequence );
char const *GetSequenceActivityName( int iSequence );
Activity GetSequenceActivity( int iSequence );
virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
void ExtractBbox( int nSequence, Vector &mins, Vector &maxs );
// Clientside animation
virtual float FrameAdvance( float flInterval = 0.0f );
virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
virtual float GetLayerSequenceCycleRate( C_AnimationLayer *pLayer, int iSequence ) { return GetSequenceCycleRate(GetModelPtr(),iSequence); }
virtual void UpdateClientSideAnimation();
void ClientSideAnimationChanged();
virtual unsigned int ComputeClientSideAnimationFlags();
float GetGroundSpeed( void ) { return m_flGroundSpeed; }
virtual void ReachedEndOfSequence() { return; }
void SetCycle( float flCycle );
float GetCycle() const;
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
void SetBodygroupPreset( char const *szName );
void SetSkin( int iSkin );
void SetBody( int iBody );
const char *GetBodygroupName( int iGroup );
int FindBodygroupByName( const char *name );
int GetBodygroupCount( int iGroup );
int GetNumBodyGroups( void );
void SetHitboxSet( int setnum );
void SetHitboxSetByName( const char *setname );
int GetHitboxSet( void );
char const *GetHitboxSetName( void );
int GetHitboxSetCount( void );
void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false );
void DrawSkeleton( CStudioHdr const* pHdr, int iBoneMask ) const;
C_BaseAnimating* FindFollowedEntity();
virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
inline bool IsSequenceFinished( void );
inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
// All view model attachments origins are stretched so you can place entities at them and
// they will match up with where the attachment winds up being drawn on the view model, since
// the view models are drawn with a different FOV.
//
// If you're drawing something inside of a view model's DrawModel() function, then you want the
// original attachment origin instead of the adjusted one. To get that, call this on the
// adjusted attachment origin.
virtual void UncorrectViewModelAttachment( Vector &vOrigin ) {}
// Call this if SetupBones() has already been called this frame but you need to move the
// entity and rerender.
void InvalidateBoneCache();
bool IsBoneCacheValid() const; // Returns true if the bone cache is considered good for this frame.
void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out );
// Wrappers for CBoneAccessor.
const matrix3x4a_t& GetBone( int iBone ) const;
matrix3x4a_t& GetBoneForWrite( int iBone );
matrix3x4a_t* GetBoneArrayForWrite();
bool isBoneAvailableForRead( int iBone ) const;
bool isBoneAvailableForWrite( int iBone ) const;
// Used for debugging. Will produce asserts if someone tries to setup bones or
// attachments before it's allowed.
// Use the "AutoAllowBoneAccess" class to auto push/pop bone access.
// Use a distinct "tag" when pushing/popping - asserts when push/pop tags do not match.
struct AutoAllowBoneAccess
{
AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels );
~AutoAllowBoneAccess( void );
};
static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush );
static void PopBoneAccess( char const *tagPop );
static void ThreadedBoneSetup();
static bool InThreadedBoneSetup();
static void InitBoneSetupThreadPool();
static void ShutdownBoneSetupThreadPool();
void MarkForThreadedBoneSetup();
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating );
#if defined( _PS3 )
void SaveSetupBones_PS3( void );
void RestoreSetupBones_PS3( void );
static int InitAllPS3BoneJobs( int nCount );
void PS3BoneJob_PreInit( void );
void PS3BoneJob_Start( float currentTime );
void PS3BoneJob_End( void );
void PS3BoneJob_Run( CStudioHdr *hdr, float currentTime, float fCycle, int nMaxBones, int boneMask, int bonesMaskNeedRecalc, int oldReadableBones, matrix3x4_t &parentTransform, float* poseparam );
void PS3BoneJob_WaitForFinish( void );
void PS3BoneJob_RestartPPU( void );
static void ThreadedBoneSetup_PS3( int nCount );
static int SetupBonesOnBaseAnimating_PS3( C_BaseAnimating *&pBaseAnimating, int nGen );
#endif
// Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated.
static void InvalidateBoneCaches();
// Enable/Disable use of stale data, instead of updating contents of bonecache
static void EnableNewBoneSetupRequest( bool bEnable ) { s_bEnableNewBoneSetupRequest = bEnable; };
// Enable/Disable Invalidation of Bone Caches
static void EnableInvalidateBoneCache( bool bEnable ) { s_bEnableInvalidateBoneCache = bEnable; };
// Purpose: My physics object has been updated, react or extract data
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
void DisableMuzzleFlash(); // Turn off the muzzle flash (ie: signal that we handled the server's event).
virtual void DoMuzzleFlash(); // Force a muzzle flash event. Note: this only QUEUES an event, so
// ProcessMuzzleFlashEvent will get called later.
bool ShouldMuzzleFlash() const; // Is the muzzle flash event on?
// This is called to do the actual muzzle flash effect.
virtual void ProcessMuzzleFlashEvent();
// Update client side animations
static void UpdateClientSideAnimations();
// Load the model's keyvalues section and create effects listed inside it
void InitModelEffects( void );
// Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection)
virtual void SetServerIntendedCycle( float intended ) { intended; }
virtual float GetServerIntendedCycle( void ) { return -1.0f; }
// For prediction
int SelectWeightedSequence ( int activity );
int SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount );
void ResetSequenceInfo( void );
float SequenceDuration( void );
float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
void RagdollMoved( void );
virtual void GetToolRecordingState( KeyValues *msg );
virtual void CleanupToolRecordingState( KeyValues *msg );
void SetReceivedSequence( void );
virtual bool ShouldResetSequenceOnNewModel( void );
// View models say yes to this.
virtual bool IsViewModel( void ) const;
virtual bool ShouldFlipModel( void ) { return false; }
// viewmodel or viewmodelattachmentmodel or lowerbody
virtual bool IsViewModelOrAttachment( void ) const;
void EnableJiggleBones( void );
void DisableJiggleBones( void );
void ScriptSetPoseParameter( const char *szName, float fValue );
void SetRenderOriginOverride( const Vector &vec );
void DisableRenderOriginOverride( void );
bool IsUsingRenderOriginOverride( void ) { return m_vecRenderOriginOverride != vec3_invalid; }
virtual C_BaseAnimating * GetBoneSetupDependancy( void ) { return GetMoveParent() ? GetMoveParent()->GetBaseAnimating() : NULL; }
bool GetRootBone( matrix3x4_t &rootBone );
inline void SetUseParentLightingOrigin( bool value ){ m_bUseParentLightingOrigin = value; }
virtual void SetCustomMaterial( ICustomMaterial *pCustomMaterial, int nIndex = 0 ) OVERRIDE;
virtual void SetAllowFastPath( bool bAllow ) { m_bCanUseFastPath = bAllow; }
protected:
// View models scale their attachment positions to account for FOV. To get the unmodified
// attachment position (like if you're rendering something else during the view model's DrawModel call),
// use TransformViewModelAttachmentToWorld.
virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {}
bool IsBoneAccessAllowed() const;
CMouthInfo& MouthInfo();
// Models used in a ModelPanel say yes to this
virtual bool IsMenuModel() const;
// Allow studio models to tell C_BaseEntity what their m_nBody value is
virtual int GetStudioBody( void ) { return m_nBody; }
virtual bool CalcAttachments();
virtual bool ComputeStencilState( ShaderStencilState_t *pStencilState );
virtual bool WantsInterpolatedVars() { return true; }
virtual void ResetSequenceLooping() { m_bSequenceFinished = false; }
private:
// This method should return true if the bones have changed + SetupBones needs to be called
virtual float LastBoneChangedTime() { return FLT_MAX; }
CBoneList* RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState );
bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
void TermRopes();
void DelayedInitModelEffects( void );
void ParseModelEffects( KeyValues *modelKeyValues );
void UpdateRelevantInterpolatedVars();
void AddBaseAnimatingInterpolatedVars();
void RemoveBaseAnimatingInterpolatedVars();
void LockStudioHdr();
void UnlockStudioHdr();
public:
CRagdoll *m_pRagdoll;
CBaseAnimating *m_pClientsideRagdoll;
// Hitbox set to use (default 0)
int m_nHitboxSet;
CSequenceTransitioner m_SequenceTransitioner;
private:
// BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system)
// FTYPEDESC_INSENDTABLE STUFF
protected:
//float m_flCycle;
// This needs to be ranged checked because some interpolation edge cases
// can assign it to values far out of range. Interpolation vars will only
// clamp range checked vars.
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float m_flPlaybackRate;// Animation playback framerate
// FTYPEDESC_INSENDTABLE STUFF (end)
public:
int m_nSkin;// Texture group to use
int m_nBody;// Object bodygroup
int m_nCustomBlendingRuleMask;
unsigned int m_nAnimLODflags;
unsigned int m_nAnimLODflagsOld;
inline void SetAnimLODflag( unsigned int nNewFlag ) { m_nAnimLODflags |= (nNewFlag); }
inline void UnSetAnimLODflag( unsigned int nNewFlag ) { m_nAnimLODflags &= (~nNewFlag); }
inline bool IsAnimLODflagSet( unsigned int nFlag ) { return (m_nAnimLODflags & (nFlag)) != 0; }
inline void ClearAnimLODflags( void ) { m_nAnimLODflags = 0; }
int m_nComputedLODframe;
float m_flDistanceFromCamera;
protected:
int m_nNewSequenceParity;
int m_nResetEventsParity;
int m_nPrevNewSequenceParity;
int m_nPrevResetEventsParity;
float m_flEncodedController[MAXSTUDIOBONECTRLS];
private:
// This is compared against m_nOldMuzzleFlashParity to determine if the entity should muzzle flash.
unsigned char m_nMuzzleFlashParity;
// END PREDICTION DATA COMPACTION
bool ShouldSkipAnimationFrame( float currentTime );
int m_nLastNonSkippedFrame;
BoneVector m_pos_cached[MAXSTUDIOBONES];
BoneQuaternionAligned m_q_cached[MAXSTUDIOBONES];
protected:
CIKContext *m_pIk;
int m_iEyeAttachment;
// Decomposed ragdoll info
bool m_bStoreRagdollInfo;
RagdollInfo_t *m_pRagdollInfo;
Vector m_vecForce;
int m_nForceBone;
// Is bone cache valid
// bone transformation matrix
unsigned long m_iMostRecentModelBoneCounter;
unsigned long m_iMostRecentBoneSetupRequest;
C_BaseAnimating * m_pNextForThreadedBoneSetup;
int m_iPrevBoneMask;
int m_iAccumulatedBoneMask;
static bool s_bEnableInvalidateBoneCache;
static bool s_bEnableNewBoneSetupRequest;
CBoneAccessor m_BoneAccessor;
CThreadFastMutex m_BoneSetupLock;
ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle;
// Client-side animation
bool m_bClientSideFrameReset;
// Bone attachments. Used for attaching one BaseAnimating to another's bones.
// Client side only.
CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
int m_boneIndexAttached;
Vector m_bonePosition;
QAngle m_boneAngles;
CHandle<C_BaseAnimating> m_pAttachedTo;
protected:
float m_flFrozen;
// Can we use the fast rendering path?
bool m_bCanUseFastPath;
private:
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // cycle index of when events were last checked
bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
bool m_bSequenceLoops; // true if the sequence loops
bool m_bIsUsingRelativeLighting;
// Mouth lipsync/envelope following values
CMouthInfo m_mouth;
CNetworkVar( float, m_flModelScale );
CNetworkVar( ModelScaleType_t, m_ScaleType );
// Ropes that got spawned when the model was created.
CUtlLinkedList<C_RopeKeyframe*,unsigned short> m_Ropes;
// event processing info
float m_flPrevEventCycle;
int m_nEventSequence;
// Animation blending factors
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
// Clientside animation
bool m_bClientSideAnimation;
bool m_bLastClientSideFrameReset;
Vector m_vecPreRagdollMins;
Vector m_vecPreRagdollMaxs;
bool m_builtRagdoll;
bool m_bReceivedSequence;
bool m_bIsStaticProp;
// Current animation sequence
int m_nSequence;
// Current cycle location from server
protected:
CInterpolatedVar< CRangeCheckedVar<float, -2, 2, 0> > m_iv_flCycle;
//CInterpolatedVar< float > m_iv_flCycle;
float m_flOldCycle;
float m_prevClientCycle;
float m_prevClientAnimTime;
// True if bone setup should latch bones for demo polish subsystem
bool m_bBonePolishSetup;
virtual bool UpdateBlending( int flags, const RenderableInstance_t &instance );
void CheckIfEntityShouldForceRTTShadows( void );
ShadowType_t GetShadowCastTypeForStudio( CStudioHdr *pStudioHdr );
bool m_bForceRTTShadows;
private:
int m_nPrevBody;
int m_nPrevSkin;
float m_flOldModelScale;
int m_nOldSequence;
CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do
// when merg
CUtlVector< matrix3x4a_t, CUtlMemoryAligned<matrix3x4a_t,16> > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
float m_flLastBoneSetupTime;
CJiggleBones *m_pJiggleBones;
bool m_isJiggleBonesEnabled;
// Calculated attachment points
CUtlVector<CAttachmentData> m_Attachments;
void SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr );
EHANDLE m_hLightingOrigin;
unsigned char m_nOldMuzzleFlashParity;
bool m_bInitModelEffects;
static bool m_bBoneListInUse;
static CBoneList m_recordingBoneList;
bool m_bSuppressAnimSounds;
private:
mutable CStudioHdr *m_pStudioHdr;
mutable MDLHandle_t m_hStudioHdr;
CThreadFastMutex m_StudioHdrInitLock;
CUtlReference<CNewParticleEffect> m_ejectBrassEffect;
int m_iEjectBrassAttachment;
Vector m_vecRenderOriginOverride;
bool m_bUseParentLightingOrigin;
#if defined( DBGFLAG_ASSERT )
Vector m_vBoneSetupCachedOrigin;
QAngle m_qBoneSetupCachedAngles;
#endif
#if defined( _PS3 )
int m_iPS3BoneJob_ID; // index into bone job data, -1 => not running
int m_iPS3BoneJob_DependantID; // id of job that must complete before me
int m_iPS3BoneJob_Gen; // generation (for sorting)
int m_iPS3BoneJob_Port; // for syncing SPU jobs
// SAVE DATA, used to reset C_BaseAnimating so we can run again
unsigned long m_iMostRecentModelBoneCounter_SAVE;
unsigned long m_iMostRecentBoneSetupRequest_SAVE;
int m_iPrevBoneMask_SAVE;
int m_iAccumulatedBoneMask_SAVE;
int m_iOldReadableBones_SAVE;
int m_iOldWriteableBones_SAVE;
float m_flLastBoneSetupTime_SAVE;
#endif
friend class C_BaseAnimatingOverlay;
};
enum
{
RAGDOLL_FRICTION_OFF = -2,
RAGDOLL_FRICTION_NONE,
RAGDOLL_FRICTION_IN,
RAGDOLL_FRICTION_HOLD,
RAGDOLL_FRICTION_OUT,
};
class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
{
public:
C_ClientRagdoll( bool bRestoring = true , bool fullInit = true);
public:
DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating );
DECLARE_DATADESC();
// inherited from IClientUnknown
virtual IClientModelRenderable* GetClientModelRenderable();
// inherited from IPVSNotify
virtual void OnPVSStatusChanged( bool bInPVS );
virtual void Release( void );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName );
void ClientThink( void );
void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; }
bool ShouldSavePhysics( void ) { return true; }
virtual void OnSave();
virtual void OnRestore();
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; }
virtual IPVSNotify* GetPVSNotifyInterface() { return this; }
void HandleAnimatedFriction( void );
virtual void SUB_Remove( void );
void FadeOut( void );
virtual float LastBoneChangedTime();
inline bool IsFadingOut() { return m_bFadingOut; }
bool m_bFadeOut;
bool m_bImportant;
float m_flEffectTime;
// returns true if we are of type C_ClientRagdoll
virtual bool IsClientRagdoll() const { return true; }
private:
int m_iCurrentFriction;
int m_iMinFriction;
int m_iMaxFriction;
float m_flFrictionModTime;
float m_flFrictionTime;
int m_iFrictionAnimState;
bool m_bReleaseRagdoll;
bool m_bFadingOut;
float m_flScaleEnd[NUM_HITBOX_FIRES];
float m_flScaleTimeStart[NUM_HITBOX_FIRES];
float m_flScaleTimeEnd[NUM_HITBOX_FIRES];
};
//-----------------------------------------------------------------------------
// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
//-----------------------------------------------------------------------------
inline void C_BaseAnimating::ResetSequence(int nSequence)
{
SetSequence( nSequence );
ResetSequenceInfo();
}
inline float C_BaseAnimating::GetPlaybackRate() const
{
return m_flPlaybackRate * clamp( 1.0f - m_flFrozen, 0.0f, 1.0f );
}
inline void C_BaseAnimating::SetPlaybackRate( float rate )
{
m_flPlaybackRate = rate;
}
inline const matrix3x4a_t& C_BaseAnimating::GetBone( int iBone ) const
{
return m_BoneAccessor.GetBone( iBone );
}
inline matrix3x4a_t& C_BaseAnimating::GetBoneForWrite( int iBone )
{
return m_BoneAccessor.GetBoneForWrite( iBone );
}
inline matrix3x4a_t* C_BaseAnimating::GetBoneArrayForWrite()
{
return m_BoneAccessor.GetBoneArrayForWrite();
}
inline bool C_BaseAnimating::isBoneAvailableForRead( int iBone ) const
{
return m_BoneAccessor.isBoneAvailableForRead( iBone );
}
inline bool C_BaseAnimating::isBoneAvailableForWrite( int iBone ) const
{
return m_BoneAccessor.isBoneAvailableForWrite( iBone );
}
inline bool C_BaseAnimating::ShouldMuzzleFlash() const
{
return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity;
}
inline float C_BaseAnimating::GetCycle() const
{
return m_flCycle;
}
//-----------------------------------------------------------------------------
// Purpose: return a pointer to an updated studiomdl cache cache
//-----------------------------------------------------------------------------
inline CStudioHdr *C_BaseAnimating::GetModelPtr() const
{
#ifdef _DEBUG
#ifndef _GAMECONSOLE
// Consoles don't need to lock the modeldata cache since it never flushes
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" );
AssertOnce( pModelCache->IsFrameLocking() );
#endif
#endif
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
if ( !m_pStudioHdr && GetModel() )
{
const_cast<C_BaseAnimating *>(this)->LockStudioHdr();
}
return ( m_pStudioHdr && m_pStudioHdr->IsValid() ) ? m_pStudioHdr : NULL;
}
inline bool C_BaseAnimating::IsModelScaleFractional() const /// very fast way to ask if the model scale is < 1.0f
{
COMPILE_TIME_ASSERT( sizeof( m_flModelScale ) == sizeof( int ) );
return *((const int *) &m_flModelScale) < 0x3f800000;
}
//-----------------------------------------------------------------------------
// Sequence access
//-----------------------------------------------------------------------------
inline int C_BaseAnimating::GetSequence()
{
return m_nSequence;
}
inline bool C_BaseAnimating::IsSequenceFinished( void )
{
return m_bSequenceFinished;
}
inline float C_BaseAnimating::SequenceDuration( void )
{
return SequenceDuration( GetSequence() );
}
//-----------------------------------------------------------------------------
// Mouth
//-----------------------------------------------------------------------------
inline CMouthInfo& C_BaseAnimating::MouthInfo()
{
return m_mouth;
}
// FIXME: move these to somewhere that makes sense
void GetColumn( matrix3x4_t& src, int column, Vector &dest );
void SetColumn( Vector &src, int column, matrix3x4_t& dest );
EXTERN_RECV_TABLE(DT_BaseAnimating);
extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
#endif // C_BASEANIMATING_H