Counter Strike : Global Offensive Source Code
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
// Interface used to construct morph buffers
//=============================================================================
#ifndef IMORPH_H
#define IMORPH_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include <float.h>
#include "tier0/dbg.h"
#include "materialsystem/imaterial.h"
//-----------------------------------------------------------------------------
// Single morph data
//-----------------------------------------------------------------------------
struct MorphVertexInfo_t
{
int m_nVertexId; // What vertex is this going to affect?
int m_nMorphTargetId; // What morph did it come from?
Vector m_PositionDelta; // Positional morph delta
Vector m_NormalDelta; // Normal morph delta
float m_flWrinkleDelta; // Wrinkle morph delta
float m_flSpeed;
float m_flSide;
};
//-----------------------------------------------------------------------------
// Morph weight data
//-----------------------------------------------------------------------------
enum MorphWeightType_t
{
MORPH_WEIGHT = 0,
MORPH_WEIGHT_LAGGED,
MORPH_WEIGHT_STEREO,
MORPH_WEIGHT_STEREO_LAGGED,
MORPH_WEIGHT_COUNT,
};
struct MorphWeight_t
{
float m_pWeight[MORPH_WEIGHT_COUNT];
};
//-----------------------------------------------------------------------------
// Interface to the morph
//-----------------------------------------------------------------------------
abstract_class IMorph
{
public:
// Locks the morph, destroys any existing contents
virtual void Lock( float flFloatToFixedScale = 1.0f ) = 0;
// Adds a morph
virtual void AddMorph( const MorphVertexInfo_t &info ) = 0;
// Unlocks the morph
virtual void Unlock( ) = 0;
};
//-----------------------------------------------------------------------------
// Morph builders
//-----------------------------------------------------------------------------
class CMorphBuilder
{
public:
CMorphBuilder();
~CMorphBuilder();
// Start building the morph
void Begin( IMorph *pMorph, float flFloatToFixedScale = 1.0f );
// End building the morph
void End();
void PositionDelta3fv( const float *pDelta );
void PositionDelta3f( float dx, float dy, float dz );
void PositionDelta3( const Vector &vec );
void NormalDelta3fv( const float *pDelta );
void NormalDelta3f( float dx, float dy, float dz );
void NormalDelta3( const Vector &vec );
void WrinkleDelta1f( float flWrinkle );
// Both are 0-1 values indicating which morph target to use (for stereo morph targets)
// and how much to blend between using lagged weights vs actual weights
// Speed: 0 - use lagged, 1 - use actual
void Speed1f( float flSpeed );
void Side1f( float flSide );
void AdvanceMorph( int nSourceVertex, int nMorphTargetId );
private:
MorphVertexInfo_t m_Info;
IMorph *m_pMorph;
};
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
inline CMorphBuilder::CMorphBuilder()
{
m_pMorph = NULL;
}
inline CMorphBuilder::~CMorphBuilder()
{
// You forgot to call End()!
Assert( !m_pMorph );
}
//-----------------------------------------------------------------------------
// Start building the morph
//-----------------------------------------------------------------------------
inline void CMorphBuilder::Begin( IMorph *pMorph, float flFloatToFixedScale )
{
Assert( pMorph && !m_pMorph );
m_pMorph = pMorph;
m_pMorph->Lock( flFloatToFixedScale );
#ifdef _DEBUG
m_Info.m_PositionDelta.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
m_Info.m_NormalDelta.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
m_Info.m_flWrinkleDelta = VEC_T_NAN;
m_Info.m_flSpeed = VEC_T_NAN;
m_Info.m_flSide = VEC_T_NAN;
#endif
}
// End building the morph
inline void CMorphBuilder::End()
{
Assert( m_pMorph );
m_pMorph->Unlock();
m_pMorph = NULL;
}
//-----------------------------------------------------------------------------
// Set position delta
//-----------------------------------------------------------------------------
inline void CMorphBuilder::PositionDelta3fv( const float *pDelta )
{
Assert( m_pMorph );
m_Info.m_PositionDelta.Init( pDelta[0], pDelta[1], pDelta[2] );
}
inline void CMorphBuilder::PositionDelta3f( float dx, float dy, float dz )
{
Assert( m_pMorph );
m_Info.m_PositionDelta.Init( dx, dy, dz );
}
inline void CMorphBuilder::PositionDelta3( const Vector &vec )
{
Assert( m_pMorph );
m_Info.m_PositionDelta = vec;
}
//-----------------------------------------------------------------------------
// Set normal delta
//-----------------------------------------------------------------------------
inline void CMorphBuilder::NormalDelta3fv( const float *pDelta )
{
Assert( m_pMorph );
m_Info.m_NormalDelta.Init( pDelta[0], pDelta[1], pDelta[2] );
}
inline void CMorphBuilder::NormalDelta3f( float dx, float dy, float dz )
{
Assert( m_pMorph );
m_Info.m_NormalDelta.Init( dx, dy, dz );
}
inline void CMorphBuilder::NormalDelta3( const Vector &vec )
{
Assert( m_pMorph );
m_Info.m_NormalDelta = vec;
}
//-----------------------------------------------------------------------------
// Set wrinkle delta
//-----------------------------------------------------------------------------
inline void CMorphBuilder::WrinkleDelta1f( float flWrinkle )
{
Assert( m_pMorph );
m_Info.m_flWrinkleDelta = flWrinkle;
}
//-----------------------------------------------------------------------------
// Set speed,side data
//-----------------------------------------------------------------------------
inline void CMorphBuilder::Speed1f( float flSpeed )
{
Assert( m_pMorph );
m_Info.m_flSpeed = flSpeed;
}
inline void CMorphBuilder::Side1f( float flSide )
{
Assert( m_pMorph );
m_Info.m_flSide = flSide;
}
//-----------------------------------------------------------------------------
// Advance morph
//-----------------------------------------------------------------------------
inline void CMorphBuilder::AdvanceMorph( int nSourceVertex, int nMorphTargetId )
{
Assert( m_pMorph );
m_Info.m_nVertexId = nSourceVertex;
m_Info.m_nMorphTargetId = nMorphTargetId;
m_pMorph->AddMorph( m_Info );
#ifdef _DEBUG
m_Info.m_PositionDelta.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
m_Info.m_NormalDelta.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
m_Info.m_flWrinkleDelta = VEC_T_NAN;
m_Info.m_flSpeed = VEC_T_NAN;
m_Info.m_flSide = VEC_T_NAN;
#endif
}
#endif // IMORPH_H