Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// game model input - gets its values from an MDL within the game
//
//=============================================================================
#ifndef DMEGAMEMODELINPUT_H
#define DMEGAMEMODELINPUT_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
#include "datamodel/dmattribute.h"
#include "datamodel/dmattributevar.h"
#include "movieobjects/dmeinput.h"
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CDmeGameModelInput : public CDmeInput { DEFINE_ELEMENT( CDmeGameModelInput, CDmeInput );
public: virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
public: void AddBone( const Vector& pos, const Quaternion& rot ); void SetBone( uint index, const Vector& pos, const Quaternion& rot ); void SetRootBone( const Vector& pos, const Quaternion& rot ); uint NumBones() const;
void SetFlexWeights( uint nFlexWeights, const float* flexWeights ); uint NumFlexWeights() const;
const Vector& GetViewTarget() const; void SetViewTarget( const Vector &viewTarget );
void SetFlags( int nFlags );
public: CDmaVar< int > m_skin; CDmaVar< int > m_body; CDmaVar< int > m_sequence; CDmaVar< bool > m_visible;
protected: CDmaVar< int > m_flags; CDmaArray< float > m_flexWeights; CDmaVar< Vector > m_viewTarget; CDmaArray< Vector > m_bonePositions; CDmaArray< Quaternion > m_boneRotations; CDmaVar< Vector > m_position; CDmaVar< Quaternion > m_rotation; };
class CDmeGameSpriteInput : public CDmeInput { DEFINE_ELEMENT( CDmeGameSpriteInput, CDmeInput );
public: virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
public: void SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius, const Vector &pos, const Quaternion &rot, const Color &color );
protected:
CDmaVar< bool > m_visible; CDmaVar< float > m_frame; CDmaVar< int > m_rendermode; CDmaVar< int > m_renderfx; CDmaVar< float > m_renderscale; CDmaVar< float > m_proxyRadius; CDmaVar< Vector > m_position; CDmaVar< Quaternion > m_rotation; CDmaVar< Color > m_color; };
class CDmeGameCameraInput : public CDmeInput { DEFINE_ELEMENT( CDmeGameCameraInput, CDmeInput );
public: virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
public: void SetPosition( const Vector& pos ); void SetOrientation( const Quaternion& rot ); void SetFOV( float fov );
protected: CDmaVar< Vector > m_position; CDmaVar< Quaternion > m_rotation; CDmaVar< float > m_fov; };
#endif // DMEGAMEMODELINPUT_H
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