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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// game model input - gets its values from an MDL within the game
//
//=============================================================================
#include "movieobjects/dmegamemodelinput.h"
#include "movieobjects_interfaces.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameModelInput, CDmeGameModelInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameModelInput::OnConstruction() { m_skin.Init( this, "skin" ); m_body.Init( this, "body" ); m_sequence.Init( this, "sequence" ); m_visible.Init( this, "visible" ); m_flags.Init( this, "flags" ); m_flexWeights.Init( this, "flexWeights" ); m_viewTarget.Init( this, "viewTarget" ); m_bonePositions.Init( this, "bonePositions" ); m_boneRotations.Init( this, "boneRotations" ); m_position.Init( this, "position" ); m_rotation.Init( this, "rotation" ); }
void CDmeGameModelInput::OnDestruction() { }
//-----------------------------------------------------------------------------
// Operator methods
//-----------------------------------------------------------------------------
bool CDmeGameModelInput::IsDirty() { return true; // TODO - keep some bit of state that remembers when its changed
}
void CDmeGameModelInput::Operate() { }
void CDmeGameModelInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs ) { attrs.AddToTail( m_skin.GetAttribute() ); attrs.AddToTail( m_body.GetAttribute() ); attrs.AddToTail( m_sequence.GetAttribute() ); attrs.AddToTail( m_visible.GetAttribute() ); attrs.AddToTail( m_flags.GetAttribute() ); attrs.AddToTail( m_flexWeights.GetAttribute() ); attrs.AddToTail( m_viewTarget.GetAttribute() ); attrs.AddToTail( m_bonePositions.GetAttribute() ); attrs.AddToTail( m_boneRotations.GetAttribute() ); attrs.AddToTail( m_position.GetAttribute() ); attrs.AddToTail( m_rotation.GetAttribute() ); }
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameModelInput::SetFlags( int nFlags ) { m_flags = nFlags; }
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameModelInput::AddBone( const Vector& pos, const Quaternion& rot ) { m_bonePositions.AddToTail( pos ); m_boneRotations.AddToTail( rot ); }
void CDmeGameModelInput::SetBone( uint index, const Vector& pos, const Quaternion& rot ) { m_bonePositions.Set( index, pos ); m_boneRotations.Set( index, rot ); }
void CDmeGameModelInput::SetRootBone( const Vector& pos, const Quaternion& rot ) { m_position.Set( pos ); m_rotation.Set( rot ); }
uint CDmeGameModelInput::NumBones() const { Assert( m_bonePositions.Count() == m_boneRotations.Count() ); return m_bonePositions.Count(); }
void CDmeGameModelInput::SetFlexWeights( uint nFlexWeights, const float* flexWeights ) { m_flexWeights.CopyArray( flexWeights, nFlexWeights ); }
uint CDmeGameModelInput::NumFlexWeights() const { return m_flexWeights.Count(); }
const Vector& CDmeGameModelInput::GetViewTarget() const { return m_viewTarget; }
void CDmeGameModelInput::SetViewTarget( const Vector &viewTarget ) { m_viewTarget = viewTarget; }
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameSpriteInput, CDmeGameSpriteInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameSpriteInput::OnConstruction() { m_visible .Init( this, "visible" ); m_frame .Init( this, "frame" ); m_rendermode .Init( this, "rendermode" ); m_renderfx .Init( this, "renderfx" ); m_renderscale.Init( this, "renderscale" ); m_proxyRadius.Init( this, "proxyRadius" ); m_position .Init( this, "position" ); m_rotation .Init( this, "rotation" ); m_color .Init( this, "color" ); }
void CDmeGameSpriteInput::OnDestruction() { }
//-----------------------------------------------------------------------------
// Operator methods
//-----------------------------------------------------------------------------
bool CDmeGameSpriteInput::IsDirty() { return true; // TODO - keep some bit of state that remembers when its changed
}
void CDmeGameSpriteInput::Operate() { }
void CDmeGameSpriteInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs ) { attrs.AddToTail( m_visible.GetAttribute() ); attrs.AddToTail( m_frame.GetAttribute() ); attrs.AddToTail( m_rendermode.GetAttribute() ); attrs.AddToTail( m_renderfx.GetAttribute() ); attrs.AddToTail( m_renderscale.GetAttribute() ); attrs.AddToTail( m_proxyRadius.GetAttribute() ); attrs.AddToTail( m_position.GetAttribute() ); attrs.AddToTail( m_rotation.GetAttribute() ); attrs.AddToTail( m_color.GetAttribute() ); }
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameSpriteInput::SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius, const Vector &pos, const Quaternion &rot, const Color &color ) { m_visible = bVisible; m_frame = nFrame; m_rendermode = nRenderMode; m_renderfx = nRenderFX; m_renderscale = flRenderScale; m_proxyRadius = flProxyRadius; m_position = pos; m_rotation = rot; m_color = color; }
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeGameCameraInput, CDmeGameCameraInput );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeGameCameraInput::OnConstruction() { m_position.Init( this, "position" ); m_rotation.Init( this, "rotation" ); m_fov.Init( this, "fov" ); }
void CDmeGameCameraInput::OnDestruction() { }
//-----------------------------------------------------------------------------
// Operator methods
//-----------------------------------------------------------------------------
bool CDmeGameCameraInput::IsDirty() { return true; // TODO - keep some bit of state that remembers when its changed
}
void CDmeGameCameraInput::Operate() { }
void CDmeGameCameraInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs ) { attrs.AddToTail( m_position.GetAttribute() ); attrs.AddToTail( m_rotation.GetAttribute() ); attrs.AddToTail( m_fov.GetAttribute() ); }
//-----------------------------------------------------------------------------
// accessors
//-----------------------------------------------------------------------------
void CDmeGameCameraInput::SetPosition( const Vector& pos ) { m_position.Set( pos ); }
void CDmeGameCameraInput::SetOrientation( const Quaternion& rot ) { m_rotation.Set( rot ); }
void CDmeGameCameraInput::SetFOV( float fov ) { m_fov = fov; }
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