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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "bone_merge_cache.h"
#include "bone_setup.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CBoneMergeCache
//-----------------------------------------------------------------------------
CBoneMergeCache::CBoneMergeCache() { m_pOwner = NULL; m_pFollow = NULL; m_pFollowHdr = NULL; m_pFollowRenderHdr = NULL; m_pOwnerHdr = NULL; m_nFollowBoneSetupMask = 0; }
void CBoneMergeCache::Init( C_BaseAnimating *pOwner ) { m_pOwner = pOwner; m_pFollow = NULL; m_pFollowHdr = NULL; m_pFollowRenderHdr = NULL; m_pOwnerHdr = NULL; m_nFollowBoneSetupMask = 0; }
void CBoneMergeCache::UpdateCache() { CStudioHdr *pOwnerHdr = m_pOwner ? m_pOwner->GetModelPtr() : NULL; if ( !pOwnerHdr ) { if ( m_pOwnerHdr ) { // Owner's model got swapped out
m_MergedBones.Purge(); m_BoneMergeBits.Purge(); m_pFollow = NULL; m_pFollowHdr = NULL; m_pFollowRenderHdr = NULL; m_pOwnerHdr = NULL; m_nFollowBoneSetupMask = 0; } return; }
C_BaseAnimating *pTestFollow = m_pOwner->FindFollowedEntity(); CStudioHdr *pTestHdr = (pTestFollow ? pTestFollow->GetModelPtr() : NULL); const studiohdr_t *pTestStudioHDR = (pTestHdr ? pTestHdr->GetRenderHdr() : NULL); if ( pTestFollow != m_pFollow || pTestHdr != m_pFollowHdr || pTestStudioHDR != m_pFollowRenderHdr || pOwnerHdr != m_pOwnerHdr ) { m_MergedBones.Purge(); m_BoneMergeBits.Purge(); // Update the cache.
if ( pTestFollow && pTestHdr && pOwnerHdr ) { m_pFollow = pTestFollow; m_pFollowHdr = pTestHdr; m_pFollowRenderHdr = pTestStudioHDR; m_pOwnerHdr = pOwnerHdr;
m_BoneMergeBits.SetSize( pOwnerHdr->numbones() / 8 + 1 ); memset( m_BoneMergeBits.Base(), 0, m_BoneMergeBits.Count() );
mstudiobone_t *pOwnerBones = m_pOwnerHdr->pBone( 0 ); m_nFollowBoneSetupMask = BONE_USED_BY_BONE_MERGE; for ( int i = 0; i < m_pOwnerHdr->numbones(); i++ ) { int parentBoneIndex = Studio_BoneIndexByName( m_pFollowHdr, pOwnerBones[i].pszName() ); if ( parentBoneIndex < 0 ) continue;
// Add a merged bone here.
CMergedBone mergedBone; mergedBone.m_iMyBone = i; mergedBone.m_iParentBone = parentBoneIndex; m_MergedBones.AddToTail( mergedBone );
m_BoneMergeBits[i>>3] |= ( 1 << ( i & 7 ) );
if ( ( m_pFollowHdr->boneFlags( parentBoneIndex ) & BONE_USED_BY_BONE_MERGE ) == 0 ) { m_nFollowBoneSetupMask = BONE_USED_BY_ANYTHING; // Warning("Performance warning: Merge with '%s'. Mark bone '%s' in model '%s' as being used by bone merge in the .qc!\n",
// pOwnerHdr->pszName(), m_pFollowHdr->pBone( parentBoneIndex )->pszName(), m_pFollowHdr->pszName() );
} }
// No merged bones found? Slam the mask to 0
if ( !m_MergedBones.Count() ) { m_nFollowBoneSetupMask = 0; } } else { m_pFollow = NULL; m_pFollowHdr = NULL; m_pFollowRenderHdr = NULL; m_pOwnerHdr = NULL; m_nFollowBoneSetupMask = 0; } } }
#ifdef STAGING_ONLY
ConVar r_captain_canteen_is_angry ( "r_captain_canteen_is_angry", "1" ); #endif
void CBoneMergeCache::MergeMatchingBones( int boneMask ) { UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 ) return;
// Have the entity we're following setup its bones.
bool bWorked = m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime ); // We suspect there's some cases where SetupBones couldn't do its thing, and then this causes Captain Canteen.
Assert ( bWorked ); if ( !bWorked ) { // Usually this means your parent is invisible or gone or whatever.
// This routine has no way to tell its caller not to draw itself unfortunately.
// But we can shrink all the bones down to zero size.
// But it might still spawn particle systems? :-(
matrix3x4_t NewBone; MatrixScaleByZero ( NewBone ); MatrixSetTranslation ( Vector ( 0.0f, 0.0f, 0.0f ), NewBone ); #ifdef STAGING_ONLY
if ( r_captain_canteen_is_angry.GetBool() ) { // We actually want to see when Captain Canteen happened, and make it really obvious that (a) he was here and (b) this code would have fixed him.
float HowAngry = 20.0f; // Leon's getting larger!
MatrixSetColumn ( Vector ( HowAngry, 0.0f, 0.0f ), 0, NewBone ); MatrixSetColumn ( Vector ( 0.0f, HowAngry, 0.0f ), 1, NewBone ); MatrixSetColumn ( Vector ( 0.0f, 0.0f, HowAngry ), 2, NewBone ); } #endif
for ( int i=0; i < m_MergedBones.Count(); i++ ) { int iOwnerBone = m_MergedBones[i].m_iMyBone; // Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) ) continue;
m_pOwner->GetBoneForWrite( iOwnerBone ) = NewBone; } } else { // Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ ) { int iOwnerBone = m_MergedBones[i].m_iMyBone; int iParentBone = m_MergedBones[i].m_iParentBone; // Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) ) continue;
MatrixCopy( m_pFollow->GetBone( iParentBone ), m_pOwner->GetBoneForWrite( iOwnerBone ) ); } } }
// copy bones instead of matrices
void CBoneMergeCache::CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask ) { UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 ) return;
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ ) { int iOwnerBone = m_MergedBones[i].m_iMyBone; int iParentBone = m_MergedBones[i].m_iParentBone; if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 ) continue;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) ) continue;
childPos[ iOwnerBone ] = parentPos[ iParentBone ]; childQ[ iOwnerBone ] = parentQ[ iParentBone ]; } }
void CBoneMergeCache::CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask ) { UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 ) return;
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ ) { int iOwnerBone = m_MergedBones[i].m_iMyBone; int iParentBone = m_MergedBones[i].m_iParentBone; if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 ) continue;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) ) continue;
parentPos[ iParentBone ] = childPos[ iOwnerBone ]; parentQ[ iParentBone ] = childQ[ iOwnerBone ]; } }
bool CBoneMergeCache::GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles ) { UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 ) return false;
// We want the abs origin such that if we put the entity there, the first merged bone
// will be aligned. This way the entity will be culled in the correct position.
//
// ie: mEntity * mBoneLocal = mFollowBone
// so: mEntity = mFollowBone * Inverse( mBoneLocal )
//
// Note: the code below doesn't take animation into account. If the attached entity animates
// all over the place, then this won't get the right results.
// Get mFollowBone.
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime ); const matrix3x4_t &mFollowBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
// Get Inverse( mBoneLocal )
matrix3x4_t mBoneLocal, mBoneLocalInv; SetupSingleBoneMatrix( m_pOwnerHdr, m_pOwner->GetSequence(), 0, m_MergedBones[0].m_iMyBone, mBoneLocal ); MatrixInvert( mBoneLocal, mBoneLocalInv );
// Now calculate mEntity = mFollowBone * Inverse( mBoneLocal )
matrix3x4_t mEntity; ConcatTransforms( mFollowBone, mBoneLocalInv, mEntity ); MatrixAngles( mEntity, *pAbsAngles, *pAbsOrigin );
return true; }
bool CBoneMergeCache::GetRootBone( matrix3x4_t &rootBone ) { UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 ) return false;
// Get mFollowBone.
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime ); rootBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone ); return true; }
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