Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "movieobjects/dmeanimationset.h"
#include "movieobjects/dmebookmark.h"
#include "movieobjects/dmegamemodel.h"
#include "movieobjects/dmecombinationoperator.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "datamodel/dmehandle.h"
#include "phonemeconverter.h"
#include "tier1/utlstringmap.h"
#include "tier2/tier2.h"
#include "filesystem.h"
#include "studio.h"
#include "tier3/tier3.h"
#include "tier1/utlbuffer.h"
//-----------------------------------------------------------------------------
// CDmePresetGroup - container for animation set info
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePreset, CDmePreset );
void CDmePreset::OnConstruction()
{
m_ControlValues.Init( this, "controlValues" );
m_nProceduralType.InitAndSet( this, "procedural", PROCEDURAL_PRESET_NOT );
}
void CDmePreset::OnDestruction()
{
}
CDmaElementArray< CDmElement > &CDmePreset::GetControlValues()
{
return m_ControlValues;
}
const CDmaElementArray< CDmElement > &CDmePreset::GetControlValues() const
{
return m_ControlValues;
}
int CDmePreset::FindControlValueIndex( const char *pControlName )
{
int c = m_ControlValues.Count();
for ( int i = 0; i < c; ++i )
{
CDmElement *e = m_ControlValues.Get( i );
if ( !Q_stricmp( e->GetName(), pControlName ) )
return i;
}
return -1;
}
CDmElement *CDmePreset::FindControlValue( const char *pControlName )
{
int i = FindControlValueIndex( pControlName );
if ( i >= 0 )
return m_ControlValues.Get(i);
return NULL;
}
CDmElement *CDmePreset::FindOrAddControlValue( const char *pControlName )
{
CDmElement *pControlValues = FindControlValue( pControlName );
if ( !pControlValues )
{
// Create the default groups in order
pControlValues = CreateElement< CDmElement >( pControlName, GetFileId() );
m_ControlValues.AddToTail( pControlValues );
}
return pControlValues;
}
void CDmePreset::RemoveControlValue( const char *pControlName )
{
int i = FindControlValueIndex( pControlName );
if ( i >= 0 )
{
m_ControlValues.Remove( i );
}
}
//-----------------------------------------------------------------------------
// Is the preset read-only?
//-----------------------------------------------------------------------------
bool CDmePreset::IsReadOnly()
{
DmAttributeReferenceIterator_t h = g_pDataModel->FirstAttributeReferencingElement( GetHandle() );
while ( h != DMATTRIBUTE_REFERENCE_ITERATOR_INVALID )
{
CDmAttribute *pAttribute = g_pDataModel->GetAttribute( h );
CDmePresetGroup *pOwner = CastElement<CDmePresetGroup>( pAttribute->GetOwner() );
if ( pOwner && pOwner->m_bIsReadOnly )
return true;
h = g_pDataModel->NextAttributeReferencingElement( h );
}
return false;
}
//-----------------------------------------------------------------------------
// Copies control values
//-----------------------------------------------------------------------------
void CDmePreset::CopyControlValuesFrom( CDmePreset *pSource )
{
m_ControlValues.RemoveAll();
const CDmaElementArray< CDmElement > &sourceValues = pSource->GetControlValues();
int nCount = sourceValues.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pCopy = sourceValues[i]->Copy( );
m_ControlValues.AddToTail( pCopy );
}
}
void CDmePreset::SetProceduralPresetType( int nType )
{
Assert( nType >= 0 && nType < NUM_PROCEDURAL_PRESET_TYPES );
m_nProceduralType = nType;
}
bool CDmePreset::IsProcedural() const
{
return m_nProceduralType != PROCEDURAL_PRESET_NOT;
}
int CDmePreset::GetProceduralPresetType() const
{
return m_nProceduralType;
}
IMPLEMENT_ELEMENT_FACTORY( DmeProceduralPresetSettings, CDmeProceduralPresetSettings );
void CDmeProceduralPresetSettings::OnConstruction()
{
m_flJitterScale.InitAndSet( this, "jitterscale", 1.0f );
m_flSmoothScale.InitAndSet( this, "smoothscale", 1.0f );
m_flSharpenScale.InitAndSet( this, "sharpenscale", 1.0f );
m_flSoftenScale.InitAndSet( this, "softenscale", 1.0f );
m_nJitterIterations.InitAndSet( this, "jitteriterations", 5 );
m_nSmoothIterations.InitAndSet( this, "smoothiterations", 5 );
m_nSharpenIterations.InitAndSet( this, "sharpeniterations", 1 );
m_nSoftenIterations.InitAndSet( this, "softeniterations", 1 );
// 1/12 second now ( 833 ten thousandths )
m_nStaggerInterval.InitAndSet( this, "staggerinterval", 10000 / 12 );
}
void CDmeProceduralPresetSettings::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// CDmePresetRemap - copies presets from one group to another
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePresetRemap, CDmePresetRemap );
void CDmePresetRemap::OnConstruction()
{
m_SourcePresetGroup.Init( this, "sourcePresetGroup" );
m_SrcPresets.Init( this, "srcPresets" );
m_DestPresets.Init( this, "destPresets" );
}
void CDmePresetRemap::OnDestruction()
{
}
const char *CDmePresetRemap::FindSourcePreset( const char *pDestPresetName )
{
int nCount = m_DestPresets.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( pDestPresetName, m_DestPresets[i] ) )
return m_SrcPresets[i];
}
return NULL;
}
void CDmePresetRemap::AddRemap( const char *pSourcePresetName, const char *pDestPresetName )
{
m_SrcPresets.AddToTail( pSourcePresetName );
m_DestPresets.AddToTail( pDestPresetName );
}
void CDmePresetRemap::RemoveAll()
{
m_SrcPresets.RemoveAll();
m_DestPresets.RemoveAll();
}
//-----------------------------------------------------------------------------
// Iteration
//-----------------------------------------------------------------------------
int CDmePresetRemap::GetRemapCount()
{
return m_SrcPresets.Count();
}
const char *CDmePresetRemap::GetRemapSource( int i )
{
return m_SrcPresets[i];
}
const char *CDmePresetRemap::GetRemapDest( int i )
{
return m_DestPresets[i];
}
//-----------------------------------------------------------------------------
// CDmePresetGroup - container for animation set info
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmePresetGroup, CDmePresetGroup );
void CDmePresetGroup::OnConstruction()
{
m_Presets.Init( this, "presets" );
m_bIsVisible.InitAndSet( this, "visible", true );
m_bIsReadOnly.Init( this, "readonly" );
}
void CDmePresetGroup::OnDestruction()
{
}
CDmaElementArray< CDmePreset > &CDmePresetGroup::GetPresets()
{
return m_Presets;
}
const CDmaElementArray< CDmePreset > &CDmePresetGroup::GetPresets() const
{
return m_Presets;
}
//-----------------------------------------------------------------------------
// Finds the index of a particular preset group
//-----------------------------------------------------------------------------
int CDmePresetGroup::FindPresetIndex( CDmePreset *pPreset )
{
int c = m_Presets.Count();
for ( int i = 0; i < c; ++i )
{
CDmePreset *e = m_Presets.Get( i );
if ( pPreset == e )
return i;
}
return -1;
}
CDmePreset *CDmePresetGroup::FindPreset( const char *pPresetName )
{
int i;
int c = m_Presets.Count();
for ( i = 0; i < c; ++i )
{
CDmePreset *e = m_Presets.Get( i );
if ( !Q_stricmp( e->GetName(), pPresetName ) )
return e;
}
return NULL;
}
CDmePreset *CDmePresetGroup::FindOrAddPreset( const char *pPresetName, int nType /*=PROCEDURAL_PRESET_NOT*/ )
{
CDmePreset *pPreset = FindPreset( pPresetName );
if ( !pPreset )
{
// Create the default groups in order
pPreset = CreateElement< CDmePreset >( pPresetName, GetFileId() );
pPreset->SetProceduralPresetType( nType );
m_Presets.AddToTail( pPreset );
}
return pPreset;
}
bool CDmePresetGroup::RemovePreset( CDmePreset *pPreset )
{
int i = FindPresetIndex( pPreset );
if ( i >= 0 )
{
m_Presets.Remove( i );
return true;
}
return false;
}
void CDmePresetGroup::MovePresetUp( CDmePreset *pPreset )
{
int i = FindPresetIndex( pPreset );
if ( i >= 1 )
{
m_Presets.Swap( i, i-1 );
}
}
void CDmePresetGroup::MovePresetDown( CDmePreset *pPreset )
{
int i = FindPresetIndex( pPreset );
if ( i >= 0 && i < m_Presets.Count() - 1 )
{
m_Presets.Swap( i, i+1 );
}
}
//-----------------------------------------------------------------------------
// Reorder presets
//-----------------------------------------------------------------------------
void CDmePresetGroup::MovePresetInFrontOf( CDmePreset *pPreset, CDmePreset *pInFrontOf )
{
if ( pPreset == pInFrontOf )
return;
int nEnd = pInFrontOf ? FindPresetIndex( pInFrontOf ) : m_Presets.Count();
Assert( nEnd >= 0 );
RemovePreset( pPreset );
if ( nEnd > m_Presets.Count() )
{
nEnd = m_Presets.Count();
}
m_Presets.InsertBefore( nEnd, pPreset );
}
//-----------------------------------------------------------------------------
// The preset remap
//-----------------------------------------------------------------------------
CDmePresetRemap *CDmePresetGroup::GetPresetRemap()
{
return GetValueElement< CDmePresetRemap >( "presetRemap" );
}
CDmePresetRemap *CDmePresetGroup::GetOrAddPresetRemap()
{
CDmePresetRemap *pPresetRemap = GetPresetRemap();
if ( !pPresetRemap )
{
pPresetRemap = CreateElement< CDmePresetRemap >( "PresetRemap", GetFileId() );
SetValue( "presetRemap", pPresetRemap );
}
return pPresetRemap;
}
//-----------------------------------------------------------------------------
// Finds a control index
//-----------------------------------------------------------------------------
struct ExportedControl_t
{
CUtlString m_Name;
bool m_bIsStereo;
bool m_bIsMulti;
int m_nFirstIndex;
};
//-----------------------------------------------------------------------------
// Builds a unique list of controls found in the presets
//-----------------------------------------------------------------------------
static int FindExportedControlIndex( const char *pControlName, CUtlVector< ExportedControl_t > &uniqueControls )
{
int nCount = uniqueControls.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( pControlName, uniqueControls[i].m_Name ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Builds a unique list of controls found in the presets
//-----------------------------------------------------------------------------
static int BuildExportedControlList( CDmeAnimationSet *pAnimationSet, const CDmePresetGroup *pPresetGroup, CUtlVector< ExportedControl_t > &uniqueControls )
{
int nGlobalIndex = 0;
const CDmrElementArrayConst< CDmePreset > &presets = pPresetGroup->GetPresets();
int nPresetCount = presets.Count();
for ( int iPreset = 0; iPreset < nPresetCount; ++iPreset )
{
CDmePreset *pPreset = presets[iPreset];
const CDmrElementArray< CDmElement > &controls = pPreset->GetControlValues();
int nControlCount = controls.Count();
for ( int i = 0; i < nControlCount; ++i )
{
const char *pControlName = controls[i]->GetName();
int nIndex = FindExportedControlIndex( pControlName, uniqueControls );
if ( nIndex >= 0 )
continue;
CDmAttribute *pValueAttribute = controls[i]->GetAttribute( "value" );
if ( !pValueAttribute || pValueAttribute->GetType() != AT_FLOAT )
continue;
if ( pAnimationSet )
{
CDmElement *pControl = pAnimationSet->FindControl( pControlName );
if ( !pControl )
continue;
int j = uniqueControls.AddToTail();
ExportedControl_t &control = uniqueControls[j];
control.m_Name = pControlName;
control.m_bIsStereo = pControl->GetValue<bool>( "combo" );
control.m_bIsMulti = pControl->GetValue<bool>( "multi" );
control.m_nFirstIndex = nGlobalIndex;
nGlobalIndex += 1 + control.m_bIsStereo + control.m_bIsMulti;
}
else
{
int j = uniqueControls.AddToTail();
ExportedControl_t &control = uniqueControls[j];
control.m_Name = pControlName;
// this isn't quite as reliable as querying the animation set but if we don't have one...
control.m_bIsStereo = controls[ i ]->GetAttribute( "balance" ) ? true : false;
control.m_bIsMulti = controls[ i ]->GetAttribute( "multilevel" ) ? true : false;
control.m_nFirstIndex = nGlobalIndex;
nGlobalIndex += 1 + control.m_bIsStereo + control.m_bIsMulti;
}
}
}
return nGlobalIndex;
}
//-----------------------------------------------------------------------------
// Exports this preset group to a faceposer .txt expression file
// Either an animation set or a combination operator are required so that
// the default value for unspecified
//-----------------------------------------------------------------------------
bool CDmePresetGroup::ExportToTXT( const char *pFileName, CDmeAnimationSet *pAnimationSet /* = NULL */, CDmeCombinationOperator *pComboOp /* = NULL */ ) const
{
const CDmePresetGroup *pPresetGroup = this;
// find all used controls
CUtlVector< ExportedControl_t > exportedControls;
BuildExportedControlList( pAnimationSet, pPresetGroup, exportedControls );
CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
// Output the unique keys
buf.Printf( "$keys " );
int nExportedControlCount = exportedControls.Count();
for ( int i = 0; i < nExportedControlCount; ++i )
{
char pTempBuf[MAX_PATH];
ExportedControl_t &control = exportedControls[i];
if ( !control.m_bIsStereo )
{
buf.Printf("%s ", control.m_Name.Get() );
}
else
{
Q_snprintf( pTempBuf, sizeof(pTempBuf), "right_%s", control.m_Name.Get() );
buf.Printf("%s ", pTempBuf );
Q_snprintf( pTempBuf, sizeof(pTempBuf), "left_%s", control.m_Name.Get() );
buf.Printf("%s ", pTempBuf );
}
if ( control.m_bIsMulti )
{
Q_snprintf( pTempBuf, sizeof(pTempBuf), "multi_%s", control.m_Name.Get() );
buf.Printf("%s ", pTempBuf );
}
}
buf.Printf( "\n" );
buf.Printf( "$hasweighting\n" );
buf.Printf( "$normalized\n" );
// Output all presets
const CDmrElementArrayConst< CDmePreset > &presets = pPresetGroup->GetPresets();
int nPresetCount = presets.Count();
for ( int iPreset = 0; iPreset < nPresetCount; ++iPreset )
{
CDmePreset *pPreset = presets[iPreset];
const char *pPresetName = pPreset->GetName();
// Hack for 'silence' and for p_ naming scheme
if ( !Q_stricmp( pPresetName, "p_silence" ) )
{
pPresetName = "<sil>";
}
if ( pPresetName[0] == 'p' && pPresetName[1] == '_' )
{
pPresetName = &pPresetName[2];
}
buf.Printf( "\"%s\" \t", pPresetName );
int nPhonemeIndex = TextToPhonemeIndex( pPresetName );
int nCode = CodeForPhonemeByIndex( nPhonemeIndex );
if ( nCode < 128 )
{
buf.Printf( "\"%c\" \t", nCode );
}
else
{
buf.Printf( "\"0x%x\"\t", nCode );
}
for ( int i = 0; i < nExportedControlCount; ++i )
{
ExportedControl_t &control = exportedControls[i];
CDmElement *pControlValue = pPreset->FindControlValue( control.m_Name );
if ( !pControlValue )
{
CDmElement *pControl = pAnimationSet ? pAnimationSet->FindControl( control.m_Name ) : NULL;
if ( !pControl )
{
const ControlIndex_t nIndex = pComboOp ? pComboOp->FindControlIndex( control.m_Name ) : -1;
if ( nIndex >= 0 )
{
buf.Printf( "%.5f\t0.000\t", pComboOp->GetControlDefaultValue( nIndex ) );
if ( control.m_bIsStereo )
{
buf.Printf( "%.5f\t0.000\t", pComboOp->GetControlDefaultValue( nIndex ) );
}
if ( control.m_bIsMulti )
{
buf.Printf( "%.5f\t0.000\t", pComboOp->GetControlDefaultValue( nIndex ) );
}
}
else
{
buf.Printf( "0.000\t0.000\t" );
if ( control.m_bIsStereo )
{
buf.Printf( "0.000\t0.000\t" );
}
if ( control.m_bIsMulti )
{
buf.Printf( "0.000\t0.000\t" );
}
}
continue;
}
if ( !control.m_bIsStereo )
{
buf.Printf( "%.5f\t1.000\t", pControl->GetValue<float>( "defaultValue" ) );
}
else
{
float flValue, flBalance, flLeft, flRight;
flValue = pControl->GetValue<float>( "defaultValue", 0.0f );
flBalance = pControl->GetValue<float>( "defaultBalance", 0.5f );
ValueBalanceToLeftRight( &flLeft, &flRight, flValue, flBalance );
buf.Printf( "%.5f\t1.000\t", flRight );
buf.Printf( "%.5f\t1.000\t", flLeft );
}
if ( control.m_bIsMulti )
{
buf.Printf( "%.5f\t1.000\t", pControl->GetValue<float>( "defaultMultilevel" ) );
}
continue;
}
if ( !control.m_bIsStereo )
{
buf.Printf( "%.5f\t1.000\t", pControlValue->GetValue<float>( "value" ) );
}
else
{
float flValue, flBalance, flLeft, flRight;
flValue = pControlValue->GetValue<float>( "value" );
flBalance = pControlValue->GetValue<float>( "balance" );
ValueBalanceToLeftRight( &flLeft, &flRight, flValue, flBalance );
buf.Printf( "%.5f\t1.000\t", flRight );
buf.Printf( "%.5f\t1.000\t", flLeft );
}
if ( control.m_bIsMulti )
{
buf.Printf( "%.5f\t1.000\t", pControlValue->GetValue<float>( "multilevel" ) );
}
}
const char *pDesc = DescForPhonemeByIndex( nPhonemeIndex );
buf.Printf( "\"%s\"\n", pDesc ? pDesc : pPresetName );
}
return g_pFullFileSystem->WriteFile( pFileName, NULL, buf );
}
#ifdef ALIGN4
#undef ALIGN4
#endif // #ifdef ALIGN4
#define ALIGN4( a ) a = (byte *)((int)((byte *)a + 3) & ~ 3)
//-----------------------------------------------------------------------------
// Exports this preset group to a faceposer .vfe expression file
//-----------------------------------------------------------------------------
bool CDmePresetGroup::ExportToVFE( const char *pFileName, CDmeAnimationSet *pAnimationSet /* = NULL */, CDmeCombinationOperator *pComboOp /* = NULL */ ) const
{
const CDmePresetGroup *pPresetGroup = this;
int i;
const CDmrElementArrayConst< CDmePreset > &presets = pPresetGroup->GetPresets();
// find all used controls
CUtlVector< ExportedControl_t > exportedControls;
int nTotalControlCount = BuildExportedControlList( pAnimationSet, pPresetGroup, exportedControls );
const int nExportedControlCount = exportedControls.Count();
byte *pData = (byte *)calloc( 1024 * 1024, 1 );
byte *pDataStart = pData;
flexsettinghdr_t *fhdr = (flexsettinghdr_t *)pData;
fhdr->id = ('V' << 16) + ('F' << 8) + ('E');
fhdr->version = 0;
if ( !g_pFullFileSystem->FullPathToRelativePathEx( pFileName, "GAME", fhdr->name, sizeof(fhdr->name) ) )
{
Q_strncpy( fhdr->name, pFileName, sizeof(fhdr->name) );
}
// allocate room for header
pData += sizeof( flexsettinghdr_t );
ALIGN4( pData );
// store flex settings
flexsetting_t *pSetting = (flexsetting_t *)pData;
fhdr->numflexsettings = presets.Count();
fhdr->flexsettingindex = pData - pDataStart;
pData += sizeof( flexsetting_t ) * fhdr->numflexsettings;
ALIGN4( pData );
for ( i = 0; i < fhdr->numflexsettings; i++ )
{
CDmePreset *pPreset = presets[i];
Assert( pPreset );
pSetting[i].index = i;
pSetting[i].settingindex = pData - (byte *)(&pSetting[i]);
flexweight_t *pFlexWeights = (flexweight_t *)pData;
for ( int j = 0; j < nExportedControlCount; j++ )
{
ExportedControl_t &control = exportedControls[ j ];
CDmElement *pControlValue = pPreset->FindControlValue( control.m_Name );
if ( !pControlValue )
{
const ControlIndex_t nIndex = pComboOp ? pComboOp->FindControlIndex( control.m_Name ) : -1;
if ( nIndex >= 0 )
{
if ( !control.m_bIsStereo )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = pComboOp->GetControlDefaultValue( nIndex );
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
else
{
float flValue, flBalance, flLeft, flRight;
flValue = pComboOp->GetControlDefaultValue( nIndex );
flBalance = 0.5;
ValueBalanceToLeftRight( &flLeft, &flRight, flValue, flBalance );
pSetting[i].numsettings += 2;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = flRight;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
pFlexWeights->key = control.m_nFirstIndex + 1;
pFlexWeights->weight = flLeft;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
if ( control.m_bIsMulti )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex + 1 + control.m_bIsStereo;
pFlexWeights->weight = 0.5f;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
}
else
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = 0.0f;
pFlexWeights->influence = 0.0f;
pFlexWeights++;
if ( control.m_bIsStereo )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex + 1;
pFlexWeights->weight = 0.0f;
pFlexWeights->influence = 0.0f;
pFlexWeights++;
}
if ( control.m_bIsMulti )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex + 1 + control.m_bIsStereo;
pFlexWeights->weight = 0.5f;
pFlexWeights->influence = 0.0f;
pFlexWeights++;
}
}
continue;
}
if ( !control.m_bIsStereo )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = pControlValue->GetValue<float>( "value" );
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
else
{
float flValue, flBalance, flLeft, flRight;
flValue = pControlValue->GetValue<float>( "value" );
flBalance = pControlValue->GetValue<float>( "balance" );
ValueBalanceToLeftRight( &flLeft, &flRight, flValue, flBalance );
pSetting[i].numsettings += 2;
pFlexWeights->key = control.m_nFirstIndex;
pFlexWeights->weight = flRight;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
pFlexWeights->key = control.m_nFirstIndex + 1;
pFlexWeights->weight = flLeft;
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
if ( control.m_bIsMulti )
{
pSetting[i].numsettings++;
pFlexWeights->key = control.m_nFirstIndex + 1 + control.m_bIsStereo;
pFlexWeights->weight = pControlValue->GetValue<float>( "multilevel" );
pFlexWeights->influence = 1.0f;
pFlexWeights++;
}
}
pData = (byte *)pFlexWeights;
ALIGN4( pData );
}
int numindexes = 1;
for (i = 0; i < fhdr->numflexsettings; i++)
{
if ( pSetting[i].index >= numindexes )
{
numindexes = pSetting[i].index + 1;
}
}
// store indexed table
int *pIndex = (int *)pData;
fhdr->numindexes = numindexes;
fhdr->indexindex = pData - pDataStart;
pData += sizeof( int ) * numindexes;
ALIGN4( pData );
for (i = 0; i < numindexes; i++)
{
pIndex[i] = -1;
}
for (i = 0; i < fhdr->numflexsettings; i++)
{
pIndex[pSetting[i].index] = i;
}
// store flex setting names
for (i = 0; i < fhdr->numflexsettings; i++)
{
CDmePreset *pPreset = presets[i];
const char *pPresetName = pPreset->GetName();
// Hack for 'silence' and for p_ naming scheme
if ( pPresetName[0] == 'p' && pPresetName[1] == '_' )
{
pPresetName = &pPresetName[2];
}
if ( !Q_stricmp( pPresetName, "silence" ) )
{
pPresetName = "<sil>";
}
pSetting[i].nameindex = pData - (byte *)(&pSetting[i]);
strcpy( (char *)pData, pPresetName );
pData += Q_strlen( pPresetName ) + 1;
}
ALIGN4( pData );
// store key names
char **pKeynames = (char **)pData;
fhdr->numkeys = nTotalControlCount;
fhdr->keynameindex = pData - pDataStart;
pData += sizeof(char *) * nTotalControlCount;
int j = 0;
for ( i = 0; i < nExportedControlCount; ++i )
{
char pTempBuf[MAX_PATH];
ExportedControl_t &control = exportedControls[i];
if ( !control.m_bIsStereo )
{
pKeynames[j++] = (char *)(pData - pDataStart);
strcpy( (char *)pData, control.m_Name );
pData += Q_strlen( control.m_Name ) + 1;
}
else
{
pKeynames[j++] = (char *)(pData - pDataStart);
Q_snprintf( pTempBuf, sizeof(pTempBuf), "right_%s", control.m_Name.Get() );
strcpy( (char *)pData, pTempBuf );
pData += Q_strlen( pTempBuf ) + 1;
pKeynames[j++] = (char *)(pData - pDataStart);
Q_snprintf( pTempBuf, sizeof(pTempBuf), "left_%s", control.m_Name.Get() );
strcpy( (char *)pData, pTempBuf );
pData += Q_strlen( pTempBuf ) + 1;
}
if ( control.m_bIsMulti )
{
pKeynames[j++] = (char *)(pData - pDataStart);
Q_snprintf( pTempBuf, sizeof(pTempBuf), "multi_%s", control.m_Name.Get() );
strcpy( (char *)pData, pTempBuf );
pData += Q_strlen( pTempBuf ) + 1;
}
}
Assert( j == nTotalControlCount );
ALIGN4( pData );
// allocate room for remapping
int *keymapping = (int *)pData;
fhdr->keymappingindex = pData - pDataStart;
pData += sizeof( int ) * nTotalControlCount;
for (i = 0; i < nTotalControlCount; i++)
{
keymapping[i] = -1;
}
ALIGN4( pData );
fhdr->length = pData - pDataStart;
FileHandle_t fh = g_pFullFileSystem->Open( pFileName, "wb" );
if ( !fh )
{
ConWarning( "Unable to write to %s (read-only?)\n", pFileName );
free( pDataStart );
return false;
}
g_pFullFileSystem->Write( pDataStart, fhdr->length, fh );
g_pFullFileSystem->Close( fh );
free( pDataStart );
return true;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// CDmeAnimationSet - container for animation set info
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeAnimationSet, CDmeAnimationSet );
void CDmeAnimationSet::OnConstruction()
{
m_Controls.Init( this, "controls" );
m_PresetGroups.Init( this, "presetGroups" );
m_SelectionGroups.Init( this, "selectionGroups" );
m_PhonemeMap.Init( this, "phonememap" );
m_Operators.Init( this, "operators" );
m_Bookmarks.Init( this, "bookmarks" );
}
void CDmeAnimationSet::OnDestruction()
{
}
CDmaElementArray< CDmElement > &CDmeAnimationSet::GetControls()
{
return m_Controls;
}
CDmaElementArray< CDmePresetGroup > &CDmeAnimationSet::GetPresetGroups()
{
return m_PresetGroups;
}
CDmaElementArray< CDmeOperator > &CDmeAnimationSet::GetOperators()
{
return m_Operators;
}
void CDmeAnimationSet::AddOperator( CDmeOperator *pOperator )
{
m_Operators.AddToTail( pOperator );
}
void CDmeAnimationSet::RemoveOperator( CDmeOperator *pOperator )
{
int nCount = m_Operators.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( m_Operators[i] == pOperator )
{
m_Operators.Remove(i);
break;
}
}
}
//-----------------------------------------------------------------------------
// Finds the index of a particular preset group
//-----------------------------------------------------------------------------
void CDmeAnimationSet::OnElementUnserialized()
{
BaseClass::OnElementUnserialized();
CDmeGameModel *pGameModel = GetValueElement< CDmeGameModel >( "gameModel" );
if ( pGameModel )
{
// NOTE: The model preset manager can't possibly have the right
// file id at this point; it's up to the preset group manager to queue
// application requests until it gets one
g_pModelPresetGroupMgr->ApplyModelPresets( pGameModel->GetModelName(), this );
}
}
//-----------------------------------------------------------------------------
// Finds the index of a particular preset group
//-----------------------------------------------------------------------------
int CDmeAnimationSet::FindPresetGroupIndex( CDmePresetGroup *pPresetGroup )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
CDmePresetGroup *e = m_PresetGroups.Get( i );
if ( pPresetGroup == e )
return i;
}
return -1;
}
int CDmeAnimationSet::FindPresetGroupIndex( const char *pGroupName )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
CDmePresetGroup *e = m_PresetGroups.Get( i );
if ( e && !Q_stricmp( e->GetName(), pGroupName ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Find by name
//-----------------------------------------------------------------------------
CDmePresetGroup *CDmeAnimationSet::FindPresetGroup( const char *pGroupName )
{
int nIndex = FindPresetGroupIndex( pGroupName );
if ( nIndex >= 0 )
return m_PresetGroups[nIndex];
return NULL;
}
//-----------------------------------------------------------------------------
// Find or add by name
//-----------------------------------------------------------------------------
CDmePresetGroup *CDmeAnimationSet::FindOrAddPresetGroup( const char *pGroupName )
{
CDmePresetGroup *pPresetGroup = FindPresetGroup( pGroupName );
if ( !pPresetGroup )
{
// Create the default groups in order
pPresetGroup = CreateElement< CDmePresetGroup >( pGroupName, GetFileId() );
m_PresetGroups.AddToTail( pPresetGroup );
}
return pPresetGroup;
}
//-----------------------------------------------------------------------------
// Remove preset group
//-----------------------------------------------------------------------------
bool CDmeAnimationSet::RemovePresetGroup( CDmePresetGroup *pPresetGroup )
{
int i = FindPresetGroupIndex( pPresetGroup );
if ( i >= 0 )
{
m_PresetGroups.Remove( i );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Move preset group up/down in the list
//-----------------------------------------------------------------------------
void CDmeAnimationSet::MovePresetGroupUp( CDmePresetGroup *pPresetGroup )
{
int i = FindPresetGroupIndex( pPresetGroup );
if ( i >= 1 )
{
m_PresetGroups.Swap( i, i-1 );
}
}
void CDmeAnimationSet::MovePresetGroupDown( CDmePresetGroup *pPresetGroup )
{
int i = FindPresetGroupIndex( pPresetGroup );
if ( i >= 0 && i < m_PresetGroups.Count() - 1 )
{
m_PresetGroups.Swap( i, i+1 );
}
}
//-----------------------------------------------------------------------------
// Reorder preset groups
//-----------------------------------------------------------------------------
void CDmeAnimationSet::MovePresetGroupInFrontOf( CDmePresetGroup *pPresetGroup, CDmePresetGroup *pInFrontOf )
{
if ( pPresetGroup == pInFrontOf )
return;
#ifdef DBGFLAG_ASSERT
int nStart = FindPresetGroupIndex( pPresetGroup );
#endif
int nEnd = pInFrontOf ? FindPresetGroupIndex( pInFrontOf ) : m_PresetGroups.Count();
Assert( nStart >= 0 && nEnd >= 0 );
RemovePresetGroup( pPresetGroup );
if ( nEnd > m_PresetGroups.Count() )
{
nEnd = m_PresetGroups.Count();
}
m_PresetGroups.InsertBefore( nEnd, pPresetGroup );
}
CDmePreset *CDmeAnimationSet::FindOrAddPreset( const char *pGroupName, const char *pPresetName, int nType /*=PROCEDURAL_PRESET_NOT*/ )
{
CDmePresetGroup *pPresetGroup = FindOrAddPresetGroup( pGroupName );
return pPresetGroup->FindOrAddPreset( pPresetName, nType );
}
bool CDmeAnimationSet::RemovePreset( CDmePreset *pPreset )
{
int c = m_PresetGroups.Count();
for ( int i = 0; i < c; ++i )
{
if ( m_PresetGroups[i]->RemovePreset( pPreset ) )
return true;
}
return false;
}
const CDmaElementArray< CDmeBookmark > &CDmeAnimationSet::GetBookmarks() const
{
return m_Bookmarks;
}
CDmaElementArray< CDmeBookmark > &CDmeAnimationSet::GetBookmarks()
{
return m_Bookmarks;
}
CDmaElementArray< CDmElement > &CDmeAnimationSet::GetSelectionGroups()
{
return m_SelectionGroups;
}
CDmaElementArray< CDmePhonemeMapping > &CDmeAnimationSet::GetPhonemeMap()
{
return m_PhonemeMap;
}
void CDmeAnimationSet::RestoreDefaultPhonemeMap()
{
CUndoScopeGuard guard( "RestoreDefaultPhonemeMap" );
int i;
int c = m_PhonemeMap.Count();
for ( i = 0; i < c; ++i )
{
g_pDataModel->DestroyElement( m_PhonemeMap[ i ]->GetHandle() );
}
m_PhonemeMap.Purge();
int phonemeCount = NumPhonemes();
for ( i = 0; i < phonemeCount; ++i )
{
const char *pName = NameForPhonemeByIndex( i );
CDmePhonemeMapping *mapping = CreateElement< CDmePhonemeMapping >( pName, GetFileId() );
char presetName[ 256 ];
Q_snprintf( presetName, sizeof( presetName ), "p_%s", pName );
mapping->m_Preset = presetName;
mapping->m_Weight = 1.0f;
m_PhonemeMap.AddToTail( mapping );
}
}
CDmePhonemeMapping *CDmeAnimationSet::FindMapping( const char *pRawPhoneme )
{
int c = m_PhonemeMap.Count();
for ( int i = 0; i < c; ++i )
{
CDmePhonemeMapping *e = m_PhonemeMap.Get( i );
Assert( e );
if ( !e )
continue;
if ( !Q_stricmp( e->GetName(), pRawPhoneme ) )
return e;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Finds a control
//-----------------------------------------------------------------------------
CDmElement *CDmeAnimationSet::FindControl( const char *pControlName )
{
int c = m_Controls.Count();
for ( int i = 0; i < c; ++i )
{
CDmElement *e = m_Controls.Get( i );
if ( !Q_stricmp( e->GetName(), pControlName ) )
return e;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Finds or adds a control
//-----------------------------------------------------------------------------
CDmElement *CDmeAnimationSet::FindOrAddControl( const char *pControlName )
{
CDmElement *pControl = FindControl( pControlName );
if ( !pControl )
{
// If not, then create one
pControl = CreateElement< CDmElement >( pControlName, GetFileId() );
m_Controls.AddToTail( pControl );
}
return pControl;
}
CDmElement *CDmeAnimationSet::FindSelectionGroup( const char *pSelectionGroupName )
{
int c = m_SelectionGroups.Count();
for ( int i = 0; i < c; ++i )
{
CDmElement *e = m_SelectionGroups.Get( i );
if ( !Q_stricmp( e->GetName(), pSelectionGroupName ) )
return e;
}
return NULL;
}
CDmElement *CDmeAnimationSet::FindOrAddSelectionGroup( const char *pSelectionGroupName )
{
CDmElement *pSelectionGroup = FindSelectionGroup( pSelectionGroupName );
if ( !pSelectionGroup )
{
// Create the default groups in order
pSelectionGroup = CreateElement< CDmElement >( pSelectionGroupName, GetFileId() );
pSelectionGroup->AddAttribute( "selectedControls", AT_STRING_ARRAY );
m_SelectionGroups.AddToTail( pSelectionGroup );
}
return pSelectionGroup;
}
void CDmeAnimationSet::CollectOperators( CUtlVector< DmElementHandle_t > &operators )
{
int numOperators = m_Operators.Count();
for ( int i = 0; i < numOperators; ++i )
{
DmElementHandle_t h = m_Operators.GetHandle( i );
if ( h != DMELEMENT_HANDLE_INVALID )
{
operators.AddToTail( h );
}
}
}
struct PPType_t
{
int type;
char const *name;
};
static PPType_t g_PresetNames[ NUM_PROCEDURAL_PRESET_TYPES ] =
{
{ PROCEDURAL_PRESET_NOT, "NotProcedural!!!" },
{ PROCEDURAL_PRESET_IN_CROSSFADE, "In" },
{ PROCEDURAL_PRESET_OUT_CROSSFADE, "Out" },
{ PROCEDURAL_PRESET_REVEAL, "Reveal" },
{ PROCEDURAL_PRESET_PASTE, "Paste" },
{ PROCEDURAL_PRESET_JITTER, "Jitter" },
{ PROCEDURAL_PRESET_SMOOTH, "Smooth" },
{ PROCEDURAL_PRESET_SHARPEN, "Sharpen" },
{ PROCEDURAL_PRESET_SOFTEN, "Soften" },
{ PROCEDURAL_PRESET_STAGGER, "Stagger" },
};
void CDmeAnimationSet::EnsureProceduralPresets()
{
// Note: Starts at index 1 to skip the PROCEDURAL_PRESET_NOT case
for ( int i = 1; i < NUM_PROCEDURAL_PRESET_TYPES; ++i )
{
FindOrAddPreset( "Procedural", g_PresetNames[ i ].name, g_PresetNames[ i ].type );
}
}
//-----------------------------------------------------------------------------
// A cache of preset groups to be associated with specific models
//-----------------------------------------------------------------------------
class CModelPresetGroupManager : public IModelPresetGroupManager
{
public:
CModelPresetGroupManager();
virtual void AssociatePresetsWithFile( DmFileId_t fileId );
virtual void ApplyModelPresets( const char *pModelName, CDmeAnimationSet *pAnimationSet );
private:
struct QueuedPresetRequest_t
{
CUtlString m_ModelName;
CDmeHandle< CDmeAnimationSet > m_hAnimationSet;
};
typedef CUtlVector< CDmeHandle< CDmePresetGroup, true > > PresetGroupList_t;
// Loads model presets from .pre files matching the model name
void LoadModelPresets( const char *pModelName, PresetGroupList_t &list );
CUtlStringMap< PresetGroupList_t > m_Lookup;
DmFileId_t m_FileId;
CUtlVector< QueuedPresetRequest_t > m_QueuedPresetRequest;
};
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
static CModelPresetGroupManager s_ModelPresetGroupManager;
IModelPresetGroupManager *g_pModelPresetGroupMgr = &s_ModelPresetGroupManager;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CModelPresetGroupManager::CModelPresetGroupManager()
{
m_FileId = DMFILEID_INVALID;
}
//-----------------------------------------------------------------------------
// Associates presets in the cache with a particular file
//-----------------------------------------------------------------------------
void CModelPresetGroupManager::AssociatePresetsWithFile( DmFileId_t fileId )
{
m_FileId = fileId;
m_Lookup.Clear();
if ( m_FileId != DMFILEID_INVALID )
{
int nCount = m_QueuedPresetRequest.Count();
for ( int i = 0; i < nCount; ++i )
{
QueuedPresetRequest_t &request = m_QueuedPresetRequest[i];
if ( request.m_hAnimationSet.Get() )
{
ApplyModelPresets( request.m_ModelName, request.m_hAnimationSet.Get() );
}
}
m_QueuedPresetRequest.Purge();
}
}
//-----------------------------------------------------------------------------
// Loads model presets from .pre files matching the model name
//-----------------------------------------------------------------------------
void CModelPresetGroupManager::LoadModelPresets( const char *pModelName, PresetGroupList_t &list )
{
list.RemoveAll();
char pPresetPath[MAX_PATH];
Q_ExtractFilePath( pModelName, pPresetPath, sizeof(pPresetPath) );
char pPresetNameBuf[MAX_PATH];
Q_StripExtension( pModelName, pPresetNameBuf, sizeof(pPresetNameBuf) );
int nLen = Q_strlen( pPresetNameBuf );
Q_snprintf( &pPresetNameBuf[nLen], MAX_PATH - nLen, "*.pre" );
CDisableUndoScopeGuard sg;
FileFindHandle_t fh;
const char *pFileName = g_pFullFileSystem->FindFirstEx( pPresetNameBuf, "GAME", &fh );
for ( ; pFileName; pFileName = g_pFullFileSystem->FindNext( fh ) )
{
char pRelativePresetPath[MAX_PATH];
Q_ComposeFileName(pPresetPath, pFileName, pRelativePresetPath, sizeof(pRelativePresetPath) );
CDmElement* pRoot = NULL;
DmFileId_t fileid = g_pDataModel->RestoreFromFile( pRelativePresetPath, "GAME", NULL, &pRoot, CR_FORCE_COPY );
if ( fileid == DMFILEID_INVALID || !pRoot )
continue;
CDmePresetGroup *pPresetGroup = CastElement<CDmePresetGroup>( pRoot );
if ( !pPresetGroup )
{
if ( pRoot )
{
g_pDataModel->RemoveFileId( pRoot->GetFileId() );
}
continue;
}
pPresetGroup->SetFileId( m_FileId, TD_DEEP );
// Presets used through the model preset manager must be read only + shared
pPresetGroup->m_bIsReadOnly = true;
pPresetGroup->SetShared( true );
int i = list.AddToTail();
list[i] = pPresetGroup;
}
g_pFullFileSystem->FindClose( fh );
}
//-----------------------------------------------------------------------------
// Applies model presets associated with a particular model to an animation set
//-----------------------------------------------------------------------------
void CModelPresetGroupManager::ApplyModelPresets( const char *pModelName, CDmeAnimationSet *pAnimationSet )
{
if ( m_FileId == DMFILEID_INVALID )
{
int i = m_QueuedPresetRequest.AddToTail();
m_QueuedPresetRequest[i].m_ModelName = pModelName;
m_QueuedPresetRequest[i].m_hAnimationSet = pAnimationSet;
return;
}
if ( !m_Lookup.Defined( pModelName ) )
{
LoadModelPresets( pModelName, m_Lookup[pModelName] );
}
PresetGroupList_t &list = m_Lookup[pModelName];
int nCount = list.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmePresetGroup *pPresetGroup = list[i];
int nIndex = pAnimationSet->FindPresetGroupIndex( pPresetGroup->GetName() );
if ( nIndex >= 0 )
{
pAnimationSet->GetPresetGroups().Set( nIndex, pPresetGroup );
}
else
{
pAnimationSet->GetPresetGroups().AddToTail( pPresetGroup );
}
}
}