Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef DMEANIMATIONSET_H
#define DMEANIMATIONSET_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
#include "datamodel/dmattribute.h"
#include "datamodel/dmattributevar.h"
#include "movieobjects/dmephonememapping.h"
#include "movieobjects/timeutils.h"
#include "movieobjects/proceduralpresets.h"
class CDmeBookmark;
//-----------------------------------------------------------------------------
// A preset is a list of values to be applied to named controls in the animation set
//-----------------------------------------------------------------------------
class CDmePreset : public CDmElement
{
DEFINE_ELEMENT( CDmePreset, CDmElement );
public:
CDmaElementArray< CDmElement > &GetControlValues();
const CDmaElementArray< CDmElement > &GetControlValues() const;
CDmElement *FindControlValue( const char *pControlName );
CDmElement *FindOrAddControlValue( const char *pControlName );
void RemoveControlValue( const char *pControlName );
bool IsReadOnly();
void CopyControlValuesFrom( CDmePreset *pSource );
// See the enumeration above
void SetProceduralPresetType( int nType );
bool IsProcedural() const;
int GetProceduralPresetType() const;
private:
int FindControlValueIndex( const char *pControlName );
CDmaElementArray< CDmElement > m_ControlValues;
CDmaVar< int > m_nProceduralType;
};
class CDmeProceduralPresetSettings : public CDmElement
{
DEFINE_ELEMENT( CDmeProceduralPresetSettings, CDmElement );
public:
CDmaVar< float > m_flJitterScale;
CDmaVar< float > m_flSmoothScale;
CDmaVar< float > m_flSharpenScale;
CDmaVar< float > m_flSoftenScale;
CDmaVar< int > m_nJitterIterations;
CDmaVar< int > m_nSmoothIterations;
CDmaVar< int > m_nSharpenIterations;
CDmaVar< int > m_nSoftenIterations;
CDmaVar< int > m_nStaggerInterval;
};
//-----------------------------------------------------------------------------
// A class used to copy preset values from one preset group to another
//-----------------------------------------------------------------------------
class CDmePresetRemap : public CDmElement
{
DEFINE_ELEMENT( CDmePresetRemap, CDmElement );
public:
CDmaString m_SourcePresetGroup;
const char *FindSourcePreset( const char *pDestPresetName );
int GetRemapCount();
const char *GetRemapSource( int i );
const char *GetRemapDest( int i );
void AddRemap( const char *pSourcePresetName, const char *pDestPresetName );
void RemoveAll();
private:
CDmaStringArray m_SrcPresets;
CDmaStringArray m_DestPresets;
};
class CDmeAnimationSet;
class CDmeCombinationOperator;
//-----------------------------------------------------------------------------
// A preset group is a list of presets, with shared visibility + readonly settings
//-----------------------------------------------------------------------------
class CDmePresetGroup : public CDmElement
{
DEFINE_ELEMENT( CDmePresetGroup, CDmElement );
public:
CDmaElementArray< CDmePreset > &GetPresets(); // raw access to the array
const CDmaElementArray< CDmePreset > &GetPresets() const;
CDmePreset *FindPreset( const char *pPresetName );
CDmePreset *FindOrAddPreset( const char *pPresetName, int nProceduralType = PROCEDURAL_PRESET_NOT );
bool RemovePreset( CDmePreset *pPreset );
void MovePresetUp( CDmePreset *pPreset );
void MovePresetDown( CDmePreset *pPreset );
void MovePresetInFrontOf( CDmePreset *pPreset, CDmePreset *pInFrontOf );
CDmePresetRemap *GetPresetRemap();
CDmePresetRemap *GetOrAddPresetRemap();
CDmaVar< bool > m_bIsVisible;
CDmaVar< bool > m_bIsReadOnly;
// Exports this preset group to a faceposer .txt expression file
bool ExportToTXT( const char *pFilename, CDmeAnimationSet *pAnimationSet = NULL, CDmeCombinationOperator *pComboOp = NULL ) const;
// Exports this preset group to a faceposer .vfe expression file
bool ExportToVFE( const char *pFilename, CDmeAnimationSet *pAnimationSet = NULL, CDmeCombinationOperator *pComboOp = NULL ) const;
private:
int FindPresetIndex( CDmePreset *pGroupName );
CDmaElementArray< CDmePreset > m_Presets; // "presets"
};
//-----------------------------------------------------------------------------
// The main controlbox for controlling animation
//-----------------------------------------------------------------------------
class CDmeAnimationSet : public CDmElement
{
DEFINE_ELEMENT( CDmeAnimationSet, CDmElement );
public:
CDmaElementArray< CDmElement > &GetControls(); // raw access to the array
CDmaElementArray< CDmElement > &GetSelectionGroups(); // raw access to the array
CDmaElementArray< CDmePresetGroup > &GetPresetGroups(); // raw access to the array
CDmaElementArray< CDmePhonemeMapping > &GetPhonemeMap(); // raw access to the array
CDmaElementArray< CDmeOperator > &GetOperators(); // raw access to the array
void RestoreDefaultPhonemeMap();
CDmePhonemeMapping *FindMapping( const char *pRawPhoneme );
CDmElement *FindControl( const char *pControlName );
CDmElement *FindOrAddControl( const char *pControlName );
// Methods pertaining to preset groups
CDmePresetGroup *FindPresetGroup( const char *pGroupName );
CDmePresetGroup *FindOrAddPresetGroup( const char *pGroupName );
bool RemovePresetGroup( CDmePresetGroup *pPresetGroup );
void MovePresetGroupUp( CDmePresetGroup *pPresetGroup );
void MovePresetGroupDown( CDmePresetGroup *pPresetGroup );
void MovePresetGroupInFrontOf( CDmePresetGroup *pPresetGroup, CDmePresetGroup *pInFrontOf );
CDmePreset *FindOrAddPreset( const char *pGroupName, const char *pPresetName, int nProceduralType = PROCEDURAL_PRESET_NOT );
bool RemovePreset( CDmePreset *pPreset );
const CDmaElementArray< CDmeBookmark > &GetBookmarks() const;
CDmaElementArray< CDmeBookmark > &GetBookmarks();
CDmElement *FindSelectionGroup( const char *pSelectionGroupName );
CDmElement *FindOrAddSelectionGroup( const char *pSelectionGroupName );
virtual void OnElementUnserialized();
void CollectOperators( CUtlVector< DmElementHandle_t > &operators );
void AddOperator( CDmeOperator *pOperator );
void RemoveOperator( CDmeOperator *pOperator );
void EnsureProceduralPresets();
private:
int FindPresetGroupIndex( CDmePresetGroup *pGroup );
int FindPresetGroupIndex( const char *pGroupName );
CDmaElementArray< CDmElement > m_Controls; // "controls"
CDmaElementArray< CDmElement > m_SelectionGroups; // "selectionGroups"
CDmaElementArray< CDmePresetGroup > m_PresetGroups; // "presetGroups"
CDmaElementArray< CDmePhonemeMapping > m_PhonemeMap; // "phonememap"
CDmaElementArray< CDmeOperator > m_Operators; // "operators"
CDmaElementArray< CDmeBookmark > m_Bookmarks; // "bookmarks"
friend class CModelPresetGroupManager;
};
//-----------------------------------------------------------------------------
// Utility methods to convert between L/R and V/B
//-----------------------------------------------------------------------------
inline void ValueBalanceToLeftRight( float *pLeft, float *pRight, float flValue, float flBalance )
{
*pLeft = ( flBalance <= 0.5f ) ? 1.0f : ( ( 1.0f - flBalance ) / 0.5f );
*pLeft *= flValue;
*pRight = ( flBalance >= 0.5f ) ? 1.0f : ( flBalance / 0.5f );
*pRight *= flValue;
}
inline void LeftRightToValueBalance( float *pValue, float *pBalance, float flLeft, float flRight, float flDefaultBalance = 0.5f )
{
*pValue = max( flRight, flLeft );
if ( *pValue <= 1e-6 )
{
// Leave target balance at input value if target == 0 and on the dest side of blending
*pBalance = flDefaultBalance;
return;
}
if ( flRight < flLeft )
{
*pBalance = 0.5f * flRight / flLeft;
}
else
{
*pBalance = 1.0f - ( 0.5f * flLeft / flRight );
}
}
//-----------------------------------------------------------------------------
// A cache of preset groups to be associated with specific models
//-----------------------------------------------------------------------------
abstract_class IModelPresetGroupManager
{
public:
virtual void AssociatePresetsWithFile( DmFileId_t fileId ) = 0;
virtual void ApplyModelPresets( const char *pModelName, CDmeAnimationSet *pAnimationSet ) = 0;
};
extern IModelPresetGroupManager *g_pModelPresetGroupMgr;
#endif // DMEANIMATIONSET_H