Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if 0
class C_AI_BaseHumanoid : public C_AI_BaseNPC
{
public:
DECLARE_CLASS( C_AI_BaseHumanoid, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
C_AI_BaseHumanoid();
// model specific
virtual bool Interpolate( float currentTime );
virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
float m_recanimtime[3];
AnimationLayer_t m_Layer[4][3];
};
C_AI_BaseHumanoid::C_AI_BaseHumanoid()
{
memset(m_recanimtime, 0, sizeof(m_recanimtime));
memset(m_Layer, 0, sizeof(m_Layer));
}
BEGIN_RECV_TABLE_NOBASE(AnimationLayer_t, DT_Animationlayer)
RecvPropInt(RECVINFO_NAME(nSequence,sequence)),
RecvPropFloat(RECVINFO_NAME(flCycle,cycle)),
RecvPropFloat(RECVINFO_NAME(flPlaybackrate,playbackrate)),
RecvPropFloat(RECVINFO_NAME(flWeight,weight))
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT(C_AI_BaseHumanoid, DT_BaseHumanoid, CAI_BaseHumanoid)
/*
RecvPropDataTable(RECVINFO_DTNAME(m_Layer[0][2],m_Layer0),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
RecvPropDataTable(RECVINFO_DTNAME(m_Layer[1][2],m_Layer1),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
RecvPropDataTable(RECVINFO_DTNAME(m_Layer[2][2],m_Layer2),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
RecvPropDataTable(RECVINFO_DTNAME(m_Layer[3][2],m_Layer3),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
*/
RecvPropInt(RECVINFO_NAME(m_Layer[0][2].nSequence,sequence0)),
RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flCycle,cycle0)),
RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flPlaybackrate,playbackrate0)),
RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flWeight,weight0)),
RecvPropInt(RECVINFO_NAME(m_Layer[1][2].nSequence,sequence1)),
RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flCycle,cycle1)),
RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flPlaybackrate,playbackrate1)),
RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flWeight,weight1)),
RecvPropInt(RECVINFO_NAME(m_Layer[2][2].nSequence,sequence2)),
RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flCycle,cycle2)),
RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flPlaybackrate,playbackrate2)),
RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flWeight,weight2)),
RecvPropInt(RECVINFO_NAME(m_Layer[3][2].nSequence,sequence3)),
RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flCycle,cycle3)),
RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flPlaybackrate,playbackrate3)),
RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flWeight,weight3))
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_AI_BaseHumanoid::StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
VPROF( "C_AI_BaseHumanoid::StandardBlendingRules" );
BaseClass::StandardBlendingRules( pStudioHdr, pos, q, currentTime, boneMask );
if ( !hdr )
{
return;
}
#if 0
float poseparam[MAXSTUDIOPOSEPARAM];
if ( GetSequence() >= hdr->numseq )
{
SetSequence( 0 );
}
// interpolate pose parameters
for (int i = 0; i < hdr->numposeparameters; i++)
{
poseparam[ i ] = m_flPoseParameter[i];
}
// build root animation
float fCycle = GetCycle();
CalcPose( hdr, NULL, pos, q, GetSequence(), fCycle, poseparam );
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( GetSequence() )->pszLabel( ), fCycle, 1.0 );
MaintainSequenceTransitions( hdr, fCycle, poseparam, pos, q, boneMask );
#if 1
for (i = 0; i < 4; i++)
{
if (m_Layer[i][2].nSequence != m_Layer[i][1].nSequence)
{
if (m_Layer[i][2].flWeight > 0.5) m_Layer[i][1].flWeight = 1.0; else m_Layer[i][1].flWeight = 0;
}
}
#endif
#if 1
for (i = 0; i < 4; i++)
{
Vector pos2[MAXSTUDIOBONES];
Quaternion q2[MAXSTUDIOBONES];
float fWeight = m_Layer[i][1].flWeight * (1 - dadt) + m_Layer[i][2].flWeight * dadt;
/*
debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -i - 1, 0,
"%2d %6.2f %6.2f : %2d %6.2f %6.2f : %2d %6.2f %6.2f",
m_Layer[i][0].nSequence, m_Layer[i][0].flCycle, m_Layer[i][0].flWeight,
m_Layer[i][1].nSequence, m_Layer[i][1].flCycle, m_Layer[i][1].flWeight,
m_Layer[i][2].nSequence, m_Layer[i][2].flCycle, m_Layer[i][2].flWeight );
*/
if (fWeight > 0)
{
mstudioseqdesc_t *pseqdesc = hdr->pSeqdesc( m_Layer[i][2].nSequence );
float fCycle = m_Layer[i][2].flCycle;
// UNDONE: Do IK here.
CalcPose( hdr, NULL, pos2, q2, m_Layer[i][2].nSequence, fCycle, poseparam );
if (fWeight > 1)
fWeight = 1;
SlerpBones( hdr, q, pos, pseqdesc, q2, pos2, fWeight );
engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", pseqdesc->pszLabel(), fCycle, fWeight );
}
else
{
engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", " ", 0, 0 );
}
}
#endif
CIKContext auto_ik;
auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), gpGlobals->curtime );
CalcAutoplaySequences( hdr, &auto_ik, pos, q, poseparam, boneMask, currentTime );
float controllers[MAXSTUDIOBONECTRLS];
GetBoneControllers(controllers);
CalcBoneAdj( hdr, pos, q, controllers );
#endif
}
#endif