Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// NOTE: This is a cut-and-paste hack job to get animation set construction
// working from a commandline tool. It came from tools/ifm/createsfmanimation.cpp
// This file needs to die almost immediately + be replaced with a better solution
// that can be used both by the sfm + sfmgen.
//
//=============================================================================
#include "sfmobjects/sfmanimationsetutils.h"
#include "movieobjects/dmechannel.h"
#include "movieobjects/dmeclip.h"
#include "movieobjects/dmetrackgroup.h"
#include "movieobjects/dmetrack.h"
#include "movieobjects/dmecamera.h"
#include "movieobjects/dmetimeselection.h"
#include "movieobjects/dmeanimationset.h"
#include "movieobjects/dmegamemodel.h"
#include "sfmobjects/flexcontrolbuilder.h"
#include "tier3/tier3.h"
#include "bone_setup.h"
#include "vstdlib/random.h"
#include "tier1/KeyValues.h"
#include "filesystem.h"
#include "movieobjects/timeutils.h"
#define ANIMATION_SET_DEFAULT_GROUP_MAPPING_FILE "cfg/SFM_DefaultAnimationGroups.txt"
#define STANDARD_CHANNEL_TRACK_GROUP "channelTrackGroup"
#define STANDARD_ANIMATIONSET_CHANNELS_TRACK "animSetEditorChannels"
#define CLIP_PREROLL_TIME DmeTime_t( 5.0f )
#define CLIP_POSTROLL_TIME DmeTime_t( 5.0f )
//-----------------------------------------------------------------------------
// Creates channels clip for the animation set
//-----------------------------------------------------------------------------
static CDmeChannelsClip* CreateChannelsClip( CDmeAnimationSet *pAnimationSet, CDmeFilmClip *pOwnerClip )
{
CDmeTrackGroup *pTrackGroup = pOwnerClip->FindOrAddTrackGroup( "channelTrackGroup" );
if ( !pTrackGroup )
{
Assert( 0 );
return NULL;
}
CDmeTrack *pAnimSetEditorTrack = pTrackGroup->FindOrAddTrack( "animSetEditorChannels", DMECLIP_CHANNEL );
Assert( pAnimSetEditorTrack );
CDmeChannelsClip *pChannelsClip = CreateElement< CDmeChannelsClip >( pAnimationSet->GetName(), pAnimationSet->GetFileId() );
pAnimSetEditorTrack->AddClip( pChannelsClip );
DmeTime_t childMediaTime = pOwnerClip->GetStartInChildMediaTime();
pChannelsClip->SetStartTime( childMediaTime - CLIP_PREROLL_TIME );
DmeTime_t childMediaDuration = pOwnerClip->ToChildMediaDuration( pOwnerClip->GetDuration() );
pChannelsClip->SetDuration( childMediaDuration + CLIP_PREROLL_TIME + CLIP_POSTROLL_TIME );
return pChannelsClip;
}
//-----------------------------------------------------------------------------
// Creates a constant valued log
//-----------------------------------------------------------------------------
template < class T >
CDmeChannel *CreateConstantValuedLog( CDmeChannelsClip *channelsClip, const char *basename, const char *pName, CDmElement *pToElement, const char *pToAttr, const T &value )
{
char name[ 256 ];
Q_snprintf( name, sizeof( name ), "%s_%s channel", basename, pName );
CDmeChannel *pChannel = CreateElement< CDmeChannel >( name, channelsClip->GetFileId() );
pChannel->SetMode( CM_PLAY );
pChannel->CreateLog( CDmAttributeInfo< T >::AttributeType() );
pChannel->SetOutput( pToElement, pToAttr );
pChannel->GetLog()->SetValueThreshold( 0.0f );
((CDmeTypedLog< T > *)pChannel->GetLog())->InsertKey( DmeTime_t( 0 ), value );
channelsClip->m_Channels.AddToTail( pChannel );
return pChannel;
}
//-----------------------------------------------------------------------------
// Create channels for transform data
//-----------------------------------------------------------------------------
static void CreateTransformChannels( CDmeTransform *pTransform, const char *pBaseName, int bi, CDmeChannelsClip *pChannelsClip )
{
char name[ 256 ];
// create, connect and cache bonePos channel
Q_snprintf( name, sizeof( name ), "%s_bonePos channel %d", pBaseName, bi );
CDmeChannel *pPosChannel = CreateElement< CDmeChannel >( name, pChannelsClip->GetFileId() );
pPosChannel->SetMode( CM_PLAY );
pPosChannel->CreateLog( AT_VECTOR3 );
pPosChannel->SetOutput( pTransform, "position" );
pPosChannel->GetLog()->SetValueThreshold( 0.0f );
pChannelsClip->m_Channels.AddToTail( pPosChannel );
// create, connect and cache boneRot channel
Q_snprintf( name, sizeof( name ), "%s_boneRot channel %d", pBaseName, bi );
CDmeChannel *pRotChannel = CreateElement< CDmeChannel >( name, pChannelsClip->GetFileId() );
pRotChannel->SetMode( CM_PLAY );
pRotChannel->CreateLog( AT_QUATERNION );
pRotChannel->SetOutput( pTransform, "orientation" );
pRotChannel->GetLog()->SetValueThreshold( 0.0f );
pChannelsClip->m_Channels.AddToTail( pRotChannel );
}
static void CreateAnimationLogs( CDmeChannelsClip *channelsClip, CDmeGameModel *pModel, studiohdr_t *pStudioHdr, const char *basename, int sequence, float flStartTime, float flDuration, float flTimeStep = 0.015f )
{
Assert( pModel );
Assert( pStudioHdr );
CStudioHdr hdr( pStudioHdr, g_pMDLCache );
if ( sequence >= hdr.GetNumSeq() )
{
sequence = 0;
}
int numbones = hdr.numbones();
// make room for bones
CUtlVector< CDmeDag* > dags;
CUtlVector< CDmeChannel * > poschannels;
CUtlVector< CDmeChannel * > rotchannels;
dags.EnsureCapacity( numbones );
poschannels.EnsureCapacity( numbones );
rotchannels.EnsureCapacity( numbones );
Vector pos[ MAXSTUDIOBONES ];
Quaternion q[ MAXSTUDIOBONES ];
float poseparameter[ MAXSTUDIOPOSEPARAM ];
for ( int pp = 0; pp < MAXSTUDIOPOSEPARAM; ++pp )
{
poseparameter[ pp ] = 0.0f;
}
float flSequenceDuration = Studio_Duration( &hdr, sequence, poseparameter );
mstudioseqdesc_t &seqdesc = hdr.pSeqdesc( sequence );
bool created = false;
for ( float t = flStartTime; t <= flStartTime + flDuration; t += flTimeStep )
{
int bi;
if ( t > flStartTime + flDuration )
t = flStartTime + flDuration;
float flCycle = t / flSequenceDuration;
if ( seqdesc.flags & STUDIO_LOOPING )
{
flCycle = flCycle - (int)flCycle;
if (flCycle < 0) flCycle += 1;
}
else
{
flCycle = max( 0.f, min( flCycle, 0.9999f ) );
}
if ( !created )
{
created = true;
// create, connect and cache each bone's pos and rot channels
for ( bi = 0; bi < numbones; ++bi )
{
int nCount = channelsClip->m_Channels.Count();
CDmeTransform *pTransform = pModel->GetBone( bi );
CreateTransformChannels( pTransform, basename, bi, channelsClip );
CDmeChannel *pPosChannel = channelsClip->m_Channels[ nCount ];
CDmeChannel *pRotChannel = channelsClip->m_Channels[ nCount+1 ];
poschannels.AddToTail( pPosChannel );
rotchannels.AddToTail( pRotChannel );
}
}
// Set up skeleton
IBoneSetup boneSetup( &hdr, BONE_USED_BY_ANYTHING, poseparameter );
boneSetup.InitPose( pos, q );
boneSetup.AccumulatePose( pos, q, sequence, flCycle, 1.0f, t, NULL );
// Copy bones into recording logs
for ( bi = 0 ; bi < numbones; ++bi )
{
((CDmeVector3Log *)poschannels[ bi ]->GetLog())->InsertKey( DmeTime_t( t ), pos[ bi ] );
((CDmeQuaternionLog *)rotchannels[ bi ]->GetLog())->InsertKey( DmeTime_t( t ), q[ bi ] );
}
}
}
static CDmeChannelsClip *FindChannelsClipTargetingDmeGameModel( CDmeFilmClip *pClip, CDmeGameModel *pGameModel )
{
uint nBoneCount = pGameModel->NumBones();
CDmeTransform *pGameModelTransform = pGameModel->GetTransform();
int gc = pClip->GetTrackGroupCount();
for ( int i = 0; i < gc; ++i )
{
CDmeTrackGroup *pTrackGroup = pClip->GetTrackGroup( i );
DMETRACKGROUP_FOREACH_CLIP_TYPE_START( CDmeChannelsClip, pTrackGroup, pTrack, pChannelsClip )
if ( FindChannelTargetingElement( pChannelsClip, pGameModel ) )
return pChannelsClip;
if ( FindChannelTargetingElement( pChannelsClip, pGameModelTransform ) )
return pChannelsClip;
for ( uint j = 0; j < nBoneCount; ++j )
{
if ( FindChannelTargetingElement( pChannelsClip, pGameModel->GetBone( j ) ) )
return pChannelsClip;
}
DMETRACKGROUP_FOREACH_CLIP_TYPE_END()
}
return NULL;
}
static void RetimeLogData( CDmeChannelsClip *pSrcChannelsClip, CDmeChannelsClip *pDstChannelsClip, CDmeLog *pLog )
{
float srcScale = pSrcChannelsClip->GetTimeScale();
float dstScale = pDstChannelsClip->GetTimeScale();
DmeTime_t srcStart = pSrcChannelsClip->GetStartTime();
DmeTime_t dstStart = pDstChannelsClip->GetStartTime();
DmeTime_t srcOffset = pSrcChannelsClip->GetTimeOffset();
DmeTime_t dstOffset = pDstChannelsClip->GetTimeOffset();
srcOffset -= srcStart;
dstOffset -= dstStart;
if ( srcScale != dstScale || srcOffset != dstOffset )
{
// for speed, I pulled out the math converting out of one timeframe into another:
// t = (t/f0-o0+s0 -s1+o1)*f1
// = t * f1/f0 + f1 * (o1-o0-s1+s0)
float scale = dstScale / srcScale;
DmeTime_t offset = dstScale * ( dstOffset - srcOffset );
int nKeys = pLog->GetKeyCount();
for ( int i = 0; i < nKeys; ++i )
{
DmeTime_t keyTime = pLog->GetKeyTime( i );
keyTime = keyTime * scale + offset;
pLog->SetKeyTime( i, keyTime );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Once bones have been setup and flex channels moved, the only things left should be:
// a channel logging the model's "visibility" state
// a channel logging the model's "sequence"
// a channel loggint the model's "viewtarget" position
//-----------------------------------------------------------------------------
static void TransferRemainingChannels( CDmeFilmClip *shot, CDmeChannelsClip *destClip, CDmeChannelsClip *srcClip )
{
if ( srcClip == destClip )
return;
int channelsCount = srcClip->m_Channels.Count();
for ( int i = 0; i < channelsCount; ++i )
{
// Remove channel from channels clip
CDmeChannel *channel = srcClip->m_Channels[ i ];
Assert( channel );
if ( !channel )
continue;
Msg( "Transferring '%s'\n", channel->GetName() );
destClip->m_Channels.AddToTail( channel );
channel->SetMode( CM_PLAY );
// Transfer the logs over to the
CDmeLog *log = channel->GetLog();
if ( log )
{
RetimeLogData( srcClip, destClip, log );
}
}
srcClip->m_Channels.RemoveAll();
// Now find the track which contains the srcClip and remove the srcClip from the track
for ( DmAttributeReferenceIterator_t it = g_pDataModel->FirstAttributeReferencingElement( srcClip->GetHandle() );
it != DMATTRIBUTE_REFERENCE_ITERATOR_INVALID;
it = g_pDataModel->NextAttributeReferencingElement( it ) )
{
CDmAttribute *attr = g_pDataModel->GetAttribute( it );
Assert( attr );
CDmElement *element = attr->GetOwner();
Assert( element );
if ( !element )
continue;
CDmeTrack *t = CastElement< CDmeTrack >( element );
if ( !t )
continue;
t->RemoveClip( srcClip );
g_pDataModel->DestroyElement( srcClip->GetHandle() );
break;
}
}
static void SetupBoneTransform( CDmeFilmClip *shot, CDmeChannelsClip *srcChannelsClip, CDmeChannelsClip *channelsClip,
CDmElement *control, CDmeGameModel *gameModel, const char *basename, studiohdr_t *hdr, int bonenum, const char *boneName, bool bAttachToGameRecording )
{
const char *channelNames[] = { "position", "orientation" };
const char *valueNames[] = { "valuePosition", "valueOrientation" };
const char *suffix[] = { "Pos", "Rot" };
DmAttributeType_t channelTypes[] = { AT_VECTOR3, AT_QUATERNION };
int i;
CDmeTransform *pBoneTxForm = gameModel->GetBone( bonenum );
for ( i = 0; i < 2 ; ++i )
{
char szName[ 512 ];
Q_snprintf( szName, sizeof( szName ), "%s_bone%s %d", basename, suffix[ i ], bonenum );
CDmeChannel *pAttachChannel = NULL;
if ( srcChannelsClip )
{
pAttachChannel = FindChannelTargetingElement( srcChannelsClip, pBoneTxForm, channelNames[ i ] );
}
if ( !pAttachChannel )
{
// Create one
pAttachChannel = CreateElement< CDmeChannel >( szName, channelsClip->GetFileId() );
Assert( pAttachChannel );
pAttachChannel->SetOutput( pBoneTxForm, channelNames[ i ], 0 );
}
if ( !pAttachChannel )
continue;
if ( bAttachToGameRecording && srcChannelsClip )
{
// Remove channel from channels clip
int idx = srcChannelsClip->m_Channels.Find( pAttachChannel->GetHandle() );
if ( idx != srcChannelsClip->m_Channels.InvalidIndex() )
{
srcChannelsClip->m_Channels.Remove( idx );
}
channelsClip->m_Channels.AddToTail( pAttachChannel );
}
control->SetValue( channelNames[ i ], pAttachChannel );
control->AddAttribute( valueNames[ i ], channelTypes[ i ] );
CDmeLog *pOriginalLog = pAttachChannel->GetLog();
pAttachChannel->SetMode( CM_PLAY );
pAttachChannel->SetInput( control, valueNames[ i ] );
// Transfer the logs over to the
if ( bAttachToGameRecording && pOriginalLog && srcChannelsClip )
{
CDmeLog *pNewLog = pAttachChannel->GetLog();
if ( pNewLog != pOriginalLog )
{
pAttachChannel->SetLog( pOriginalLog );
g_pDataModel->DestroyElement( pNewLog->GetHandle() );
}
DmeTime_t tLogToGlobal[ 2 ];
Assert(0);
// NOTE: Fix the next 2 lines to look like createsfmanimation.cpp
DmeTime_t curtime = DMETIME_ZERO; //doc->GetTime();
DmeTime_t cmt = DMETIME_ZERO; //doc->ToCurrentMediaTime( curtime, false );
DmeTime_t channelscliptime = shot->ToChildMediaTime( cmt, false );
DmeTime_t logtime = channelsClip->ToChildMediaTime( channelscliptime, false );
tLogToGlobal[ 0 ] = curtime - logtime;
DmeTime_t attachlogtime = srcChannelsClip->ToChildMediaTime( channelscliptime, false );
tLogToGlobal[ 1 ] = curtime - attachlogtime;
DmeTime_t offset = tLogToGlobal[ 1 ] - tLogToGlobal[ 0 ];
if ( DMETIME_ZERO != offset )
{
int c = pOriginalLog->GetKeyCount();
for ( int iLog = 0; iLog < c; ++iLog )
{
DmeTime_t keyTime = pOriginalLog->GetKeyTime( iLog );
keyTime += offset;
pOriginalLog->SetKeyTime( iLog, keyTime );
}
}
continue;
}
if ( pOriginalLog )
{
pOriginalLog->ClearKeys();
}
CDmeLog *log = pAttachChannel->GetLog();
if ( !log )
{
log = pAttachChannel->CreateLog( channelTypes[ i ] );
}
log->SetValueThreshold( 0.0f );
if ( bAttachToGameRecording )
{
Vector pos;
Quaternion rot;
matrix3x4_t matrix;
pBoneTxForm->GetTransform( matrix );
MatrixAngles( matrix, rot, pos );
if ( i == 0 )
{
((CDmeTypedLog< Vector > *)log)->SetKey( DMETIME_ZERO, pos );
}
else
{
((CDmeTypedLog< Quaternion > *)log)->SetKey( DMETIME_ZERO, rot );
}
continue;
}
CStudioHdr studiohdr( hdr, g_pMDLCache );
Vector pos[ MAXSTUDIOBONES ];
Quaternion q[ MAXSTUDIOBONES ];
float poseparameter[ MAXSTUDIOPOSEPARAM ];
for ( int pp = 0; pp < MAXSTUDIOPOSEPARAM; ++pp )
{
poseparameter[ pp ] = 0.0f;
}
// Set up skeleton
IBoneSetup boneSetup( &studiohdr, BONE_USED_BY_ANYTHING, poseparameter );
boneSetup.InitPose( pos, q );
boneSetup.AccumulatePose( pos, q, 0, 0.0f, 1.0f, 0.0f, NULL );
if ( i == 0 )
{
((CDmeTypedLog< Vector > *)log)->SetKey( DMETIME_ZERO, pos[ bonenum ] );
pBoneTxForm->SetPosition( pos[ bonenum ]);
}
else
{
((CDmeTypedLog< Quaternion > *)log)->SetKey( DMETIME_ZERO, q[ bonenum ] );
pBoneTxForm->SetOrientation( q[ bonenum ] );
}
}
}
//-----------------------------------------------------------------------------
// Sets up the root transform
//-----------------------------------------------------------------------------
static void SetupRootTransform( CDmeFilmClip *shot, CDmeChannelsClip *srcChannelsClip,
CDmeChannelsClip *channelsClip, CDmElement *control, CDmeGameModel *gameModel, const char *basename, bool bAttachToGameRecording )
{
char *channelNames[] = { "position", "orientation" };
char *valueNames[] = { "valuePosition", "valueOrientation" };
DmAttributeType_t channelTypes[] = { AT_VECTOR3, AT_QUATERNION };
const char *suffix[] = { "Pos", "Rot" };
DmAttributeType_t logType[] = { AT_VECTOR3, AT_QUATERNION };
int i;
for ( i = 0; i < 2 ; ++i )
{
char szName[ 512 ];
Q_snprintf( szName, sizeof( szName ), "%s_root%s channel", basename, suffix[ i ] );
CDmeChannel *pAttachChannel = NULL;
if ( srcChannelsClip )
{
pAttachChannel = FindChannelTargetingElement( srcChannelsClip, gameModel->GetTransform(), channelNames[ i ] );
}
if ( !pAttachChannel )
{
// Create one
pAttachChannel = CreateElement< CDmeChannel >( szName, channelsClip->GetFileId() );
Assert( pAttachChannel );
pAttachChannel->SetOutput( gameModel->GetTransform(), channelNames[ i ], 0 );
}
if ( bAttachToGameRecording && srcChannelsClip )
{
// Remove channel from channels clip
int idx = srcChannelsClip->m_Channels.Find( pAttachChannel->GetHandle() );
if ( idx != srcChannelsClip->m_Channels.InvalidIndex() )
{
srcChannelsClip->m_Channels.Remove( idx );
}
channelsClip->m_Channels.AddToTail( pAttachChannel );
}
control->SetValue( channelNames[ i ], pAttachChannel );
control->AddAttribute( valueNames[ i ], channelTypes[ i ] );
CDmeLog *pOriginalLog = pAttachChannel->GetLog();
pAttachChannel->SetMode( CM_PLAY );
pAttachChannel->SetInput( control, valueNames[ i ] );
if ( bAttachToGameRecording && pOriginalLog && srcChannelsClip )
{
CDmeLog *pNewLog = pAttachChannel->GetLog();
if ( pNewLog != pOriginalLog )
{
pAttachChannel->SetLog( pOriginalLog );
g_pDataModel->DestroyElement( pNewLog->GetHandle() );
}
RetimeLogData( srcChannelsClip, channelsClip, pOriginalLog );
}
else
{
Assert( !pOriginalLog );
CDmeLog *log = pAttachChannel->GetLog();
if ( !log )
{
log = pAttachChannel->CreateLog( logType[ i ] );
}
log->SetValueThreshold( 0.0f );
Vector vecPos;
Quaternion qOrientation;
matrix3x4_t txform;
gameModel->GetTransform()->GetTransform( txform );
MatrixAngles( txform, qOrientation, vecPos );
if ( i == 0 )
{
((CDmeTypedLog< Vector > *)log)->SetKey( DMETIME_ZERO, vecPos );
}
else
{
((CDmeTypedLog< Quaternion > *)log)->SetKey( DMETIME_ZERO, qOrientation );
}
}
}
}
//-----------------------------------------------------------------------------
// Creates preset groups for new animation sets
//-----------------------------------------------------------------------------
static bool ShouldRandomize( const char *name )
{
if ( !Q_stricmp( name, "eyes_updown" ) )
return false;
if ( !Q_stricmp( name, "eyes_rightleft" ) )
return false;
if ( !Q_stricmp( name, "lip_bite" ) )
return false;
if ( !Q_stricmp( name, "blink" ) )
return false;
if ( Q_stristr( name, "sneer" ) )
return false;
return true;
}
static void CreateProceduralPreset( CDmePresetGroup *pPresetGroup, const char *pPresetName, const CDmaElementArray< CDmElement > &controls, bool bIdentity, float flForceValue = 0.5f )
{
CDmePreset *pPreset = pPresetGroup->FindOrAddPreset( pPresetName );
int c = controls.Count();
for ( int i = 0; i < c ; ++i )
{
CDmElement *pControl = controls[ i ];
// Setting values on transforms doesn't make sense right now
if ( pControl->GetValue<bool>( "transform" ) )
continue;
bool bIsCombo = pControl->GetValue< bool >( "combo" );
bool bIsMulti = pControl->GetValue< bool >( "multi" );
bool bRandomize = ShouldRandomize( pControl->GetName() );
if ( !bIdentity && !bRandomize )
continue;
CDmElement *pControlValue = pPreset->FindOrAddControlValue( pControl->GetName() );
if ( !bIdentity )
{
pControlValue->SetValue< float >( "value", RandomFloat( 0.0f, 1.0f ) );
if ( bIsCombo )
{
pControlValue->SetValue< float >( "balance", RandomFloat( 0.25f, 0.75f ) );
}
if ( bIsMulti )
{
pControlValue->SetValue< float >( "multilevel", RandomFloat( 0.0f, 1.0f ) );
}
}
else
{
pControlValue->SetValue< float >( "value", flForceValue );
if ( bIsCombo )
{
pControlValue->SetValue< float >( "balance", 0.5f );
}
if ( bIsMulti )
{
pControlValue->SetValue< float >( "multilevel", flForceValue );
}
}
}
}
//-----------------------------------------------------------------------------
// Creates preset groups for new animation sets
//-----------------------------------------------------------------------------
static void CreatePresetGroups( CDmeAnimationSet *pAnimationSet, const char *pModelName )
{
CDmaElementArray< CDmElement > &controls = pAnimationSet->GetControls();
// Now create some presets
CDmePresetGroup *pProceduralPresets = pAnimationSet->FindOrAddPresetGroup( "procedural" );
pProceduralPresets->m_bIsReadOnly = true;
pProceduralPresets->FindOrAddPreset( "Default" );
CreateProceduralPreset( pProceduralPresets, "Zero", controls, true, 0.0f );
CreateProceduralPreset( pProceduralPresets, "Half", controls, true, 0.5f );
CreateProceduralPreset( pProceduralPresets, "One", controls, true, 1.0f );
// Add just one fake one for now
CreateProceduralPreset( pProceduralPresets, "Random", controls, false );
// These are the truly procedural ones...
pAnimationSet->EnsureProceduralPresets();
// Also load the model-specific presets
g_pModelPresetGroupMgr->ApplyModelPresets( pModelName, pAnimationSet );
}
//-----------------------------------------------------------------------------
// Destroys existing group mappings
//-----------------------------------------------------------------------------
static void RemoveExistingGroupMappings( CDmeAnimationSet *pAnimationSet )
{
CDmaElementArray<> &groups = pAnimationSet->GetSelectionGroups();
int nCount = groups.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pGroup = groups[i];
groups.Set( i, NULL );
DestroyElement( pGroup );
}
groups.RemoveAll();
}
void LoadDefaultGroupMappings( CUtlDict< CUtlString, int > &defaultGroupMapping, CUtlVector< CUtlString >& defaultGroupOrdering )
{
defaultGroupMapping.RemoveAll();
defaultGroupOrdering.RemoveAll();
KeyValues *pGroupFile = new KeyValues( "groupFile" );
if ( !pGroupFile )
return;
if ( !pGroupFile->LoadFromFile( g_pFullFileSystem, ANIMATION_SET_DEFAULT_GROUP_MAPPING_FILE, "GAME" ) )
{
pGroupFile->deleteThis();
return;
}
// Fill in defaults
for ( KeyValues *sub = pGroupFile->GetFirstSubKey(); sub; sub = sub->GetNextKey() )
{
const char *pGroupName = sub->GetName();
if ( !pGroupName )
{
Warning( "%s is malformed\n", ANIMATION_SET_DEFAULT_GROUP_MAPPING_FILE );
continue;
}
int i = defaultGroupOrdering.AddToTail();
defaultGroupOrdering[i] = pGroupName;
for ( KeyValues *pControl = sub->GetFirstSubKey(); pControl; pControl = pControl->GetNextKey() )
{
Assert( !Q_stricmp( pControl->GetName(), "control" ) );
CUtlString controlName = pControl->GetString();
defaultGroupMapping.Insert( controlName, pGroupName );
}
}
pGroupFile->deleteThis();
}
CDmElement *FindOrAddDefaultGroupForControls( const char *pGroupName, CDmaElementArray< CDmElement > &groups, DmFileId_t fileid )
{
// Now see if this group exists in the array
int c = groups.Count();
for ( int i = 0; i < c; ++i )
{
CDmElement *pGroup = groups[ i ];
if ( !Q_stricmp( pGroup->GetName(), pGroupName ) )
return pGroup;
}
CDmElement *pGroup = CreateElement< CDmElement >( pGroupName, fileid );
pGroup->AddAttribute( "selectedControls", AT_STRING_ARRAY );
groups.AddToTail( pGroup );
return pGroup;
}
//-----------------------------------------------------------------------------
// Build group mappings
//-----------------------------------------------------------------------------
static void BuildGroupMappings( CDmeAnimationSet *pAnimationSet )
{
RemoveExistingGroupMappings( pAnimationSet );
// Maps flex controls to first level "groups" by flex controller name
CUtlDict< CUtlString, int > defaultGroupMapping;
CUtlVector< CUtlString > defaultGroupOrdering;
LoadDefaultGroupMappings( defaultGroupMapping, defaultGroupOrdering );
// Create the default groups in order
CDmaElementArray<> &groups = pAnimationSet->GetSelectionGroups();
int nCount = defaultGroupOrdering.Count();
for ( int i = 0; i < nCount; ++i )
{
const char *pGroupName = (const char *)defaultGroupOrdering[ i ];
if ( !Q_stricmp( pGroupName, "IGNORE" ) )
continue;
CDmElement *pGroup = CreateElement< CDmElement >( pGroupName, pAnimationSet->GetFileId() );
// Fill in members
pGroup->AddAttribute( "selectedControls", AT_STRING_ARRAY );
groups.AddToTail( pGroup );
}
// Populate the groups with the controls
CDmaElementArray<> &controls = pAnimationSet->GetControls();
nCount = controls.Count();
for ( int i = 0; i < nCount; ++i )
{
const char *pGroupName = "Unknown";
const char *pControlName = controls[ i ]->GetName();
// Find the default if there is one
int idx = defaultGroupMapping.Find( pControlName );
if ( idx != defaultGroupMapping.InvalidIndex() )
{
pGroupName = defaultGroupMapping[ idx ];
}
else if ( Q_stristr( pControlName, "root" ) || Q_stristr( pControlName, "Valve" ) )
{
pGroupName = "Root";
}
if ( !Q_stricmp( pGroupName, "IGNORE" ) )
continue;
CDmElement *pGroup = FindOrAddDefaultGroupForControls( pGroupName, groups, pAnimationSet->GetFileId() );
// Fill in members
CDmrStringArray selectedControls( pGroup, "selectedControls" );
Assert( selectedControls.IsValid() );
if ( selectedControls.IsValid() )
{
selectedControls.AddToTail( pControlName );
}
}
}
void AddIllumPositionAttribute( CDmeGameModel *pGameModel )
{
studiohdr_t *pHdr = pGameModel->GetStudioHdr();
if ( !pHdr )
return;
if ( pHdr->IllumPositionAttachmentIndex() > 0 )
return; // don't add attr if model already has illumposition attachment
CDmAttribute *pAttr = pGameModel->AddAttributeElement< CDmeDag >( "illumPositionDag" );
Assert( pAttr );
if ( !pAttr )
return;
Assert( pGameModel->GetChildCount() > 0 );
pAttr->SetValue( pGameModel->GetChild( 0 ) );
}
//-----------------------------------------------------------------------------
// Creates an animation set
//-----------------------------------------------------------------------------
CDmeAnimationSet *CreateAnimationSet( CDmeFilmClip *pMovie, CDmeFilmClip *pShot,
CDmeGameModel *pGameModel, const char *pAnimationSetName, int nSequenceToUse, bool bAttachToGameRecording )
{
CDmeAnimationSet *pAnimationSet = CreateElement< CDmeAnimationSet >( pAnimationSetName, pMovie->GetFileId() );
Assert( pAnimationSet );
studiohdr_t *hdr = pGameModel->GetStudioHdr();
// Associate this animation set with a specific game model
// FIXME: Should the game model refer back to this set?
pAnimationSet->SetValue( "gameModel", pGameModel );
CDmeChannelsClip* pChannelsClip = CreateChannelsClip( pAnimationSet, pShot );
// Does everything associated with building facial controls on a model
CFlexControlBuilder builder;
builder.CreateAnimationSetControls( pMovie, pAnimationSet, pGameModel, pShot, pChannelsClip, bAttachToGameRecording );
// Create animation data if there wasn't any already in the model
if ( !bAttachToGameRecording )
{
CreateConstantValuedLog( pChannelsClip, pAnimationSetName, "skin", pGameModel, "skin", (int)0 );
CreateConstantValuedLog( pChannelsClip, pAnimationSetName, "body", pGameModel, "body", (int)0 );
CreateConstantValuedLog( pChannelsClip, pAnimationSetName, "sequence", pGameModel, "sequence", (int)0 );
CreateAnimationLogs( pChannelsClip, pGameModel, hdr, pAnimationSetName, nSequenceToUse, 0.0f, 1.0f, 0.05f );
}
CDmeChannelsClip *srcChannelsClip = FindChannelsClipTargetingDmeGameModel( pShot, pGameModel );
CDmaElementArray<> &controls = pAnimationSet->GetControls();
// First the root transform
{
const char *ctrlName = "rootTransform";
// Add the control to the controls group
CDmElement *ctrl = CreateElement< CDmElement >( ctrlName, pMovie->GetFileId() );
Assert( ctrl );
ctrl->SetValue< bool >( "transform", true );
controls.AddToTail( ctrl );
SetupRootTransform( pShot, srcChannelsClip, pChannelsClip, ctrl, pGameModel, pAnimationSetName, bAttachToGameRecording );
}
// Now add the bone transforms as well
{
int numbones = hdr->numbones;
for ( int b = 0; b < numbones; ++b )
{
mstudiobone_t *bone = hdr->pBone( b );
const char *name = bone->pszName();
// Add the control to the controls group
CDmElement *ctrl = CreateElement< CDmElement >( name, pMovie->GetFileId() );
Assert( ctrl );
ctrl->SetValue< bool >( "transform", true );
controls.AddToTail( ctrl );
SetupBoneTransform( pShot, srcChannelsClip, pChannelsClip, ctrl, pGameModel, pAnimationSetName, hdr, b, name, bAttachToGameRecording );
}
}
// Now copy all remaining logs, and retime them, over to the animation set channels clip...
if ( srcChannelsClip )
{
TransferRemainingChannels( pShot, pChannelsClip, srcChannelsClip );
}
// Create default preset groups for the animation set
CreatePresetGroups( pAnimationSet, pGameModel->GetModelName() );
// Builds the preset groups displayed in the upper left of the animation set panel
BuildGroupMappings( pAnimationSet );
pShot->AddAnimationSet( pAnimationSet );
AddIllumPositionAttribute( pGameModel );
return pAnimationSet;
}