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254 lines
7.6 KiB
254 lines
7.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// game model input - gets its values from an MDL within the game
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//
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//=============================================================================
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#include "movieobjects/dmegamemodelinput.h"
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#include "movieobjects_interfaces.h"
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#include "datamodel/dmelementfactoryhelper.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeGameModelInput, CDmeGameModelInput );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeGameModelInput::OnConstruction()
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{
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m_skin.Init( this, "skin" );
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m_body.Init( this, "body" );
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m_sequence.Init( this, "sequence" );
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m_visible.Init( this, "visible" );
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m_flags.Init( this, "flags" );
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m_flexWeights.Init( this, "flexWeights" );
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m_viewTarget.Init( this, "viewTarget" );
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m_bonePositions.Init( this, "bonePositions" );
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m_boneRotations.Init( this, "boneRotations" );
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m_position.Init( this, "position" );
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m_rotation.Init( this, "rotation" );
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}
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void CDmeGameModelInput::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Operator methods
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//-----------------------------------------------------------------------------
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bool CDmeGameModelInput::IsDirty()
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{
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return true; // TODO - keep some bit of state that remembers when its changed
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}
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void CDmeGameModelInput::Operate()
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{
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}
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void CDmeGameModelInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
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{
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attrs.AddToTail( m_skin.GetAttribute() );
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attrs.AddToTail( m_body.GetAttribute() );
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attrs.AddToTail( m_sequence.GetAttribute() );
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attrs.AddToTail( m_visible.GetAttribute() );
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attrs.AddToTail( m_flags.GetAttribute() );
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attrs.AddToTail( m_flexWeights.GetAttribute() );
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attrs.AddToTail( m_viewTarget.GetAttribute() );
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attrs.AddToTail( m_bonePositions.GetAttribute() );
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attrs.AddToTail( m_boneRotations.GetAttribute() );
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attrs.AddToTail( m_position.GetAttribute() );
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attrs.AddToTail( m_rotation.GetAttribute() );
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}
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//-----------------------------------------------------------------------------
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// accessors
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//-----------------------------------------------------------------------------
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void CDmeGameModelInput::SetFlags( int nFlags )
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{
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m_flags = nFlags;
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}
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//-----------------------------------------------------------------------------
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// accessors
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//-----------------------------------------------------------------------------
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void CDmeGameModelInput::AddBone( const Vector& pos, const Quaternion& rot )
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{
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m_bonePositions.AddToTail( pos );
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m_boneRotations.AddToTail( rot );
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}
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void CDmeGameModelInput::SetBone( uint index, const Vector& pos, const Quaternion& rot )
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{
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m_bonePositions.Set( index, pos );
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m_boneRotations.Set( index, rot );
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}
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void CDmeGameModelInput::SetRootBone( const Vector& pos, const Quaternion& rot )
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{
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m_position.Set( pos );
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m_rotation.Set( rot );
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}
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uint CDmeGameModelInput::NumBones() const
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{
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Assert( m_bonePositions.Count() == m_boneRotations.Count() );
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return m_bonePositions.Count();
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}
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void CDmeGameModelInput::SetFlexWeights( uint nFlexWeights, const float* flexWeights )
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{
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m_flexWeights.CopyArray( flexWeights, nFlexWeights );
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}
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uint CDmeGameModelInput::NumFlexWeights() const
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{
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return m_flexWeights.Count();
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}
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const Vector& CDmeGameModelInput::GetViewTarget() const
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{
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return m_viewTarget;
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}
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void CDmeGameModelInput::SetViewTarget( const Vector &viewTarget )
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{
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m_viewTarget = viewTarget;
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}
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeGameSpriteInput, CDmeGameSpriteInput );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeGameSpriteInput::OnConstruction()
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{
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m_visible .Init( this, "visible" );
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m_frame .Init( this, "frame" );
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m_rendermode .Init( this, "rendermode" );
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m_renderfx .Init( this, "renderfx" );
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m_renderscale.Init( this, "renderscale" );
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m_proxyRadius.Init( this, "proxyRadius" );
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m_position .Init( this, "position" );
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m_rotation .Init( this, "rotation" );
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m_color .Init( this, "color" );
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}
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void CDmeGameSpriteInput::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Operator methods
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//-----------------------------------------------------------------------------
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bool CDmeGameSpriteInput::IsDirty()
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{
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return true; // TODO - keep some bit of state that remembers when its changed
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}
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void CDmeGameSpriteInput::Operate()
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{
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}
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void CDmeGameSpriteInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
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{
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attrs.AddToTail( m_visible.GetAttribute() );
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attrs.AddToTail( m_frame.GetAttribute() );
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attrs.AddToTail( m_rendermode.GetAttribute() );
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attrs.AddToTail( m_renderfx.GetAttribute() );
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attrs.AddToTail( m_renderscale.GetAttribute() );
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attrs.AddToTail( m_proxyRadius.GetAttribute() );
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attrs.AddToTail( m_position.GetAttribute() );
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attrs.AddToTail( m_rotation.GetAttribute() );
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attrs.AddToTail( m_color.GetAttribute() );
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}
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//-----------------------------------------------------------------------------
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// accessors
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//-----------------------------------------------------------------------------
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void CDmeGameSpriteInput::SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius,
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const Vector &pos, const Quaternion &rot, const Color &color )
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{
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m_visible = bVisible;
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m_frame = nFrame;
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m_rendermode = nRenderMode;
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m_renderfx = nRenderFX;
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m_renderscale = flRenderScale;
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m_proxyRadius = flProxyRadius;
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m_position = pos;
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m_rotation = rot;
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m_color = color;
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}
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeGameCameraInput, CDmeGameCameraInput );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDmeGameCameraInput::OnConstruction()
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{
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m_position.Init( this, "position" );
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m_rotation.Init( this, "rotation" );
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m_fov.Init( this, "fov" );
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}
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void CDmeGameCameraInput::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Operator methods
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//-----------------------------------------------------------------------------
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bool CDmeGameCameraInput::IsDirty()
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{
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return true; // TODO - keep some bit of state that remembers when its changed
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}
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void CDmeGameCameraInput::Operate()
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{
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}
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void CDmeGameCameraInput::GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs )
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{
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attrs.AddToTail( m_position.GetAttribute() );
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attrs.AddToTail( m_rotation.GetAttribute() );
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attrs.AddToTail( m_fov.GetAttribute() );
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}
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//-----------------------------------------------------------------------------
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// accessors
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//-----------------------------------------------------------------------------
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void CDmeGameCameraInput::SetPosition( const Vector& pos )
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{
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m_position.Set( pos );
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}
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void CDmeGameCameraInput::SetOrientation( const Quaternion& rot )
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{
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m_rotation.Set( rot );
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}
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void CDmeGameCameraInput::SetFOV( float fov )
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{
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m_fov = fov;
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}
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