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289 lines
8.6 KiB
289 lines
8.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "bone_merge_cache.h"
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#include "bone_setup.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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// CBoneMergeCache
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//-----------------------------------------------------------------------------
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CBoneMergeCache::CBoneMergeCache()
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{
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m_pOwner = NULL;
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m_pFollow = NULL;
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m_pFollowHdr = NULL;
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m_pFollowRenderHdr = NULL;
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m_pOwnerHdr = NULL;
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m_nFollowBoneSetupMask = 0;
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}
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void CBoneMergeCache::Init( C_BaseAnimating *pOwner )
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{
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m_pOwner = pOwner;
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m_pFollow = NULL;
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m_pFollowHdr = NULL;
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m_pFollowRenderHdr = NULL;
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m_pOwnerHdr = NULL;
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m_nFollowBoneSetupMask = 0;
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}
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void CBoneMergeCache::UpdateCache()
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{
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CStudioHdr *pOwnerHdr = m_pOwner ? m_pOwner->GetModelPtr() : NULL;
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if ( !pOwnerHdr )
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{
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if ( m_pOwnerHdr )
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{
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// Owner's model got swapped out
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m_MergedBones.Purge();
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m_BoneMergeBits.Purge();
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m_pFollow = NULL;
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m_pFollowHdr = NULL;
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m_pFollowRenderHdr = NULL;
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m_pOwnerHdr = NULL;
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m_nFollowBoneSetupMask = 0;
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}
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return;
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}
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C_BaseAnimating *pTestFollow = m_pOwner->FindFollowedEntity();
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CStudioHdr *pTestHdr = (pTestFollow ? pTestFollow->GetModelPtr() : NULL);
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const studiohdr_t *pTestStudioHDR = (pTestHdr ? pTestHdr->GetRenderHdr() : NULL);
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if ( pTestFollow != m_pFollow || pTestHdr != m_pFollowHdr || pTestStudioHDR != m_pFollowRenderHdr || pOwnerHdr != m_pOwnerHdr )
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{
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m_MergedBones.Purge();
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m_BoneMergeBits.Purge();
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// Update the cache.
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if ( pTestFollow && pTestHdr && pOwnerHdr )
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{
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m_pFollow = pTestFollow;
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m_pFollowHdr = pTestHdr;
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m_pFollowRenderHdr = pTestStudioHDR;
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m_pOwnerHdr = pOwnerHdr;
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m_BoneMergeBits.SetSize( pOwnerHdr->numbones() / 8 + 1 );
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memset( m_BoneMergeBits.Base(), 0, m_BoneMergeBits.Count() );
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mstudiobone_t *pOwnerBones = m_pOwnerHdr->pBone( 0 );
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m_nFollowBoneSetupMask = BONE_USED_BY_BONE_MERGE;
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for ( int i = 0; i < m_pOwnerHdr->numbones(); i++ )
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{
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int parentBoneIndex = Studio_BoneIndexByName( m_pFollowHdr, pOwnerBones[i].pszName() );
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if ( parentBoneIndex < 0 )
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continue;
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// Add a merged bone here.
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CMergedBone mergedBone;
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mergedBone.m_iMyBone = i;
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mergedBone.m_iParentBone = parentBoneIndex;
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m_MergedBones.AddToTail( mergedBone );
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m_BoneMergeBits[i>>3] |= ( 1 << ( i & 7 ) );
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if ( ( m_pFollowHdr->boneFlags( parentBoneIndex ) & BONE_USED_BY_BONE_MERGE ) == 0 )
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{
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m_nFollowBoneSetupMask = BONE_USED_BY_ANYTHING;
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// Warning("Performance warning: Merge with '%s'. Mark bone '%s' in model '%s' as being used by bone merge in the .qc!\n",
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// pOwnerHdr->pszName(), m_pFollowHdr->pBone( parentBoneIndex )->pszName(), m_pFollowHdr->pszName() );
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}
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}
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// No merged bones found? Slam the mask to 0
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if ( !m_MergedBones.Count() )
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{
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m_nFollowBoneSetupMask = 0;
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}
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}
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else
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{
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m_pFollow = NULL;
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m_pFollowHdr = NULL;
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m_pFollowRenderHdr = NULL;
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m_pOwnerHdr = NULL;
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m_nFollowBoneSetupMask = 0;
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}
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}
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}
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#ifdef STAGING_ONLY
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ConVar r_captain_canteen_is_angry ( "r_captain_canteen_is_angry", "1" );
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#endif
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void CBoneMergeCache::MergeMatchingBones( int boneMask )
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{
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UpdateCache();
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// If this is set, then all the other cache data is set.
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if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
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return;
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// Have the entity we're following setup its bones.
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bool bWorked = m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
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// We suspect there's some cases where SetupBones couldn't do its thing, and then this causes Captain Canteen.
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Assert ( bWorked );
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if ( !bWorked )
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{
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// Usually this means your parent is invisible or gone or whatever.
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// This routine has no way to tell its caller not to draw itself unfortunately.
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// But we can shrink all the bones down to zero size.
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// But it might still spawn particle systems? :-(
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matrix3x4_t NewBone;
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MatrixScaleByZero ( NewBone );
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MatrixSetTranslation ( Vector ( 0.0f, 0.0f, 0.0f ), NewBone );
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#ifdef STAGING_ONLY
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if ( r_captain_canteen_is_angry.GetBool() )
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{
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// We actually want to see when Captain Canteen happened, and make it really obvious that (a) he was here and (b) this code would have fixed him.
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float HowAngry = 20.0f; // Leon's getting larger!
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MatrixSetColumn ( Vector ( HowAngry, 0.0f, 0.0f ), 0, NewBone );
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MatrixSetColumn ( Vector ( 0.0f, HowAngry, 0.0f ), 1, NewBone );
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MatrixSetColumn ( Vector ( 0.0f, 0.0f, HowAngry ), 2, NewBone );
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}
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#endif
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for ( int i=0; i < m_MergedBones.Count(); i++ )
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{
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int iOwnerBone = m_MergedBones[i].m_iMyBone;
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// Only update bones reference by the bone mask.
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if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
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continue;
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m_pOwner->GetBoneForWrite( iOwnerBone ) = NewBone;
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}
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}
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else
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{
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// Now copy the bone matrices.
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for ( int i=0; i < m_MergedBones.Count(); i++ )
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{
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int iOwnerBone = m_MergedBones[i].m_iMyBone;
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int iParentBone = m_MergedBones[i].m_iParentBone;
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// Only update bones reference by the bone mask.
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if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
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continue;
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MatrixCopy( m_pFollow->GetBone( iParentBone ), m_pOwner->GetBoneForWrite( iOwnerBone ) );
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}
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}
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}
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// copy bones instead of matrices
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void CBoneMergeCache::CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask )
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{
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UpdateCache();
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// If this is set, then all the other cache data is set.
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if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
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return;
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// Now copy the bone matrices.
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for ( int i=0; i < m_MergedBones.Count(); i++ )
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{
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int iOwnerBone = m_MergedBones[i].m_iMyBone;
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int iParentBone = m_MergedBones[i].m_iParentBone;
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if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 )
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continue;
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// Only update bones reference by the bone mask.
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if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
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continue;
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childPos[ iOwnerBone ] = parentPos[ iParentBone ];
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childQ[ iOwnerBone ] = parentQ[ iParentBone ];
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}
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}
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void CBoneMergeCache::CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask )
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{
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UpdateCache();
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// If this is set, then all the other cache data is set.
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if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
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return;
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// Now copy the bone matrices.
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for ( int i=0; i < m_MergedBones.Count(); i++ )
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{
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int iOwnerBone = m_MergedBones[i].m_iMyBone;
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int iParentBone = m_MergedBones[i].m_iParentBone;
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if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 )
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continue;
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// Only update bones reference by the bone mask.
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if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
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continue;
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parentPos[ iParentBone ] = childPos[ iOwnerBone ];
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parentQ[ iParentBone ] = childQ[ iOwnerBone ];
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}
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}
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bool CBoneMergeCache::GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles )
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{
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UpdateCache();
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// If this is set, then all the other cache data is set.
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if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
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return false;
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// We want the abs origin such that if we put the entity there, the first merged bone
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// will be aligned. This way the entity will be culled in the correct position.
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//
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// ie: mEntity * mBoneLocal = mFollowBone
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// so: mEntity = mFollowBone * Inverse( mBoneLocal )
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//
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// Note: the code below doesn't take animation into account. If the attached entity animates
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// all over the place, then this won't get the right results.
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// Get mFollowBone.
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m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
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const matrix3x4_t &mFollowBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
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// Get Inverse( mBoneLocal )
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matrix3x4_t mBoneLocal, mBoneLocalInv;
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SetupSingleBoneMatrix( m_pOwnerHdr, m_pOwner->GetSequence(), 0, m_MergedBones[0].m_iMyBone, mBoneLocal );
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MatrixInvert( mBoneLocal, mBoneLocalInv );
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// Now calculate mEntity = mFollowBone * Inverse( mBoneLocal )
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matrix3x4_t mEntity;
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ConcatTransforms( mFollowBone, mBoneLocalInv, mEntity );
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MatrixAngles( mEntity, *pAbsAngles, *pAbsOrigin );
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return true;
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}
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bool CBoneMergeCache::GetRootBone( matrix3x4_t &rootBone )
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{
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UpdateCache();
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// If this is set, then all the other cache data is set.
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if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
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return false;
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// Get mFollowBone.
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m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
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rootBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
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return true;
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}
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