Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_baseanimating.h"
#include "c_sprite.h"
#include "model_types.h"
#include "bone_setup.h"
#include "ivrenderview.h"
#include "r_efx.h"
#include "dlight.h"
#include "beamdraw.h"
#include "cl_animevent.h"
#include "engine/IEngineSound.h"
#include "c_te_legacytempents.h"
#include "activitylist.h"
#include "animation.h"
#include "tier0/vprof.h"
#include "clienteffectprecachesystem.h"
#include "IEffects.h"
#include "engine/ivmodelinfo.h"
#include "engine/ivdebugoverlay.h"
#include "c_te_effect_dispatch.h"
#include <KeyValues.h>
#include "c_rope.h"
#include "isaverestore.h"
#include "datacache/imdlcache.h"
#include "eventlist.h"
#include "saverestore.h"
#include "physics_saverestore.h"
#include "vphysics/constraints.h"
#include "ragdoll_shared.h"
#include "view.h"
#include "c_ai_basenpc.h"
#include "c_entitydissolve.h"
#include "saverestoretypes.h"
#include "c_fire_smoke.h"
#include "input.h"
#include "soundinfo.h"
#include "tools/bonelist.h"
#include "toolframework/itoolframework.h"
#include "datacache/idatacache.h"
#include "gamestringpool.h"
#include "jigglebones.h"
#include "toolframework_client.h"
#include "vstdlib/jobthread.h"
#include "bonetoworldarray.h"
#include "posedebugger.h"
#include "tier0/icommandline.h"
#include "prediction.h"
#include "replay/replay_ragdoll.h"
#include "studio_stats.h"
#include "tier1/callqueue.h"
#ifdef TF_CLIENT_DLL
#include "c_tf_player.h"
#include "c_baseobject.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar cl_SetupAllBones( "cl_SetupAllBones", "0" );
ConVar r_sequence_debug( "r_sequence_debug", "" );
// If an NPC is moving faster than this, he should play the running footstep sound
const float RUN_SPEED_ESTIMATE_SQR = 150.0f * 150.0f;
// Removed macro used by shared code stuff
#if defined( CBaseAnimating )
#undef CBaseAnimating
#endif
#ifdef DEBUG
static ConVar dbganimmodel( "dbganimmodel", "" );
#endif
mstudioevent_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
C_EntityDissolve *DissolveEffect( C_BaseEntity *pTarget, float flTime );
C_EntityFlame *FireEffect( C_BaseAnimating *pTarget, C_BaseEntity *pServerFire, float *flScaleEnd, float *flTimeStart, float *flTimeEnd );
bool NPC_IsImportantNPC( C_BaseAnimating *pAnimating );
void VCollideWireframe_ChangeCallback( IConVar *pConVar, char const *pOldString, float flOldValue );
ConVar vcollide_wireframe( "vcollide_wireframe", "0", FCVAR_CHEAT, "Render physics collision models in wireframe", VCollideWireframe_ChangeCallback );
bool C_AnimationLayer::IsActive( void )
{
return (m_nOrder != C_BaseAnimatingOverlay::MAX_OVERLAYS);
}
//-----------------------------------------------------------------------------
// Relative lighting entity
//-----------------------------------------------------------------------------
class C_InfoLightingRelative : public C_BaseEntity
{
public:
DECLARE_CLASS( C_InfoLightingRelative, C_BaseEntity );
DECLARE_CLIENTCLASS();
void GetLightingOffset( matrix3x4_t &offset );
private:
EHANDLE m_hLightingLandmark;
};
IMPLEMENT_CLIENTCLASS_DT(C_InfoLightingRelative, DT_InfoLightingRelative, CInfoLightingRelative)
RecvPropEHandle(RECVINFO(m_hLightingLandmark)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Relative lighting entity
//-----------------------------------------------------------------------------
void C_InfoLightingRelative::GetLightingOffset( matrix3x4_t &offset )
{
if ( m_hLightingLandmark.Get() )
{
matrix3x4_t matWorldToLandmark;
MatrixInvert( m_hLightingLandmark->EntityToWorldTransform(), matWorldToLandmark );
ConcatTransforms( EntityToWorldTransform(), matWorldToLandmark, offset );
}
else
{
SetIdentityMatrix( offset );
}
}
//-----------------------------------------------------------------------------
// Base Animating
//-----------------------------------------------------------------------------
struct clientanimating_t
{
C_BaseAnimating *pAnimating;
unsigned int flags;
clientanimating_t(C_BaseAnimating *_pAnim, unsigned int _flags ) : pAnimating(_pAnim), flags(_flags) {}
};
const unsigned int FCLIENTANIM_SEQUENCE_CYCLE = 0x00000001;
static CUtlVector< clientanimating_t > g_ClientSideAnimationList;
BEGIN_RECV_TABLE_NOBASE( C_BaseAnimating, DT_ServerAnimationData )
RecvPropFloat(RECVINFO(m_flCycle)),
END_RECV_TABLE()
void RecvProxy_Sequence( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
// Have the regular proxy store the data.
RecvProxy_Int32ToInt32( pData, pStruct, pOut );
C_BaseAnimating *pAnimating = (C_BaseAnimating *)pStruct;
if ( !pAnimating )
return;
pAnimating->SetReceivedSequence();
// render bounds may have changed
pAnimating->UpdateVisibility();
}
IMPLEMENT_CLIENTCLASS_DT(C_BaseAnimating, DT_BaseAnimating, CBaseAnimating)
RecvPropInt(RECVINFO(m_nSequence), 0, RecvProxy_Sequence),
RecvPropInt(RECVINFO(m_nForceBone)),
RecvPropVector(RECVINFO(m_vecForce)),
RecvPropInt(RECVINFO(m_nSkin)),
RecvPropInt(RECVINFO(m_nBody)),
RecvPropInt(RECVINFO(m_nHitboxSet)),
RecvPropFloat(RECVINFO(m_flModelScale)),
RecvPropFloat(RECVINFO_NAME(m_flModelScale, m_flModelWidthScale)), // for demo compatibility only
// RecvPropArray(RecvPropFloat(RECVINFO(m_flPoseParameter[0])), m_flPoseParameter),
RecvPropArray3(RECVINFO_ARRAY(m_flPoseParameter), RecvPropFloat(RECVINFO(m_flPoseParameter[0])) ),
RecvPropFloat(RECVINFO(m_flPlaybackRate)),
RecvPropArray3( RECVINFO_ARRAY(m_flEncodedController), RecvPropFloat(RECVINFO(m_flEncodedController[0]))),
RecvPropInt( RECVINFO( m_bClientSideAnimation )),
RecvPropInt( RECVINFO( m_bClientSideFrameReset )),
RecvPropInt( RECVINFO( m_nNewSequenceParity )),
RecvPropInt( RECVINFO( m_nResetEventsParity )),
RecvPropInt( RECVINFO( m_nMuzzleFlashParity ) ),
RecvPropEHandle(RECVINFO(m_hLightingOrigin)),
RecvPropEHandle(RECVINFO(m_hLightingOriginRelative)),
RecvPropDataTable( "serveranimdata", 0, 0, &REFERENCE_RECV_TABLE( DT_ServerAnimationData ) ),
RecvPropFloat( RECVINFO( m_fadeMinDist ) ),
RecvPropFloat( RECVINFO( m_fadeMaxDist ) ),
RecvPropFloat( RECVINFO( m_flFadeScale ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_BaseAnimating )
DEFINE_PRED_FIELD( m_nSkin, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nBody, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
// DEFINE_PRED_FIELD( m_nHitboxSet, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
// DEFINE_PRED_FIELD( m_flModelScale, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
DEFINE_PRED_FIELD( m_flPlaybackRate, FIELD_FLOAT, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
// DEFINE_PRED_ARRAY( m_flPoseParameter, FIELD_FLOAT, MAXSTUDIOPOSEPARAM, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_ARRAY_TOL( m_flEncodedController, FIELD_FLOAT, MAXSTUDIOBONECTRLS, FTYPEDESC_INSENDTABLE, 0.02f ),
DEFINE_FIELD( m_nPrevSequence, FIELD_INTEGER ),
//DEFINE_FIELD( m_flPrevEventCycle, FIELD_FLOAT ),
//DEFINE_FIELD( m_flEventCycle, FIELD_FLOAT ),
//DEFINE_FIELD( m_nEventSequence, FIELD_INTEGER ),
DEFINE_PRED_FIELD( m_nNewSequenceParity, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
DEFINE_PRED_FIELD( m_nResetEventsParity, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
// DEFINE_PRED_FIELD( m_nPrevResetEventsParity, FIELD_INTEGER, 0 ),
DEFINE_PRED_FIELD( m_nMuzzleFlashParity, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
//DEFINE_FIELD( m_nOldMuzzleFlashParity, FIELD_CHARACTER ),
//DEFINE_FIELD( m_nPrevNewSequenceParity, FIELD_INTEGER ),
//DEFINE_FIELD( m_nPrevResetEventsParity, FIELD_INTEGER ),
// DEFINE_PRED_FIELD( m_vecForce, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
// DEFINE_PRED_FIELD( m_nForceBone, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
// DEFINE_PRED_FIELD( m_bClientSideAnimation, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
// DEFINE_PRED_FIELD( m_bClientSideFrameReset, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
// DEFINE_FIELD( m_pRagdollInfo, RagdollInfo_t ),
// DEFINE_FIELD( m_CachedBones, CUtlVector < CBoneCacheEntry > ),
// DEFINE_FIELD( m_pActualAttachmentAngles, FIELD_VECTOR ),
// DEFINE_FIELD( m_pActualAttachmentOrigin, FIELD_VECTOR ),
// DEFINE_FIELD( m_animationQueue, CUtlVector < C_AnimationLayer > ),
// DEFINE_FIELD( m_pIk, CIKContext ),
// DEFINE_FIELD( m_bLastClientSideFrameReset, FIELD_BOOLEAN ),
// DEFINE_FIELD( hdr, studiohdr_t ),
// DEFINE_FIELD( m_pRagdoll, IRagdoll ),
// DEFINE_FIELD( m_bStoreRagdollInfo, FIELD_BOOLEAN ),
// DEFINE_FIELD( C_BaseFlex, m_iEyeAttachment, FIELD_INTEGER ),
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( client_ragdoll, C_ClientRagdoll );
BEGIN_DATADESC( C_ClientRagdoll )
DEFINE_FIELD( m_bFadeOut, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bImportant, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iCurrentFriction, FIELD_INTEGER ),
DEFINE_FIELD( m_iMinFriction, FIELD_INTEGER ),
DEFINE_FIELD( m_iMaxFriction, FIELD_INTEGER ),
DEFINE_FIELD( m_flFrictionModTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flFrictionTime, FIELD_TIME ),
DEFINE_FIELD( m_iFrictionAnimState, FIELD_INTEGER ),
DEFINE_FIELD( m_bReleaseRagdoll, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nBody, FIELD_INTEGER ),
DEFINE_FIELD( m_nSkin, FIELD_INTEGER ),
DEFINE_FIELD( m_nRenderFX, FIELD_CHARACTER ),
DEFINE_FIELD( m_nRenderMode, FIELD_CHARACTER ),
DEFINE_FIELD( m_clrRender, FIELD_COLOR32 ),
DEFINE_FIELD( m_flEffectTime, FIELD_TIME ),
DEFINE_FIELD( m_bFadingOut, FIELD_BOOLEAN ),
DEFINE_AUTO_ARRAY( m_flScaleEnd, FIELD_FLOAT ),
DEFINE_AUTO_ARRAY( m_flScaleTimeStart, FIELD_FLOAT ),
DEFINE_AUTO_ARRAY( m_flScaleTimeEnd, FIELD_FLOAT ),
DEFINE_EMBEDDEDBYREF( m_pRagdoll ),
END_DATADESC()
C_ClientRagdoll::C_ClientRagdoll( bool bRestoring )
{
m_iCurrentFriction = 0;
m_iFrictionAnimState = RAGDOLL_FRICTION_NONE;
m_bReleaseRagdoll = false;
m_bFadeOut = false;
m_bFadingOut = false;
m_bImportant = false;
m_bNoModelParticles = false;
SetClassname("client_ragdoll");
if ( bRestoring == true )
{
m_pRagdoll = new CRagdoll;
}
}
void C_ClientRagdoll::OnSave( void )
{
}
void C_ClientRagdoll::OnRestore( void )
{
CStudioHdr *hdr = GetModelPtr();
if ( hdr == NULL )
{
const char *pModelName = STRING( GetModelName() );
SetModel( pModelName );
hdr = GetModelPtr();
if ( hdr == NULL )
return;
}
if ( m_pRagdoll == NULL )
return;
ragdoll_t *pRagdollT = m_pRagdoll->GetRagdoll();
if ( pRagdollT == NULL || pRagdollT->list[0].pObject == NULL )
{
m_bReleaseRagdoll = true;
m_pRagdoll = NULL;
Assert( !"Attempted to restore a ragdoll without physobjects!" );
return;
}
if ( GetFlags() & FL_DISSOLVING )
{
DissolveEffect( this, m_flEffectTime );
}
else if ( GetFlags() & FL_ONFIRE )
{
C_EntityFlame *pFireChild = dynamic_cast<C_EntityFlame *>( GetEffectEntity() );
C_EntityFlame *pNewFireChild = FireEffect( this, pFireChild, m_flScaleEnd, m_flScaleTimeStart, m_flScaleTimeEnd );
//Set the new fire child as the new effect entity.
SetEffectEntity( pNewFireChild );
}
VPhysicsSetObject( NULL );
VPhysicsSetObject( pRagdollT->list[0].pObject );
SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
pRagdollT->list[0].parentIndex = -1;
pRagdollT->list[0].originParentSpace.Init();
RagdollActivate( *pRagdollT, modelinfo->GetVCollide( GetModelIndex() ), GetModelIndex(), true );
RagdollSetupAnimatedFriction( physenv, pRagdollT, GetModelIndex() );
m_pRagdoll->BuildRagdollBounds( this );
// UNDONE: The shadow & leaf system cleanup should probably be in C_BaseEntity::OnRestore()
// this must be recomputed because the model was NULL when this was set up
RemoveFromLeafSystem();
AddToLeafSystem( RENDER_GROUP_OPAQUE_ENTITY );
DestroyShadow();
CreateShadow();
SetNextClientThink( CLIENT_THINK_ALWAYS );
if ( m_bFadeOut == true )
{
s_RagdollLRU.MoveToTopOfLRU( this, m_bImportant );
}
NoteRagdollCreationTick( this );
BaseClass::OnRestore();
RagdollMoved();
}
void C_ClientRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
VPROF( "C_ClientRagdoll::ImpactTrace" );
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject )
return;
Vector dir = pTrace->endpos - pTrace->startpos;
if ( iDamageType == DMG_BLAST )
{
dir *= 500; // adjust impact strenght
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir );
}
else
{
Vector hitpos;
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
VectorNormalize( dir );
dir *= 4000; // adjust impact strenght
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
}
m_pRagdoll->ResetRagdollSleepAfterTime();
}
ConVar g_debug_ragdoll_visualize( "g_debug_ragdoll_visualize", "0", FCVAR_CHEAT );
void C_ClientRagdoll::HandleAnimatedFriction( void )
{
if ( m_iFrictionAnimState == RAGDOLL_FRICTION_OFF )
return;
ragdoll_t *pRagdollT = NULL;
int iBoneCount = 0;
if ( m_pRagdoll )
{
pRagdollT = m_pRagdoll->GetRagdoll();
iBoneCount = m_pRagdoll->RagdollBoneCount();
}
if ( pRagdollT == NULL )
return;
switch ( m_iFrictionAnimState )
{
case RAGDOLL_FRICTION_NONE:
{
m_iMinFriction = pRagdollT->animfriction.iMinAnimatedFriction;
m_iMaxFriction = pRagdollT->animfriction.iMaxAnimatedFriction;
if ( m_iMinFriction != 0 || m_iMaxFriction != 0 )
{
m_iFrictionAnimState = RAGDOLL_FRICTION_IN;
m_flFrictionModTime = pRagdollT->animfriction.flFrictionTimeIn;
m_flFrictionTime = gpGlobals->curtime + m_flFrictionModTime;
m_iCurrentFriction = m_iMinFriction;
}
else
{
m_iFrictionAnimState = RAGDOLL_FRICTION_OFF;
}
break;
}
case RAGDOLL_FRICTION_IN:
{
float flDeltaTime = (m_flFrictionTime - gpGlobals->curtime);
m_iCurrentFriction = RemapValClamped( flDeltaTime , m_flFrictionModTime, 0, m_iMinFriction, m_iMaxFriction );
if ( flDeltaTime <= 0.0f )
{
m_flFrictionModTime = pRagdollT->animfriction.flFrictionTimeHold;
m_flFrictionTime = gpGlobals->curtime + m_flFrictionModTime;
m_iFrictionAnimState = RAGDOLL_FRICTION_HOLD;
}
break;
}
case RAGDOLL_FRICTION_HOLD:
{
if ( m_flFrictionTime < gpGlobals->curtime )
{
m_flFrictionModTime = pRagdollT->animfriction.flFrictionTimeOut;
m_flFrictionTime = gpGlobals->curtime + m_flFrictionModTime;
m_iFrictionAnimState = RAGDOLL_FRICTION_OUT;
}
break;
}
case RAGDOLL_FRICTION_OUT:
{
float flDeltaTime = (m_flFrictionTime - gpGlobals->curtime);
m_iCurrentFriction = RemapValClamped( flDeltaTime , 0, m_flFrictionModTime, m_iMinFriction, m_iMaxFriction );
if ( flDeltaTime <= 0.0f )
{
m_iFrictionAnimState = RAGDOLL_FRICTION_OFF;
}
break;
}
}
for ( int i = 0; i < iBoneCount; i++ )
{
if ( pRagdollT->list[i].pConstraint )
pRagdollT->list[i].pConstraint->SetAngularMotor( 0, m_iCurrentFriction );
}
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->Wake();
}
}
ConVar g_ragdoll_fadespeed( "g_ragdoll_fadespeed", "600" );
ConVar g_ragdoll_lvfadespeed( "g_ragdoll_lvfadespeed", "100" );
void C_ClientRagdoll::OnPVSStatusChanged( bool bInPVS )
{
if ( bInPVS )
{
CreateShadow();
}
else
{
DestroyShadow();
}
}
void C_ClientRagdoll::FadeOut( void )
{
if ( m_bFadingOut == false )
{
return;
}
int iAlpha = GetRenderColor().a;
int iFadeSpeed = ( g_RagdollLVManager.IsLowViolence() ) ? g_ragdoll_lvfadespeed.GetInt() : g_ragdoll_fadespeed.GetInt();
iAlpha = MAX( iAlpha - ( iFadeSpeed * gpGlobals->frametime ), 0 );
SetRenderMode( kRenderTransAlpha );
SetRenderColorA( iAlpha );
if ( iAlpha == 0 )
{
m_bReleaseRagdoll = true;
}
}
void C_ClientRagdoll::SUB_Remove( void )
{
m_bFadingOut = true;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
void C_ClientRagdoll::ClientThink( void )
{
if ( m_bReleaseRagdoll == true )
{
DestroyBoneAttachments();
Release();
return;
}
if ( g_debug_ragdoll_visualize.GetBool() )
{
Vector vMins, vMaxs;
Vector origin = m_pRagdoll->GetRagdollOrigin();
m_pRagdoll->GetRagdollBounds( vMins, vMaxs );
debugoverlay->AddBoxOverlay( origin, vMins, vMaxs, QAngle( 0, 0, 0 ), 0, 255, 0, 16, 0 );
}
HandleAnimatedFriction();
FadeOut();
}
//-----------------------------------------------------------------------------
// Purpose: clear out any face/eye values stored in the material system
//-----------------------------------------------------------------------------
float C_ClientRagdoll::LastBoneChangedTime()
{
// When did this last change?
return m_pRagdoll ? m_pRagdoll->GetLastVPhysicsUpdateTime() : -FLT_MAX;
}
//-----------------------------------------------------------------------------
// Purpose: clear out any face/eye values stored in the material system
//-----------------------------------------------------------------------------
void C_ClientRagdoll::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
return;
int nFlexDescCount = hdr->numflexdesc();
if ( nFlexDescCount )
{
Assert( !pFlexDelayedWeights );
memset( pFlexWeights, 0, nFlexWeightCount * sizeof(float) );
}
if ( m_iEyeAttachment > 0 )
{
matrix3x4_t attToWorld;
if ( GetAttachment( m_iEyeAttachment, attToWorld ) )
{
Vector local, tmp;
local.Init( 1000.0f, 0.0f, 0.0f );
VectorTransform( local, attToWorld, tmp );
modelrender->SetViewTarget( GetModelPtr(), GetBody(), tmp );
}
}
}
void C_ClientRagdoll::Release( void )
{
C_BaseEntity *pChild = GetEffectEntity();
if ( pChild && pChild->IsMarkedForDeletion() == false )
{
pChild->Release();
}
if ( GetThinkHandle() != INVALID_THINK_HANDLE )
{
ClientThinkList()->RemoveThinkable( GetClientHandle() );
}
ClientEntityList().RemoveEntity( GetClientHandle() );
partition->Remove( PARTITION_CLIENT_SOLID_EDICTS | PARTITION_CLIENT_RESPONSIVE_EDICTS | PARTITION_CLIENT_NON_STATIC_EDICTS, CollisionProp()->GetPartitionHandle() );
RemoveFromLeafSystem();
BaseClass::Release();
}
//-----------------------------------------------------------------------------
// Incremented each frame in InvalidateModelBones. Models compare this value to what it
// was last time they setup their bones to determine if they need to re-setup their bones.
static unsigned long g_iModelBoneCounter = 0;
CUtlVector<C_BaseAnimating *> g_PreviousBoneSetups;
static unsigned long g_iPreviousBoneCounter = (unsigned)-1;
class C_BaseAnimatingGameSystem : public CAutoGameSystem
{
void LevelShutdownPostEntity()
{
g_iPreviousBoneCounter = (unsigned)-1;
if ( g_PreviousBoneSetups.Count() != 0 )
{
Msg( "%d entities in bone setup array. Should have been cleaned up by now\n", g_PreviousBoneSetups.Count() );
g_PreviousBoneSetups.RemoveAll();
}
}
} g_BaseAnimatingGameSystem;
//-----------------------------------------------------------------------------
// Purpose: convert axis rotations to a quaternion
//-----------------------------------------------------------------------------
C_BaseAnimating::C_BaseAnimating() :
m_iv_flCycle( "C_BaseAnimating::m_iv_flCycle" ),
m_iv_flPoseParameter( "C_BaseAnimating::m_iv_flPoseParameter" ),
m_iv_flEncodedController("C_BaseAnimating::m_iv_flEncodedController")
{
m_vecForce.Init();
m_nForceBone = -1;
m_ClientSideAnimationListHandle = INVALID_CLIENTSIDEANIMATION_LIST_HANDLE;
m_nPrevSequence = -1;
m_nRestoreSequence = -1;
m_pRagdoll = NULL;
m_builtRagdoll = false;
m_hitboxBoneCacheHandle = 0;
m_nHitboxSet = 0;
int i;
for ( i = 0; i < ARRAYSIZE( m_flEncodedController ); i++ )
{
m_flEncodedController[ i ] = 0.0f;
}
AddBaseAnimatingInterpolatedVars();
m_iMostRecentModelBoneCounter = 0xFFFFFFFF;
m_iMostRecentBoneSetupRequest = g_iPreviousBoneCounter - 1;
m_flLastBoneSetupTime = -FLT_MAX;
m_vecPreRagdollMins = vec3_origin;
m_vecPreRagdollMaxs = vec3_origin;
m_bStoreRagdollInfo = false;
m_pRagdollInfo = NULL;
m_pJiggleBones = NULL;
m_pBoneMergeCache = NULL;
m_flPlaybackRate = 1.0f;
m_nEventSequence = -1;
m_pIk = NULL;
// Assume false. Derived classes might fill in a receive table entry
// and in that case this would show up as true
m_bClientSideAnimation = false;
m_nPrevNewSequenceParity = -1;
m_nPrevResetEventsParity = -1;
m_nOldMuzzleFlashParity = 0;
m_nMuzzleFlashParity = 0;
m_flModelScale = 1.0f;
m_iEyeAttachment = 0;
#ifdef _XBOX
m_iAccumulatedBoneMask = 0;
#endif
m_pStudioHdr = NULL;
m_hStudioHdr = MDLHANDLE_INVALID;
m_bReceivedSequence = false;
m_boneIndexAttached = -1;
m_flOldModelScale = 0.0f;
m_pAttachedTo = NULL;
m_bDynamicModelAllowed = false;
m_bDynamicModelPending = false;
m_bResetSequenceInfoOnLoad = false;
Q_memset(&m_mouth, 0, sizeof(m_mouth));
m_flCycle = 0;
m_flOldCycle = 0;
}
//-----------------------------------------------------------------------------
// Purpose: cleanup
//-----------------------------------------------------------------------------
C_BaseAnimating::~C_BaseAnimating()
{
int i = g_PreviousBoneSetups.Find( this );
if ( i != -1 )
g_PreviousBoneSetups.FastRemove( i );
RemoveFromClientSideAnimationList();
TermRopes();
delete m_pRagdollInfo;
Assert(!m_pRagdoll);
delete m_pIk;
delete m_pBoneMergeCache;
Studio_DestroyBoneCache( m_hitboxBoneCacheHandle );
delete m_pJiggleBones;
InvalidateMdlCache();
// Kill off anything bone attached to us.
DestroyBoneAttachments();
// If we are bone attached to something, remove us from the list.
if ( m_pAttachedTo )
{
m_pAttachedTo->RemoveBoneAttachment( this );
m_pAttachedTo = NULL;
}
}
bool C_BaseAnimating::UsesPowerOfTwoFrameBufferTexture( void )
{
return modelinfo->IsUsingFBTexture( GetModel(), GetSkin(), GetBody(), GetClientRenderable() );
}
//-----------------------------------------------------------------------------
// VPhysics object
//-----------------------------------------------------------------------------
int C_BaseAnimating::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
{
if ( IsRagdoll() )
{
int i;
for ( i = 0; i < m_pRagdoll->RagdollBoneCount(); ++i )
{
if ( i >= listMax )
break;
pList[i] = m_pRagdoll->GetElement(i);
}
return i;
}
return BaseClass::VPhysicsGetObjectList( pList, listMax );
}
//-----------------------------------------------------------------------------
// Should this object cast render-to-texture shadows?
//-----------------------------------------------------------------------------
ShadowType_t C_BaseAnimating::ShadowCastType()
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() )
return SHADOWS_NONE;
if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) )
return SHADOWS_NONE;
if (pStudioHdr->GetNumSeq() == 0)
return SHADOWS_RENDER_TO_TEXTURE;
if ( !IsRagdoll() )
{
// If we have pose parameters, always update
if ( pStudioHdr->GetNumPoseParameters() > 0 )
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
// If we have bone controllers, always update
if ( pStudioHdr->numbonecontrollers() > 0 )
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
// If we use IK, always update
if ( pStudioHdr->numikchains() > 0 )
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
}
// FIXME: Do something to check to see how many frames the current animation has
// If we do this, we have to be able to handle the case of changing ShadowCastTypes
// at the moment, they are assumed to be constant.
return SHADOWS_RENDER_TO_TEXTURE;
}
//-----------------------------------------------------------------------------
// Purpose: convert axis rotations to a quaternion
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetPredictable( bool state )
{
BaseClass::SetPredictable( state );
UpdateRelevantInterpolatedVars();
}
//-----------------------------------------------------------------------------
// Purpose: sets client side animation
//-----------------------------------------------------------------------------
void C_BaseAnimating::UseClientSideAnimation()
{
m_bClientSideAnimation = true;
}
void C_BaseAnimating::UpdateRelevantInterpolatedVars()
{
MDLCACHE_CRITICAL_SECTION();
// Remove any interpolated vars that need to be removed.
if ( !GetPredictable() && !IsClientCreated() && GetModelPtr() && GetModelPtr()->SequencesAvailable() )
{
AddBaseAnimatingInterpolatedVars();
}
else
{
RemoveBaseAnimatingInterpolatedVars();
}
}
void C_BaseAnimating::AddBaseAnimatingInterpolatedVars()
{
AddVar( m_flEncodedController, &m_iv_flEncodedController, LATCH_ANIMATION_VAR, true );
AddVar( m_flPoseParameter, &m_iv_flPoseParameter, LATCH_ANIMATION_VAR, true );
int flags = LATCH_ANIMATION_VAR;
if ( m_bClientSideAnimation )
flags |= EXCLUDE_AUTO_INTERPOLATE;
AddVar( &m_flCycle, &m_iv_flCycle, flags, true );
}
void C_BaseAnimating::RemoveBaseAnimatingInterpolatedVars()
{
RemoveVar( m_flEncodedController, false );
RemoveVar( m_flPoseParameter, false );
#ifdef HL2MP
// HACK: Don't want to remove interpolation for predictables in hl2dm, though
// The animation state stuff sets the pose parameters -- so they should interp
// but m_flCycle is not touched, so it's only set during prediction (which occurs on tick boundaries)
// and so needs to continue to be interpolated for smooth rendering of the lower body of the local player in third person, etc.
if ( !GetPredictable() )
#endif
{
RemoveVar( &m_flCycle, false );
}
}
void C_BaseAnimating::LockStudioHdr()
{
Assert( m_hStudioHdr == MDLHANDLE_INVALID && m_pStudioHdr == NULL );
AUTO_LOCK( m_StudioHdrInitLock );
if ( m_hStudioHdr != MDLHANDLE_INVALID || m_pStudioHdr != NULL )
{
Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID );
return;
}
const model_t *mdl = GetModel();
if ( !mdl )
return;
m_hStudioHdr = modelinfo->GetCacheHandle( mdl );
if ( m_hStudioHdr == MDLHANDLE_INVALID )
return;
const studiohdr_t *pStudioHdr = mdlcache->LockStudioHdr( m_hStudioHdr );
if ( !pStudioHdr )
{
m_hStudioHdr = MDLHANDLE_INVALID;
return;
}
CStudioHdr *pNewWrapper = new CStudioHdr;
pNewWrapper->Init( pStudioHdr, mdlcache );
Assert( pNewWrapper->IsValid() );
if ( pNewWrapper->GetVirtualModel() )
{
MDLHandle_t hVirtualModel = VoidPtrToMDLHandle( pStudioHdr->VirtualModel() );
mdlcache->LockStudioHdr( hVirtualModel );
}
m_pStudioHdr = pNewWrapper; // must be last to ensure virtual model correctly set up
}
void C_BaseAnimating::UnlockStudioHdr()
{
if ( m_hStudioHdr != MDLHANDLE_INVALID )
{
studiohdr_t *pStudioHdr = mdlcache->GetStudioHdr( m_hStudioHdr );
Assert( m_pStudioHdr && m_pStudioHdr->GetRenderHdr() == pStudioHdr );
#if 0
// XXX need to figure out where to flush the queue on map change to not crash
if ( ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue() )
{
// Parallel rendering: don't unlock model data until end of rendering
if ( pStudioHdr->GetVirtualModel() )
{
MDLHandle_t hVirtualModel = VoidPtrToMDLHandle( m_pStudioHdr->GetRenderHdr()->VirtualModel() );
pCallQueue->QueueCall( mdlcache, &IMDLCache::UnlockStudioHdr, hVirtualModel );
}
pCallQueue->QueueCall( mdlcache, &IMDLCache::UnlockStudioHdr, m_hStudioHdr );
}
else
#endif
{
// Immediate-mode rendering, can unlock immediately
if ( pStudioHdr->GetVirtualModel() )
{
MDLHandle_t hVirtualModel = VoidPtrToMDLHandle( m_pStudioHdr->GetRenderHdr()->VirtualModel() );
mdlcache->UnlockStudioHdr( hVirtualModel );
}
mdlcache->UnlockStudioHdr( m_hStudioHdr );
}
m_hStudioHdr = MDLHANDLE_INVALID;
}
}
void C_BaseAnimating::OnModelLoadComplete( const model_t* pModel )
{
Assert( m_bDynamicModelPending && pModel == GetModel() );
if ( m_bDynamicModelPending && pModel == GetModel() )
{
m_bDynamicModelPending = false;
OnNewModel();
UpdateVisibility();
}
}
void C_BaseAnimating::ValidateModelIndex()
{
BaseClass::ValidateModelIndex();
Assert( m_nModelIndex == 0 || m_AutoRefModelIndex.Get() );
}
CStudioHdr *C_BaseAnimating::OnNewModel()
{
InvalidateMdlCache();
// remove transition animations playback
m_SequenceTransitioner.RemoveAll();
if (m_pJiggleBones)
{
delete m_pJiggleBones;
m_pJiggleBones = NULL;
}
if ( m_bDynamicModelPending )
{
modelinfo->UnregisterModelLoadCallback( -1, this );
m_bDynamicModelPending = false;
}
m_AutoRefModelIndex.Clear();
if ( !GetModel() || modelinfo->GetModelType( GetModel() ) != mod_studio )
return NULL;
// Reference (and thus start loading) dynamic model
int nNewIndex = m_nModelIndex;
if ( modelinfo->GetModel( nNewIndex ) != GetModel() )
{
// XXX what's authoritative? the model pointer or the model index? what a mess.
nNewIndex = modelinfo->GetModelIndex( modelinfo->GetModelName( GetModel() ) );
Assert( nNewIndex < 0 || modelinfo->GetModel( nNewIndex ) == GetModel() );
if ( nNewIndex < 0 )
nNewIndex = m_nModelIndex;
}
m_AutoRefModelIndex = nNewIndex;
if ( IsDynamicModelIndex( nNewIndex ) && modelinfo->IsDynamicModelLoading( nNewIndex ) )
{
m_bDynamicModelPending = true;
modelinfo->RegisterModelLoadCallback( nNewIndex, this );
}
if ( IsDynamicModelLoading() )
{
// Called while dynamic model still loading -> new model, clear deferred state
m_bResetSequenceInfoOnLoad = false;
return NULL;
}
CStudioHdr *hdr = GetModelPtr();
if (hdr == NULL)
return NULL;
InvalidateBoneCache();
if ( m_pBoneMergeCache )
{
delete m_pBoneMergeCache;
m_pBoneMergeCache = NULL;
// recreated in BuildTransformations
}
Studio_DestroyBoneCache( m_hitboxBoneCacheHandle );
m_hitboxBoneCacheHandle = 0;
// Make sure m_CachedBones has space.
if ( m_CachedBoneData.Count() != hdr->numbones() )
{
m_CachedBoneData.SetSize( hdr->numbones() );
for ( int i=0; i < hdr->numbones(); i++ )
{
SetIdentityMatrix( m_CachedBoneData[i] );
}
}
m_BoneAccessor.Init( this, m_CachedBoneData.Base() ); // Always call this in case the studiohdr_t has changed.
// Free any IK data
if (m_pIk)
{
delete m_pIk;
m_pIk = NULL;
}
// Don't reallocate unless a different size.
if ( m_Attachments.Count() != hdr->GetNumAttachments() )
{
m_Attachments.SetSize( hdr->GetNumAttachments() );
// This is to make sure we don't use the attachment before its been set up
for ( int i=0; i < m_Attachments.Count(); i++ )
{
m_Attachments[i].m_bAnglesComputed = false;
m_Attachments[i].m_nLastFramecount = 0;
#ifdef _DEBUG
m_Attachments[i].m_AttachmentToWorld.Invalidate();
m_Attachments[i].m_angRotation.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
m_Attachments[i].m_vOriginVelocity.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
#endif
}
}
Assert( hdr->GetNumPoseParameters() <= ARRAYSIZE( m_flPoseParameter ) );
m_iv_flPoseParameter.SetMaxCount( hdr->GetNumPoseParameters() );
int i;
for ( i = 0; i < hdr->GetNumPoseParameters() ; i++ )
{
const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i );
m_iv_flPoseParameter.SetLooping( Pose.loop != 0.0f, i );
// Note: We can't do this since if we get a DATA_UPDATE_CREATED (i.e., new entity) with both a new model and some valid pose parameters this will slam the
// pose parameters to zero and if the model goes dormant the pose parameter field will never be set to the true value. We shouldn't have to zero these out
// as they are under the control of the server and should be properly set
if ( !IsServerEntity() )
{
SetPoseParameter( hdr, i, 0.0 );
}
}
int boneControllerCount = MIN( hdr->numbonecontrollers(), ARRAYSIZE( m_flEncodedController ) );
m_iv_flEncodedController.SetMaxCount( boneControllerCount );
for ( i = 0; i < boneControllerCount ; i++ )
{
bool loop = (hdr->pBonecontroller( i )->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) != 0;
m_iv_flEncodedController.SetLooping( loop, i );
SetBoneController( i, 0.0 );
}
InitModelEffects();
// lookup generic eye attachment, if exists
m_iEyeAttachment = LookupAttachment( "eyes" );
// If we didn't have a model before, then we might need to go in the interpolation list now.
if ( ShouldInterpolate() )
AddToInterpolationList();
// objects with attachment points need to be queryable even if they're not solid
if ( hdr->GetNumAttachments() != 0 )
{
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
}
// Most entities clear out their sequences when they change models on the server, but
// not all entities network down their m_nSequence (like multiplayer game player entities),
// so we may need to clear it out here. Force a SetSequence call no matter what, though.
int forceSequence = ShouldResetSequenceOnNewModel() ? 0 : m_nSequence;
if ( GetSequence() >= hdr->GetNumSeq() )
{
forceSequence = 0;
}
m_nSequence = -1;
SetSequence( forceSequence );
if ( m_bResetSequenceInfoOnLoad )
{
m_bResetSequenceInfoOnLoad = false;
ResetSequenceInfo();
}
UpdateRelevantInterpolatedVars();
return hdr;
}
//-----------------------------------------------------------------------------
// Purpose: Returns index number of a given named bone
// Input : name of a bone
// Output : Bone index number or -1 if bone not found
//-----------------------------------------------------------------------------
int C_BaseAnimating::LookupBone( const char *szName )
{
Assert( GetModelPtr() );
return Studio_BoneIndexByName( GetModelPtr(), szName );
}
//=========================================================
//=========================================================
void C_BaseAnimating::GetBonePosition ( int iBone, Vector &origin, QAngle &angles )
{
matrix3x4_t bonetoworld;
GetBoneTransform( iBone, bonetoworld );
MatrixAngles( bonetoworld, angles, origin );
}
void C_BaseAnimating::GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld )
{
Assert( GetModelPtr() && iBone >= 0 && iBone < GetModelPtr()->numbones() );
CBoneCache *pcache = GetBoneCache( NULL );
matrix3x4_t *pmatrix = pcache->GetCachedBone( iBone );
if ( !pmatrix )
{
MatrixCopy( EntityToWorldTransform(), pBoneToWorld );
return;
}
Assert( pmatrix );
// FIXME
MatrixCopy( *pmatrix, pBoneToWorld );
}
//=============================================================================
// HPE_BEGIN:
// [menglish] Finds the bone associated with the given hitbox
//=============================================================================
int C_BaseAnimating::GetHitboxBone( int hitboxIndex )
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( pStudioHdr )
{
mstudiohitboxset_t *set =pStudioHdr->pHitboxSet( m_nHitboxSet );
if ( set && hitboxIndex < set->numhitboxes )
{
return set->pHitbox( hitboxIndex )->bone;
}
}
return 0;
}
//=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose: Setup to initialize our model effects once the model's loaded
//-----------------------------------------------------------------------------
void C_BaseAnimating::InitModelEffects( void )
{
m_bInitModelEffects = true;
TermRopes();
}
//-----------------------------------------------------------------------------
// Purpose: Load the model's keyvalues section and create effects listed inside it
//-----------------------------------------------------------------------------
void C_BaseAnimating::DelayedInitModelEffects( void )
{
m_bInitModelEffects = false;
// Parse the keyvalues and see if they want to make ropes on this model.
KeyValues * modelKeyValues = new KeyValues("");
if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
{
// Do we have a cables section?
KeyValues *pkvAllCables = modelKeyValues->FindKey("Cables");
if ( pkvAllCables )
{
// Start grabbing the sounds and slotting them in
for ( KeyValues *pSingleCable = pkvAllCables->GetFirstSubKey(); pSingleCable; pSingleCable = pSingleCable->GetNextKey() )
{
C_RopeKeyframe *pRope = C_RopeKeyframe::CreateFromKeyValues( this, pSingleCable );
m_Ropes.AddToTail( pRope );
}
}
if ( !m_bNoModelParticles )
{
// Do we have a particles section?
KeyValues *pkvAllParticleEffects = modelKeyValues->FindKey("Particles");
if ( pkvAllParticleEffects )
{
// Start grabbing the sounds and slotting them in
for ( KeyValues *pSingleEffect = pkvAllParticleEffects->GetFirstSubKey(); pSingleEffect; pSingleEffect = pSingleEffect->GetNextKey() )
{
const char *pszParticleEffect = pSingleEffect->GetString( "name", "" );
const char *pszAttachment = pSingleEffect->GetString( "attachment_point", "" );
const char *pszAttachType = pSingleEffect->GetString( "attachment_type", "" );
// Convert attach type
int iAttachType = GetAttachTypeFromString( pszAttachType );
if ( iAttachType == -1 )
{
Warning("Invalid attach type specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' with attach type of '%s'\n", GetModelName(), pszParticleEffect, pszAttachType );
return;
}
// Convert attachment point
int iAttachment = atoi(pszAttachment);
// See if we can find any attachment points matching the name
if ( pszAttachment[0] != '0' && iAttachment == 0 )
{
iAttachment = LookupAttachment( pszAttachment );
if ( iAttachment <= 0 )
{
Warning("Failed to find attachment point specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' on attachment named '%s'\n", GetModelName(), pszParticleEffect, pszAttachment );
return;
}
}
#ifdef TF_CLIENT_DLL
// Halloween Hack for Sentry Rockets
if ( !V_strcmp( "sentry_rocket", pszParticleEffect ) )
{
// Halloween Spell Effect Check
int iHalloweenSpell = 0;
// if the owner is a Sentry, Check its owner
CBaseObject *pSentry = dynamic_cast<CBaseObject*>( GetOwnerEntity() );
if ( pSentry )
{
CALL_ATTRIB_HOOK_INT_ON_OTHER( pSentry->GetOwner(), iHalloweenSpell, halloween_pumpkin_explosions );
}
else
{
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iHalloweenSpell, halloween_pumpkin_explosions );
}
if ( iHalloweenSpell > 0 )
{
pszParticleEffect = "halloween_rockettrail";
}
}
#endif
// Spawn the particle effect
ParticleProp()->Create( pszParticleEffect, (ParticleAttachment_t)iAttachType, iAttachment );
}
}
}
}
modelKeyValues->deleteThis();
}
void C_BaseAnimating::TermRopes()
{
FOR_EACH_LL( m_Ropes, i )
m_Ropes[i]->Release();
m_Ropes.Purge();
}
// FIXME: redundant?
void C_BaseAnimating::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
{
// interpolate two 0..1 encoded controllers to a single 0..1 controller
int i;
for( i=0; i < MAXSTUDIOBONECTRLS; i++)
{
controllers[ i ] = m_flEncodedController[ i ];
}
}
float C_BaseAnimating::GetPoseParameter( int iPoseParameter )
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( pStudioHdr == NULL )
return 0.0f;
if ( pStudioHdr->GetNumPoseParameters() < iPoseParameter )
return 0.0f;
if ( iPoseParameter < 0 )
return 0.0f;
return m_flPoseParameter[iPoseParameter];
}
// FIXME: redundant?
void C_BaseAnimating::GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM])
{
if ( !pStudioHdr )
return;
// interpolate pose parameters
int i;
for( i=0; i < pStudioHdr->GetNumPoseParameters(); i++)
{
poseParameter[i] = m_flPoseParameter[i];
}
#if 0 // _DEBUG
if (/* Q_stristr( pStudioHdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
{
DevMsgRT( "%s\n", pStudioHdr->pszName() );
DevMsgRT( "%6.2f : ", gpGlobals->curtime );
for( i=0; i < pStudioHdr->GetNumPoseParameters(); i++)
{
const mstudioposeparamdesc_t &Pose = pStudioHdr->pPoseParameter( i );
DevMsgRT( "%s %6.2f ", Pose.pszName(), poseParameter[i] * Pose.end + (1 - poseParameter[i]) * Pose.start );
}
DevMsgRT( "\n" );
}
#endif
}
float C_BaseAnimating::ClampCycle( float flCycle, bool isLooping )
{
if (isLooping)
{
// FIXME: does this work with negative framerate?
flCycle -= (int)flCycle;
if (flCycle < 0.0f)
{
flCycle += 1.0f;
}
}
else
{
flCycle = clamp( flCycle, 0.0f, 0.999f );
}
return flCycle;
}
void C_BaseAnimating::GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out )
{
MatrixCopy( GetBone( boneIndex ), out );
}
//-----------------------------------------------------------------------------
// Purpose: move position and rotation transforms into global matrices
//-----------------------------------------------------------------------------
void C_BaseAnimating::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion *q, const matrix3x4_t &cameraTransform, int boneMask, CBoneBitList &boneComputed )
{
VPROF_BUDGET( "C_BaseAnimating::BuildTransformations", VPROF_BUDGETGROUP_CLIENT_ANIMATION );
if ( !hdr )
return;
matrix3x4_t bonematrix;
bool boneSimulated[MAXSTUDIOBONES];
// no bones have been simulated
memset( boneSimulated, 0, sizeof(boneSimulated) );
mstudiobone_t *pbones = hdr->pBone( 0 );
if ( m_pRagdoll )
{
// simulate bones and update flags
int oldWritableBones = m_BoneAccessor.GetWritableBones();
int oldReadableBones = m_BoneAccessor.GetReadableBones();
m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
m_BoneAccessor.SetReadableBones( BONE_USED_BY_ANYTHING );
#if defined( REPLAY_ENABLED )
// If we're playing back a demo, override the ragdoll bones with cached version if available - otherwise, simulate.
if ( ( !engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo() ) ||
!CReplayRagdollCache::Instance().IsInitialized() ||
!CReplayRagdollCache::Instance().GetFrame( this, engine->GetDemoPlaybackTick(), boneSimulated, &m_BoneAccessor ) )
#endif
{
m_pRagdoll->RagdollBone( this, pbones, hdr->numbones(), boneSimulated, m_BoneAccessor );
}
m_BoneAccessor.SetWritableBones( oldWritableBones );
m_BoneAccessor.SetReadableBones( oldReadableBones );
}
// For EF_BONEMERGE entities, copy the bone matrices for any bones that have matching names.
bool boneMerge = IsEffectActive(EF_BONEMERGE);
if ( boneMerge || m_pBoneMergeCache )
{
if ( boneMerge )
{
if ( !m_pBoneMergeCache )
{
m_pBoneMergeCache = new CBoneMergeCache;
m_pBoneMergeCache->Init( this );
}
m_pBoneMergeCache->MergeMatchingBones( boneMask );
}
else
{
delete m_pBoneMergeCache;
m_pBoneMergeCache = NULL;
}
}
for (int i = 0; i < hdr->numbones(); i++)
{
// Only update bones reference by the bone mask.
if ( !( hdr->boneFlags( i ) & boneMask ) )
{
continue;
}
if ( m_pBoneMergeCache && m_pBoneMergeCache->IsBoneMerged( i ) )
continue;
// animate all non-simulated bones
if ( boneSimulated[i] || CalcProceduralBone( hdr, i, m_BoneAccessor ))
{
continue;
}
// skip bones that the IK has already setup
else if (boneComputed.IsBoneMarked( i ))
{
// dummy operation, just used to verify in debug that this should have happened
GetBoneForWrite( i );
}
else
{
QuaternionMatrix( q[i], pos[i], bonematrix );
Assert( fabs( pos[i].x ) < 100000 );
Assert( fabs( pos[i].y ) < 100000 );
Assert( fabs( pos[i].z ) < 100000 );
if ( (hdr->boneFlags( i ) & BONE_ALWAYS_PROCEDURAL) &&
(hdr->pBone( i )->proctype & STUDIO_PROC_JIGGLE) )
{
//
// Physics-based "jiggle" bone
// Bone is assumed to be along the Z axis
// Pitch around X, yaw around Y
//
// compute desired bone orientation
matrix3x4_t goalMX;
if (pbones[i].parent == -1)
{
ConcatTransforms( cameraTransform, bonematrix, goalMX );
}
else
{
ConcatTransforms( GetBone( pbones[i].parent ), bonematrix, goalMX );
}
// get jiggle properties from QC data
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)pbones[i].pProcedure( );
if (!m_pJiggleBones)
{
m_pJiggleBones = new CJiggleBones;
}
// do jiggle physics
m_pJiggleBones->BuildJiggleTransformations( i, gpGlobals->realtime, jiggleInfo, goalMX, GetBoneForWrite( i ) );
}
else if (hdr->boneParent(i) == -1)
{
ConcatTransforms( cameraTransform, bonematrix, GetBoneForWrite( i ) );
}
else
{
ConcatTransforms( GetBone( hdr->boneParent(i) ), bonematrix, GetBoneForWrite( i ) );
}
}
if (hdr->boneParent(i) == -1)
{
// Apply client-side effects to the transformation matrix
ApplyBoneMatrixTransform( GetBoneForWrite( i ) );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Special effects
// Input : transform -
//-----------------------------------------------------------------------------
void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
switch( m_nRenderFX )
{
case kRenderFxDistort:
case kRenderFxHologram:
if ( RandomInt(0,49) == 0 )
{
int axis = RandomInt(0,1);
if ( axis == 1 ) // Choose between x & z
axis = 2;
VectorScale( transform[axis], RandomFloat(1,1.484), transform[axis] );
}
else if ( RandomInt(0,49) == 0 )
{
float offset;
int axis = RandomInt(0,1);
if ( axis == 1 ) // Choose between x & z
axis = 2;
offset = RandomFloat(-10,10);
transform[RandomInt(0,2)][3] += offset;
}
break;
case kRenderFxExplode:
{
float scale;
scale = 1.0 + (gpGlobals->curtime - m_flAnimTime) * 10.0;
if ( scale > 2 ) // Don't blow up more than 200%
scale = 2;
transform[0][1] *= scale;
transform[1][1] *= scale;
transform[2][1] *= scale;
}
break;
default:
break;
}
if ( IsModelScaled() )
{
// The bone transform is in worldspace, so to scale this, we need to translate it back
float scale = GetModelScale();
Vector pos;
MatrixGetColumn( transform, 3, pos );
pos -= GetRenderOrigin();
pos *= scale;
pos += GetRenderOrigin();
MatrixSetColumn( pos, 3, transform );
VectorScale( transform[0], scale, transform[0] );
VectorScale( transform[1], scale, transform[1] );
VectorScale( transform[2], scale, transform[2] );
}
}
void C_BaseAnimating::CreateUnragdollInfo( C_BaseAnimating *pRagdoll )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return;
}
// It's already an active ragdoll, sigh
if ( m_pRagdollInfo && m_pRagdollInfo->m_bActive )
{
Assert( 0 );
return;
}
// Now do the current bone setup
pRagdoll->SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
matrix3x4_t parentTransform;
QAngle newAngles( 0, pRagdoll->GetAbsAngles()[YAW], 0 );
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), parentTransform );
// pRagdoll->SaveRagdollInfo( hdr->numbones, parentTransform, m_BoneAccessor );
if ( !m_pRagdollInfo )
{
m_pRagdollInfo = new RagdollInfo_t;
Assert( m_pRagdollInfo );
if ( !m_pRagdollInfo )
{
Msg( "Memory allocation of RagdollInfo_t failed!\n" );
return;
}
}
Q_memset( m_pRagdollInfo, 0, sizeof( *m_pRagdollInfo ) );
int numbones = hdr->numbones();
m_pRagdollInfo->m_bActive = true;
m_pRagdollInfo->m_flSaveTime = gpGlobals->curtime;
m_pRagdollInfo->m_nNumBones = numbones;
for ( int i = 0; i < numbones; i++ )
{
matrix3x4_t inverted;
matrix3x4_t output;
if ( hdr->boneParent(i) == -1 )
{
// Decompose into parent space
MatrixInvert( parentTransform, inverted );
}
else
{
MatrixInvert( pRagdoll->m_BoneAccessor.GetBone( hdr->boneParent(i) ), inverted );
}
ConcatTransforms( inverted, pRagdoll->m_BoneAccessor.GetBone( i ), output );
MatrixAngles( output,
m_pRagdollInfo->m_rgBoneQuaternion[ i ],
m_pRagdollInfo->m_rgBonePos[ i ] );
}
}
void C_BaseAnimating::SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return;
}
if ( !m_pRagdollInfo )
{
m_pRagdollInfo = new RagdollInfo_t;
Assert( m_pRagdollInfo );
if ( !m_pRagdollInfo )
{
Msg( "Memory allocation of RagdollInfo_t failed!\n" );
return;
}
memset( m_pRagdollInfo, 0, sizeof( *m_pRagdollInfo ) );
}
mstudiobone_t *pbones = hdr->pBone( 0 );
m_pRagdollInfo->m_bActive = true;
m_pRagdollInfo->m_flSaveTime = gpGlobals->curtime;
m_pRagdollInfo->m_nNumBones = numbones;
for ( int i = 0; i < numbones; i++ )
{
matrix3x4_t inverted;
matrix3x4_t output;
if ( pbones[i].parent == -1 )
{
// Decompose into parent space
MatrixInvert( cameraTransform, inverted );
}
else
{
MatrixInvert( pBoneToWorld.GetBone( pbones[ i ].parent ), inverted );
}
ConcatTransforms( inverted, pBoneToWorld.GetBone( i ), output );
MatrixAngles( output,
m_pRagdollInfo->m_rgBoneQuaternion[ i ],
m_pRagdollInfo->m_rgBonePos[ i ] );
}
}
bool C_BaseAnimating::RetrieveRagdollInfo( Vector *pos, Quaternion *q )
{
if ( !m_bStoreRagdollInfo || !m_pRagdollInfo || !m_pRagdollInfo->m_bActive )
return false;
for ( int i = 0; i < m_pRagdollInfo->m_nNumBones; i++ )
{
pos[ i ] = m_pRagdollInfo->m_rgBonePos[ i ];
q[ i ] = m_pRagdollInfo->m_rgBoneQuaternion[ i ];
}
return true;
}
//-----------------------------------------------------------------------------
// Should we collide?
//-----------------------------------------------------------------------------
CollideType_t C_BaseAnimating::GetCollideType( void )
{
if ( IsRagdoll() )
return ENTITY_SHOULD_RESPOND;
return BaseClass::GetCollideType();
}
//-----------------------------------------------------------------------------
// Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate
//-----------------------------------------------------------------------------
void C_BaseAnimating::MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] )
{
VPROF( "C_BaseAnimating::MaintainSequenceTransitions" );
if ( !boneSetup.GetStudioHdr() )
return;
if ( prediction->InPrediction() )
{
m_nPrevNewSequenceParity = m_nNewSequenceParity;
return;
}
m_SequenceTransitioner.CheckForSequenceChange(
boneSetup.GetStudioHdr(),
GetSequence(),
m_nNewSequenceParity != m_nPrevNewSequenceParity,
!IsNoInterpolationFrame()
);
m_nPrevNewSequenceParity = m_nNewSequenceParity;
// Update the transition sequence list.
m_SequenceTransitioner.UpdateCurrent(
boneSetup.GetStudioHdr(),
GetSequence(),
flCycle,
m_flPlaybackRate,
gpGlobals->curtime
);
// process previous sequences
for (int i = m_SequenceTransitioner.m_animationQueue.Count() - 2; i >= 0; i--)
{
C_AnimationLayer *blend = &m_SequenceTransitioner.m_animationQueue[i];
float dt = (gpGlobals->curtime - blend->m_flLayerAnimtime);
flCycle = blend->m_flCycle + dt * blend->m_flPlaybackRate * GetSequenceCycleRate( boneSetup.GetStudioHdr(), blend->m_nSequence );
flCycle = ClampCycle( flCycle, IsSequenceLooping( boneSetup.GetStudioHdr(), blend->m_nSequence ) );
#if 1 // _DEBUG
if (/*Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
{
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f +\n", gpGlobals->curtime, boneSetup.GetStudioHdr()->pSeqdesc( blend->m_nSequence ).pszLabel(), flCycle, (float)blend->m_flWeight );
}
#endif
boneSetup.AccumulatePose( pos, q, blend->m_nSequence, flCycle, blend->m_flWeight, gpGlobals->curtime, m_pIk );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *hdr -
// pos[] -
// q[] -
//-----------------------------------------------------------------------------
void C_BaseAnimating::UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime )
{
if ( !hdr )
{
return;
}
if ( !m_pRagdollInfo || !m_pRagdollInfo->m_bActive )
return;
float dt = currentTime - m_pRagdollInfo->m_flSaveTime;
if ( dt > 0.2f )
{
m_pRagdollInfo->m_bActive = false;
return;
}
// Slerp bone sets together
float frac = dt / 0.2f;
frac = clamp( frac, 0.0f, 1.0f );
int i;
for ( i = 0; i < hdr->numbones(); i++ )
{
VectorLerp( m_pRagdollInfo->m_rgBonePos[ i ], pos[ i ], frac, pos[ i ] );
QuaternionSlerp( m_pRagdollInfo->m_rgBoneQuaternion[ i ], q[ i ], frac, q[ i ] );
}
}
void C_BaseAnimating::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime )
{
// Nothing here
}
void C_BaseAnimating::ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
return;
Vector childPos[MAXSTUDIOBONES];
Quaternion childQ[MAXSTUDIOBONES];
float childPoseparam[MAXSTUDIOPOSEPARAM];
// go through all children
for ( C_BaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
{
C_BaseAnimating *pChildAnimating = pChild->GetBaseAnimating();
if ( pChildAnimating )
{
CStudioHdr *pChildHdr = pChildAnimating->GetModelPtr();
// FIXME: needs a new type of EF_BONEMERGE (EF_CHILDMERGE?)
if ( pChildHdr && pChild->IsEffectActive( EF_BONEMERGE ) && pChildHdr->SequencesAvailable() && pChildAnimating->m_pBoneMergeCache )
{
// FIXME: these should Inherit from the parent
GetPoseParameters( pChildHdr, childPoseparam );
IBoneSetup childBoneSetup( pChildHdr, boneMask, childPoseparam );
childBoneSetup.InitPose( childPos, childQ );
// set up the child into the parent's current pose
pChildAnimating->m_pBoneMergeCache->CopyParentToChild( pos, q, childPos, childQ, boneMask );
// FIXME: needs some kind of sequence
// merge over whatever bones the childs sequence modifies
childBoneSetup.AccumulatePose( childPos, childQ, 0, GetCycle(), 1.0, currentTime, NULL );
// copy the result back into the parents bones
pChildAnimating->m_pBoneMergeCache->CopyChildToParent( childPos, childQ, pos, q, boneMask );
// probably needs an IK merge system of some sort =(
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Do the default sequence blending rules as done in HL1
//-----------------------------------------------------------------------------
void C_BaseAnimating::StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
VPROF( "C_BaseAnimating::StandardBlendingRules" );
float poseparam[MAXSTUDIOPOSEPARAM];
if ( !hdr )
return;
if ( !hdr->SequencesAvailable() )
{
return;
}
if (GetSequence() >= hdr->GetNumSeq() || GetSequence() == -1 )
{
SetSequence( 0 );
}
GetPoseParameters( hdr, poseparam );
// build root animation
float fCycle = GetCycle();
#if 1 //_DEBUG
if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex())
{
DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f\n", currentTime, hdr->pSeqdesc( GetSequence() ).pszLabel(), fCycle, 1.0 );
}
#endif
IBoneSetup boneSetup( hdr, boneMask, poseparam );
boneSetup.InitPose( pos, q );
boneSetup.AccumulatePose( pos, q, GetSequence(), fCycle, 1.0, currentTime, m_pIk );
// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( GetSequence() )->pszLabel( ), fCycle, 1.0 );
MaintainSequenceTransitions( boneSetup, fCycle, pos, q );
AccumulateLayers( boneSetup, pos, q, currentTime );
CIKContext auto_ik;
auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), currentTime, gpGlobals->framecount, boneMask );
boneSetup.CalcAutoplaySequences( pos, q, currentTime, &auto_ik );
if ( hdr->numbonecontrollers() )
{
float controllers[MAXSTUDIOBONECTRLS];
GetBoneControllers(controllers);
boneSetup.CalcBoneAdj( pos, q, controllers );
}
ChildLayerBlend( pos, q, currentTime, boneMask );
UnragdollBlend( hdr, pos, q, currentTime );
#ifdef STUDIO_ENABLE_PERF_COUNTERS
#if _DEBUG
if (Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL)
{
DevMsgRT( "layers %4d : bones %4d : animated %4d\n", hdr->m_nPerfAnimationLayers, hdr->m_nPerfUsedBones, hdr->m_nPerfAnimatedBones );
}
#endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Put a value into an attachment point by index
// Input : number - which point
// Output : float * - the attachment point
//-----------------------------------------------------------------------------
bool C_BaseAnimating::PutAttachment( int number, const matrix3x4_t &attachmentToWorld )
{
if ( number < 1 || number > m_Attachments.Count() )
return false;
CAttachmentData *pAtt = &m_Attachments[number-1];
if ( gpGlobals->frametime > 0 && pAtt->m_nLastFramecount > 0 && pAtt->m_nLastFramecount == gpGlobals->framecount - 1 )
{
Vector vecPreviousOrigin, vecOrigin;
MatrixPosition( pAtt->m_AttachmentToWorld, vecPreviousOrigin );
MatrixPosition( attachmentToWorld, vecOrigin );
pAtt->m_vOriginVelocity = (vecOrigin - vecPreviousOrigin) / gpGlobals->frametime;
}
else
{
pAtt->m_vOriginVelocity.Init();
}
pAtt->m_nLastFramecount = gpGlobals->framecount;
pAtt->m_bAnglesComputed = false;
pAtt->m_AttachmentToWorld = attachmentToWorld;
#ifdef _DEBUG
pAtt->m_angRotation.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
#endif
return true;
}
void C_BaseAnimating::SetupBones_AttachmentHelper( CStudioHdr *hdr )
{
if ( !hdr || !hdr->GetNumAttachments() )
return;
// calculate attachment points
matrix3x4_t world;
for (int i = 0; i < hdr->GetNumAttachments(); i++)
{
const mstudioattachment_t &pattachment = hdr->pAttachment( i );
int iBone = hdr->GetAttachmentBone( i );
if ( (pattachment.flags & ATTACHMENT_FLAG_WORLD_ALIGN) == 0 )
{
ConcatTransforms( GetBone( iBone ), pattachment.local, world );
}
else
{
Vector vecLocalBonePos, vecWorldBonePos;
MatrixGetColumn( pattachment.local, 3, vecLocalBonePos );
VectorTransform( vecLocalBonePos, GetBone( iBone ), vecWorldBonePos );
SetIdentityMatrix( world );
MatrixSetColumn( vecWorldBonePos, 3, world );
}
// FIXME: this shouldn't be here, it should client side on-demand only and hooked into the bone cache!!
FormatViewModelAttachment( i, world );
PutAttachment( i + 1, world );
}
}
bool C_BaseAnimating::CalcAttachments()
{
VPROF( "C_BaseAnimating::CalcAttachments" );
// Make sure m_CachedBones is valid.
return SetupBones( NULL, -1, BONE_USED_BY_ATTACHMENT, gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the world location and world angles of an attachment
// Input : attachment name
// Output : location and angles
//-----------------------------------------------------------------------------
bool C_BaseAnimating::GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles )
{
return GetAttachment( LookupAttachment( szName ), absOrigin, absAngles );
}
//-----------------------------------------------------------------------------
// Purpose: Get attachment point by index
// Input : number - which point
// Output : float * - the attachment point
//-----------------------------------------------------------------------------
bool C_BaseAnimating::GetAttachment( int number, Vector &origin, QAngle &angles )
{
// Note: this could be more efficient, but we want the matrix3x4_t version of GetAttachment to be the origin of
// attachment generation, so a derived class that wants to fudge attachments only
// has to reimplement that version. This also makes it work like the server in that regard.
if ( number < 1 || number > m_Attachments.Count() || !CalcAttachments() )
{
// Set this to the model origin/angles so that we don't have stack fungus in origin and angles.
origin = GetAbsOrigin();
angles = GetAbsAngles();
return false;
}
CAttachmentData *pData = &m_Attachments[number-1];
if ( !pData->m_bAnglesComputed )
{
MatrixAngles( pData->m_AttachmentToWorld, pData->m_angRotation );
pData->m_bAnglesComputed = true;
}
angles = pData->m_angRotation;
MatrixPosition( pData->m_AttachmentToWorld, origin );
return true;
}
bool C_BaseAnimating::GetAttachment( int number, matrix3x4_t& matrix )
{
if ( number < 1 || number > m_Attachments.Count() )
return false;
if ( !CalcAttachments() )
return false;
matrix = m_Attachments[number-1].m_AttachmentToWorld;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Get attachment point by index (position only)
// Input : number - which point
//-----------------------------------------------------------------------------
bool C_BaseAnimating::GetAttachment( int number, Vector &origin )
{
// Note: this could be more efficient, but we want the matrix3x4_t version of GetAttachment to be the origin of
// attachment generation, so a derived class that wants to fudge attachments only
// has to reimplement that version. This also makes it work like the server in that regard.
matrix3x4_t attachmentToWorld;
if ( !GetAttachment( number, attachmentToWorld ) )
{
// Set this to the model origin/angles so that we don't have stack fungus in origin and angles.
origin = GetAbsOrigin();
return false;
}
MatrixPosition( attachmentToWorld, origin );
return true;
}
bool C_BaseAnimating::GetAttachment( const char *szName, Vector &absOrigin )
{
return GetAttachment( LookupAttachment( szName ), absOrigin );
}
bool C_BaseAnimating::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
{
if ( number < 1 || number > m_Attachments.Count() )
{
return false;
}
if ( !CalcAttachments() )
return false;
originVel = m_Attachments[number-1].m_vOriginVelocity;
angleVel.Init();
return true;
}
//-----------------------------------------------------------------------------
// Returns the attachment in local space
//-----------------------------------------------------------------------------
bool C_BaseAnimating::GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal )
{
matrix3x4_t attachmentToWorld;
if (!GetAttachment(iAttachment, attachmentToWorld))
return false;
matrix3x4_t worldToEntity;
MatrixInvert( EntityToWorldTransform(), worldToEntity );
ConcatTransforms( worldToEntity, attachmentToWorld, attachmentToLocal );
return true;
}
bool C_BaseAnimating::GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles )
{
matrix3x4_t attachmentToEntity;
if ( GetAttachmentLocal( iAttachment, attachmentToEntity ) )
{
origin.Init( attachmentToEntity[0][3], attachmentToEntity[1][3], attachmentToEntity[2][3] );
MatrixAngles( attachmentToEntity, angles );
return true;
}
return false;
}
bool C_BaseAnimating::GetAttachmentLocal( int iAttachment, Vector &origin )
{
matrix3x4_t attachmentToEntity;
if ( GetAttachmentLocal( iAttachment, attachmentToEntity ) )
{
MatrixPosition( attachmentToEntity, origin );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseAnimating::GetRootBone( matrix3x4_t &rootBone )
{
Assert( !IsDynamicModelLoading() );
if ( IsEffectActive( EF_BONEMERGE ) && GetMoveParent() && m_pBoneMergeCache )
return m_pBoneMergeCache->GetRootBone( rootBone );
GetBoneTransform( 0, rootBone );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Move sound location to center of body
//-----------------------------------------------------------------------------
bool C_BaseAnimating::GetSoundSpatialization( SpatializationInfo_t& info )
{
{
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false );
if ( !BaseClass::GetSoundSpatialization( info ) )
return false;
}
// move sound origin to center if npc has IK
if ( info.pOrigin && IsNPC() && m_pIk)
{
*info.pOrigin = GetAbsOrigin();
Vector mins, maxs, center;
modelinfo->GetModelBounds( GetModel(), mins, maxs );
VectorAdd( mins, maxs, center );
VectorScale( center, 0.5f, center );
(*info.pOrigin) += center;
}
return true;
}
bool C_BaseAnimating::IsViewModel() const
{
return false;
}
bool C_BaseAnimating::IsMenuModel() const
{
return false;
}
// UNDONE: Seems kind of silly to have this when we also have the cached bones in C_BaseAnimating
CBoneCache *C_BaseAnimating::GetBoneCache( CStudioHdr *pStudioHdr )
{
int boneMask = BONE_USED_BY_HITBOX;
CBoneCache *pcache = Studio_GetBoneCache( m_hitboxBoneCacheHandle );
if ( pcache )
{
if ( pcache->IsValid( gpGlobals->curtime, 0.0 ) )
{
// in memory and still valid, use it!
return pcache;
}
// in memory, but not the same bone set, destroy & rebuild
if ( (pcache->m_boneMask & boneMask) != boneMask )
{
Studio_DestroyBoneCache( m_hitboxBoneCacheHandle );
m_hitboxBoneCacheHandle = 0;
pcache = NULL;
}
}
if ( !pStudioHdr )
pStudioHdr = GetModelPtr( );
Assert(pStudioHdr);
C_BaseAnimating::PushAllowBoneAccess( true, false, "GetBoneCache" );
SetupBones( NULL, -1, boneMask, gpGlobals->curtime );
C_BaseAnimating::PopBoneAccess( "GetBoneCache" );
if ( pcache )
{
// still in memory but out of date, refresh the bones.
pcache->UpdateBones( m_CachedBoneData.Base(), pStudioHdr->numbones(), gpGlobals->curtime );
}
else
{
bonecacheparams_t params;
params.pStudioHdr = pStudioHdr;
// HACKHACK: We need the pointer to all bones here
params.pBoneToWorld = m_CachedBoneData.Base();
params.curtime = gpGlobals->curtime;
params.boneMask = boneMask;
m_hitboxBoneCacheHandle = Studio_CreateBoneCache( params );
pcache = Studio_GetBoneCache( m_hitboxBoneCacheHandle );
}
Assert(pcache);
return pcache;
}
class CTraceFilterSkipNPCsAndPlayers : public CTraceFilterSimple
{
public:
CTraceFilterSkipNPCsAndPlayers( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
if ( CTraceFilterSimple::ShouldHitEntity(pServerEntity, contentsMask) )
{
C_BaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( !pEntity )
return true;
if ( pEntity->IsNPC() || pEntity->IsPlayer() )
return false;
return true;
}
return false;
}
};
/*
void drawLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration)
{
debugoverlay->AddLineOverlay( origin, dest, r, g, b, noDepthTest, duration );
}
*/
//-----------------------------------------------------------------------------
// Purpose: update latched IK contacts if they're in a moving reference frame.
//-----------------------------------------------------------------------------
void C_BaseAnimating::UpdateIKLocks( float currentTime )
{
if (!m_pIk)
return;
int targetCount = m_pIk->m_target.Count();
if ( targetCount == 0 )
return;
for (int i = 0; i < targetCount; i++)
{
CIKTarget *pTarget = &m_pIk->m_target[i];
if (!pTarget->IsActive())
continue;
if (pTarget->GetOwner() != -1)
{
C_BaseEntity *pOwner = cl_entitylist->GetEnt( pTarget->GetOwner() );
if (pOwner != NULL)
{
pTarget->UpdateOwner( pOwner->entindex(), pOwner->GetAbsOrigin(), pOwner->GetAbsAngles() );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Find the ground or external attachment points needed by IK rules
//-----------------------------------------------------------------------------
void C_BaseAnimating::CalculateIKLocks( float currentTime )
{
if (!m_pIk)
return;
int targetCount = m_pIk->m_target.Count();
if ( targetCount == 0 )
return;
// In TF, we might be attaching a player's view to a walking model that's using IK. If we are, it can
// get in here during the view setup code, and it's not normally supposed to be able to access the spatial
// partition that early in the rendering loop. So we allow access right here for that special case.
SpatialPartitionListMask_t curSuppressed = partition->GetSuppressedLists();
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
CBaseEntity::PushEnableAbsRecomputations( false );
Ray_t ray;
CTraceFilterSkipNPCsAndPlayers traceFilter( this, GetCollisionGroup() );
// FIXME: trace based on gravity or trace based on angles?
Vector up;
AngleVectors( GetRenderAngles(), NULL, NULL, &up );
// FIXME: check number of slots?
float minHeight = FLT_MAX;
float maxHeight = -FLT_MAX;
for (int i = 0; i < targetCount; i++)
{
trace_t trace;
CIKTarget *pTarget = &m_pIk->m_target[i];
if (!pTarget->IsActive())
continue;
switch( pTarget->type)
{
case IK_GROUND:
{
Vector estGround;
Vector p1, p2;
// adjust ground to original ground position
estGround = (pTarget->est.pos - GetRenderOrigin());
estGround = estGround - (estGround * up) * up;
estGround = GetAbsOrigin() + estGround + pTarget->est.floor * up;
VectorMA( estGround, pTarget->est.height, up, p1 );
VectorMA( estGround, -pTarget->est.height, up, p2 );
float r = MAX( pTarget->est.radius, 1);
// don't IK to other characters
ray.Init( p1, p2, Vector(-r,-r,0), Vector(r,r,r*2) );
enginetrace->TraceRay( ray, PhysicsSolidMaskForEntity(), &traceFilter, &trace );
if ( trace.m_pEnt != NULL && trace.m_pEnt->GetMoveType() == MOVETYPE_PUSH )
{
pTarget->SetOwner( trace.m_pEnt->entindex(), trace.m_pEnt->GetAbsOrigin(), trace.m_pEnt->GetAbsAngles() );
}
else
{
pTarget->ClearOwner( );
}
if (trace.startsolid)
{
// trace from back towards hip
Vector tmp = estGround - pTarget->trace.closest;
tmp.NormalizeInPlace();
ray.Init( estGround - tmp * pTarget->est.height, estGround, Vector(-r,-r,0), Vector(r,r,1) );
// debugoverlay->AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 255, 0, 0, 0, 0 );
enginetrace->TraceRay( ray, MASK_SOLID, &traceFilter, &trace );
if (!trace.startsolid)
{
p1 = trace.endpos;
VectorMA( p1, - pTarget->est.height, up, p2 );
ray.Init( p1, p2, Vector(-r,-r,0), Vector(r,r,1) );
enginetrace->TraceRay( ray, MASK_SOLID, &traceFilter, &trace );
}
// debugoverlay->AddLineOverlay( ray.m_Start, ray.m_Start + ray.m_Delta, 0, 255, 0, 0, 0 );
}
if (!trace.startsolid)
{
if (trace.DidHitWorld())
{
// clamp normal to 33 degrees
const float limit = 0.832;
float dot = DotProduct(trace.plane.normal, up);
if (dot < limit)
{
Assert( dot >= 0 );
// subtract out up component
Vector diff = trace.plane.normal - up * dot;
// scale remainder such that it and the up vector are a unit vector
float d = sqrt( (1 - limit * limit) / DotProduct( diff, diff ) );
trace.plane.normal = up * limit + d * diff;
}
// FIXME: this is wrong with respect to contact position and actual ankle offset
pTarget->SetPosWithNormalOffset( trace.endpos, trace.plane.normal );
pTarget->SetNormal( trace.plane.normal );
pTarget->SetOnWorld( true );
// only do this on forward tracking or commited IK ground rules
if (pTarget->est.release < 0.1)
{
// keep track of ground height
float offset = DotProduct( pTarget->est.pos, up );
if (minHeight > offset )
minHeight = offset;
if (maxHeight < offset )
maxHeight = offset;
}
// FIXME: if we don't drop legs, running down hills looks horrible
/*
if (DotProduct( pTarget->est.pos, up ) < DotProduct( estGround, up ))
{
pTarget->est.pos = estGround;
}
*/
}
else if (trace.DidHitNonWorldEntity())
{
pTarget->SetPos( trace.endpos );
pTarget->SetAngles( GetRenderAngles() );
// only do this on forward tracking or commited IK ground rules
if (pTarget->est.release < 0.1)
{
float offset = DotProduct( pTarget->est.pos, up );
if (minHeight > offset )
minHeight = offset;
if (maxHeight < offset )
maxHeight = offset;
}
// FIXME: if we don't drop legs, running down hills looks horrible
/*
if (DotProduct( pTarget->est.pos, up ) < DotProduct( estGround, up ))
{
pTarget->est.pos = estGround;
}
*/
}
else
{
pTarget->IKFailed( );
}
}
else
{
if (!trace.DidHitWorld())
{
pTarget->IKFailed( );
}
else
{
pTarget->SetPos( trace.endpos );
pTarget->SetAngles( GetRenderAngles() );
pTarget->SetOnWorld( true );
}
}
/*
debugoverlay->AddTextOverlay( p1, i, 0, "%d %.1f %.1f %.1f ", i,
pTarget->latched.deltaPos.x, pTarget->latched.deltaPos.y, pTarget->latched.deltaPos.z );
debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -r, -r, -1 ), Vector( r, r, 1), QAngle( 0, 0, 0 ), 255, 0, 0, 0, 0 );
*/
// debugoverlay->AddBoxOverlay( pTarget->latched.pos, Vector( -2, -2, 2 ), Vector( 2, 2, 6), QAngle( 0, 0, 0 ), 0, 255, 0, 0, 0 );
}
break;
case IK_ATTACHMENT:
{
C_BaseEntity *pEntity = NULL;
float flDist = pTarget->est.radius;
// FIXME: make entity finding sticky!
// FIXME: what should the radius check be?
for ( CEntitySphereQuery sphere( pTarget->est.pos, 64 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
C_BaseAnimating *pAnim = pEntity->GetBaseAnimating( );
if (!pAnim)
continue;
int iAttachment = pAnim->LookupAttachment( pTarget->offset.pAttachmentName );
if (iAttachment <= 0)
continue;
Vector origin;
QAngle angles;
pAnim->GetAttachment( iAttachment, origin, angles );
// debugoverlay->AddBoxOverlay( origin, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), QAngle( 0, 0, 0 ), 255, 0, 0, 0, 0 );
float d = (pTarget->est.pos - origin).Length();
if ( d >= flDist)
continue;
flDist = d;
pTarget->SetPos( origin );
pTarget->SetAngles( angles );
// debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -pTarget->est.radius, -pTarget->est.radius, -pTarget->est.radius ), Vector( pTarget->est.radius, pTarget->est.radius, pTarget->est.radius), QAngle( 0, 0, 0 ), 0, 255, 0, 0, 0 );
}
if (flDist >= pTarget->est.radius)
{
// debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -pTarget->est.radius, -pTarget->est.radius, -pTarget->est.radius ), Vector( pTarget->est.radius, pTarget->est.radius, pTarget->est.radius), QAngle( 0, 0, 0 ), 0, 0, 255, 0, 0 );
// no solution, disable ik rule
pTarget->IKFailed( );
}
}
break;
}
}
#if defined( HL2_CLIENT_DLL )
if (minHeight < FLT_MAX)
{
input->AddIKGroundContactInfo( entindex(), minHeight, maxHeight );
}
#endif
CBaseEntity::PopEnableAbsRecomputations();
partition->SuppressLists( curSuppressed, true );
}
bool C_BaseAnimating::GetPoseParameterRange( int index, float &minValue, float &maxValue )
{
CStudioHdr *pStudioHdr = GetModelPtr();
if (pStudioHdr)
{
if (index >= 0 && index < pStudioHdr->GetNumPoseParameters())
{
const mstudioposeparamdesc_t &pose = pStudioHdr->pPoseParameter( index );
minValue = pose.start;
maxValue = pose.end;
return true;
}
}
minValue = 0.0f;
maxValue = 1.0f;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Do HL1 style lipsynch
//-----------------------------------------------------------------------------
void C_BaseAnimating::ControlMouth( CStudioHdr *pstudiohdr )
{
if ( !MouthInfo().NeedsEnvelope() )
return;
if ( !pstudiohdr )
return;
int index = LookupPoseParameter( pstudiohdr, LIPSYNC_POSEPARAM_NAME );
if ( index != -1 )
{
float value = GetMouth()->mouthopen / 64.0;
float raw = value;
if ( value > 1.0 )
value = 1.0;
float start, end;
GetPoseParameterRange( index, start, end );
value = (1.0 - value) * start + value * end;
//Adrian - Set the pose parameter value.
//It has to be called "mouth".
SetPoseParameter( pstudiohdr, index, value );
// Reset interpolation here since the client is controlling this rather than the server...
m_iv_flPoseParameter.SetHistoryValuesForItem( index, raw );
}
}
CMouthInfo *C_BaseAnimating::GetMouth( void )
{
return &m_mouth;
}
#ifdef DEBUG_BONE_SETUP_THREADING
ConVar cl_warn_thread_contested_bone_setup("cl_warn_thread_contested_bone_setup", "0" );
#endif
ConVar cl_threaded_bone_setup("cl_threaded_bone_setup", "0", 0, "Enable parallel processing of C_BaseAnimating::SetupBones()" );
//-----------------------------------------------------------------------------
// Purpose: Do the default sequence blending rules as done in HL1
//-----------------------------------------------------------------------------
static void SetupBonesOnBaseAnimating( C_BaseAnimating *&pBaseAnimating )
{
if ( !pBaseAnimating->GetMoveParent() )
pBaseAnimating->SetupBones( NULL, -1, -1, gpGlobals->curtime );
}
static void PreThreadedBoneSetup()
{
mdlcache->BeginLock();
}
static void PostThreadedBoneSetup()
{
mdlcache->EndLock();
}
static bool g_bInThreadedBoneSetup;
static bool g_bDoThreadedBoneSetup;
void C_BaseAnimating::InitBoneSetupThreadPool()
{
}
void C_BaseAnimating::ShutdownBoneSetupThreadPool()
{
}
void C_BaseAnimating::ThreadedBoneSetup()
{
g_bDoThreadedBoneSetup = cl_threaded_bone_setup.GetBool();
if ( g_bDoThreadedBoneSetup )
{
int nCount = g_PreviousBoneSetups.Count();
if ( nCount > 1 )
{
g_bInThreadedBoneSetup = true;
ParallelProcess( "C_BaseAnimating::ThreadedBoneSetup", g_PreviousBoneSetups.Base(), nCount, &SetupBonesOnBaseAnimating, &PreThreadedBoneSetup, &PostThreadedBoneSetup );
g_bInThreadedBoneSetup = false;
}
}
g_iPreviousBoneCounter++;
g_PreviousBoneSetups.RemoveAll();
}
bool C_BaseAnimating::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
{
VPROF_BUDGET( "C_BaseAnimating::SetupBones", VPROF_BUDGETGROUP_CLIENT_ANIMATION );
//=============================================================================
// HPE_BEGIN:
// [pfreese] Added the check for pBoneToWorldOut != NULL in this debug warning
// code. SetupBones is called in the CSS anytime an attachment wants its
// parent's transform, hence this warning is hit extremely frequently.
// I'm not actually sure if this is the right "fix" for this, as the bones are
// actually accessed as part of the setup process, but since I'm not clear on the
// purpose of this dev warning, I'm including this comment block.
//=============================================================================
if ( pBoneToWorldOut != NULL && !IsBoneAccessAllowed() )
{
static float lastWarning = 0.0f;
// Prevent spammage!!!
if ( gpGlobals->realtime >= lastWarning + 1.0f )
{
DevMsgRT( "*** ERROR: Bone access not allowed (entity %i:%s)\n", index, GetClassname() );
lastWarning = gpGlobals->realtime;
}
}
//boneMask = BONE_USED_BY_ANYTHING; // HACK HACK - this is a temp fix until we have accessors for bones to find out where problems are.
if ( GetSequence() == -1 )
return false;
if ( boneMask == -1 )
{
boneMask = m_iPrevBoneMask;
}
// We should get rid of this someday when we have solutions for the odd cases where a bone doesn't
// get setup and its transform is asked for later.
if ( cl_SetupAllBones.GetInt() )
{
boneMask |= BONE_USED_BY_ANYTHING;
}
// Set up all bones if recording, too
if ( IsToolRecording() )
{
boneMask |= BONE_USED_BY_ANYTHING;
}
if ( g_bInThreadedBoneSetup )
{
if ( !m_BoneSetupLock.TryLock() )
{
return false;
}
}
#ifdef DEBUG_BONE_SETUP_THREADING
if ( cl_warn_thread_contested_bone_setup.GetBool() )
{
if ( !m_BoneSetupLock.TryLock() )
{
Msg( "Contested bone setup in frame %d!\n", gpGlobals->framecount );
}
else
{
m_BoneSetupLock.Unlock();
}
}
#endif
AUTO_LOCK( m_BoneSetupLock );
if ( g_bInThreadedBoneSetup )
{
m_BoneSetupLock.Unlock();
}
if ( m_iMostRecentModelBoneCounter != g_iModelBoneCounter )
{
// Clear out which bones we've touched this frame if this is
// the first time we've seen this object this frame.
if ( LastBoneChangedTime() >= m_flLastBoneSetupTime )
{
m_BoneAccessor.SetReadableBones( 0 );
m_BoneAccessor.SetWritableBones( 0 );
m_flLastBoneSetupTime = currentTime;
}
m_iPrevBoneMask = m_iAccumulatedBoneMask;
m_iAccumulatedBoneMask = 0;
#ifdef STUDIO_ENABLE_PERF_COUNTERS
CStudioHdr *hdr = GetModelPtr();
if (hdr)
{
hdr->ClearPerfCounters();
}
#endif
}
int nBoneCount = m_CachedBoneData.Count();
if ( g_bDoThreadedBoneSetup && !g_bInThreadedBoneSetup && ( nBoneCount >= 16 ) && !GetMoveParent() && m_iMostRecentBoneSetupRequest != g_iPreviousBoneCounter )
{
m_iMostRecentBoneSetupRequest = g_iPreviousBoneCounter;
Assert( g_PreviousBoneSetups.Find( this ) == -1 );
g_PreviousBoneSetups.AddToTail( this );
}
// Keep track of everthing asked for over the entire frame
m_iAccumulatedBoneMask |= boneMask;
// Make sure that we know that we've already calculated some bone stuff this time around.
m_iMostRecentModelBoneCounter = g_iModelBoneCounter;
// Have we cached off all bones meeting the flag set?
if( ( m_BoneAccessor.GetReadableBones() & boneMask ) != boneMask )
{
MDLCACHE_CRITICAL_SECTION();
CStudioHdr *hdr = GetModelPtr();
if ( !hdr || !hdr->SequencesAvailable() )
return false;
// Setup our transform based on render angles and origin.
matrix3x4_t parentTransform;
AngleMatrix( GetRenderAngles(), GetRenderOrigin(), parentTransform );
// Load the boneMask with the total of what was asked for last frame.
boneMask |= m_iPrevBoneMask;
// Allow access to the bones we're setting up so we don't get asserts in here.
int oldReadableBones = m_BoneAccessor.GetReadableBones();
m_BoneAccessor.SetWritableBones( m_BoneAccessor.GetReadableBones() | boneMask );
m_BoneAccessor.SetReadableBones( m_BoneAccessor.GetWritableBones() );
if (hdr->flags() & STUDIOHDR_FLAGS_STATIC_PROP)
{
MatrixCopy( parentTransform, GetBoneForWrite( 0 ) );
}
else
{
TrackBoneSetupEnt( this );
// This is necessary because it's possible that CalculateIKLocks will trigger our move children
// to call GetAbsOrigin(), and they'll use our OLD bone transforms to get their attachments
// since we're right in the middle of setting up our new transforms.
//
// Setting this flag forces move children to keep their abs transform invalidated.
AddFlag( EFL_SETTING_UP_BONES );
// NOTE: For model scaling, we need to opt out of IK because it will mark the bones as already being calculated
if ( !IsModelScaled() )
{
// only allocate an ik block if the npc can use it
if ( !m_pIk && hdr->numikchains() > 0 && !(m_EntClientFlags & ENTCLIENTFLAG_DONTUSEIK) )
{
m_pIk = new CIKContext;
}
}
else
{
// Reset the IK
if ( m_pIk )
{
delete m_pIk;
m_pIk = NULL;
}
}
Vector pos[MAXSTUDIOBONES];
Quaternion q[MAXSTUDIOBONES];
#if defined(FP_EXCEPTIONS_ENABLED) || defined(DBGFLAG_ASSERT)
// Having these uninitialized means that some bugs are very hard
// to reproduce. A memset of 0xFF is a simple way of getting NaNs.
memset( pos, 0xFF, sizeof(pos) );
memset( q, 0xFF, sizeof(q) );
#endif
int bonesMaskNeedRecalc = boneMask | oldReadableBones; // Hack to always recalc bones, to fix the arm jitter in the new CS player anims until Ken makes the real fix
if ( m_pIk )
{
if (Teleported() || IsNoInterpolationFrame())
m_pIk->ClearTargets();
m_pIk->Init( hdr, GetRenderAngles(), GetRenderOrigin(), currentTime, gpGlobals->framecount, bonesMaskNeedRecalc );
}
// Let pose debugger know that we are blending
g_pPoseDebugger->StartBlending( this, hdr );
StandardBlendingRules( hdr, pos, q, currentTime, bonesMaskNeedRecalc );
CBoneBitList boneComputed;
// don't calculate IK on ragdolls
if ( m_pIk && !IsRagdoll() )
{
UpdateIKLocks( currentTime );
m_pIk->UpdateTargets( pos, q, m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
CalculateIKLocks( currentTime );
m_pIk->SolveDependencies( pos, q, m_BoneAccessor.GetBoneArrayForWrite(), boneComputed );
}
BuildTransformations( hdr, pos, q, parentTransform, bonesMaskNeedRecalc, boneComputed );
RemoveFlag( EFL_SETTING_UP_BONES );
ControlMouth( hdr );
}
if( !( oldReadableBones & BONE_USED_BY_ATTACHMENT ) && ( boneMask & BONE_USED_BY_ATTACHMENT ) )
{
SetupBones_AttachmentHelper( hdr );
}
}
// Do they want to get at the bone transforms? If it's just making sure an aiment has
// its bones setup, it doesn't need the transforms yet.
if ( pBoneToWorldOut )
{
if ( nMaxBones >= m_CachedBoneData.Count() )
{
memcpy( pBoneToWorldOut, m_CachedBoneData.Base(), sizeof( matrix3x4_t ) * m_CachedBoneData.Count() );
}
else
{
Warning( "SetupBones: invalid bone array size (%d - needs %d)\n", nMaxBones, m_CachedBoneData.Count() );
return false;
}
}
return true;
}
C_BaseAnimating* C_BaseAnimating::FindFollowedEntity()
{
C_BaseEntity *follow = GetFollowedEntity();
if ( !follow )
return NULL;
if ( follow->IsDormant() )
return NULL;
if ( !follow->GetModel() )
{
Warning( "mod_studio: MOVETYPE_FOLLOW with no model.\n" );
return NULL;
}
if ( modelinfo->GetModelType( follow->GetModel() ) != mod_studio )
{
Warning( "Attached %s (mod_studio) to %s (%d)\n",
modelinfo->GetModelName( GetModel() ),
modelinfo->GetModelName( follow->GetModel() ),
modelinfo->GetModelType( follow->GetModel() ) );
return NULL;
}
return assert_cast< C_BaseAnimating* >( follow );
}
void C_BaseAnimating::InvalidateBoneCache()
{
m_iMostRecentModelBoneCounter = g_iModelBoneCounter - 1;
m_flLastBoneSetupTime = -FLT_MAX;
}
bool C_BaseAnimating::IsBoneCacheValid() const
{
return m_iMostRecentModelBoneCounter == g_iModelBoneCounter;
}
// Causes an assert to happen if bones or attachments are used while this is false.
struct BoneAccess
{
BoneAccess()
{
bAllowBoneAccessForNormalModels = false;
bAllowBoneAccessForViewModels = false;
tag = NULL;
}
bool bAllowBoneAccessForNormalModels;
bool bAllowBoneAccessForViewModels;
char const *tag;
};
static CUtlVector< BoneAccess > g_BoneAccessStack;
static BoneAccess g_BoneAcessBase;
bool C_BaseAnimating::IsBoneAccessAllowed() const
{
if ( IsViewModel() )
return g_BoneAcessBase.bAllowBoneAccessForViewModels;
else
return g_BoneAcessBase.bAllowBoneAccessForNormalModels;
}
// (static function)
void C_BaseAnimating::PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush )
{
BoneAccess save = g_BoneAcessBase;
g_BoneAccessStack.AddToTail( save );
Assert( g_BoneAccessStack.Count() < 32 ); // Most likely we are leaking "PushAllowBoneAccess" calls if PopBoneAccess is never called. Consider using AutoAllowBoneAccess.
g_BoneAcessBase.bAllowBoneAccessForNormalModels = bAllowForNormalModels;
g_BoneAcessBase.bAllowBoneAccessForViewModels = bAllowForViewModels;
g_BoneAcessBase.tag = tagPush;
}
void C_BaseAnimating::PopBoneAccess( char const *tagPop )
{
// Validate that pop matches the push
Assert( ( g_BoneAcessBase.tag == tagPop ) || ( g_BoneAcessBase.tag && g_BoneAcessBase.tag != ( char const * ) 1 && tagPop && tagPop != ( char const * ) 1 && !strcmp( g_BoneAcessBase.tag, tagPop ) ) );
int lastIndex = g_BoneAccessStack.Count() - 1;
if ( lastIndex < 0 )
{
Assert( !"C_BaseAnimating::PopBoneAccess: Stack is empty!!!" );
return;
}
g_BoneAcessBase = g_BoneAccessStack[lastIndex ];
g_BoneAccessStack.Remove( lastIndex );
}
C_BaseAnimating::AutoAllowBoneAccess::AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels )
{
C_BaseAnimating::PushAllowBoneAccess( bAllowForNormalModels, bAllowForViewModels, ( char const * ) 1 );
}
C_BaseAnimating::AutoAllowBoneAccess::~AutoAllowBoneAccess( )
{
C_BaseAnimating::PopBoneAccess( ( char const * ) 1 );
}
// (static function)
void C_BaseAnimating::InvalidateBoneCaches()
{
g_iModelBoneCounter++;
}
bool C_BaseAnimating::ShouldDraw()
{
return !IsDynamicModelLoading() && BaseClass::ShouldDraw();
}
ConVar r_drawothermodels( "r_drawothermodels", "1", FCVAR_CHEAT, "0=Off, 1=Normal, 2=Wireframe" );
//-----------------------------------------------------------------------------
// Purpose: Draws the object
// Input : flags -
//-----------------------------------------------------------------------------
int C_BaseAnimating::DrawModel( int flags )
{
VPROF_BUDGET( "C_BaseAnimating::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
if ( !m_bReadyToDraw )
return 0;
int drawn = 0;
#ifdef TF_CLIENT_DLL
ValidateModelIndex();
#endif
if ( r_drawothermodels.GetInt() )
{
MDLCACHE_CRITICAL_SECTION();
int extraFlags = 0;
if ( r_drawothermodels.GetInt() == 2 )
{
extraFlags |= STUDIO_WIREFRAME;
}
if ( flags & STUDIO_SHADOWDEPTHTEXTURE )
{
extraFlags |= STUDIO_SHADOWDEPTHTEXTURE;
}
if ( flags & STUDIO_SSAODEPTHTEXTURE )
{
extraFlags |= STUDIO_SSAODEPTHTEXTURE;
}
if ( ( flags & ( STUDIO_SSAODEPTHTEXTURE | STUDIO_SHADOWDEPTHTEXTURE ) ) == 0 &&
g_pStudioStatsEntity != NULL && g_pStudioStatsEntity == GetClientRenderable() )
{
extraFlags |= STUDIO_GENERATE_STATS;
}
// Necessary for lighting blending
CreateModelInstance();
if ( !IsFollowingEntity() )
{
drawn = InternalDrawModel( flags|extraFlags );
}
else
{
// this doesn't draw unless master entity is visible and it's a studio model!!!
C_BaseAnimating *follow = FindFollowedEntity();
if ( follow )
{
// recompute master entity bone structure
int baseDrawn = follow->DrawModel( 0 );
// draw entity
// FIXME: Currently only draws if aiment is drawn.
// BUGBUG: Fixup bbox and do a separate cull for follow object
if ( baseDrawn )
{
drawn = InternalDrawModel( STUDIO_RENDER|extraFlags );
}
}
}
}
// If we're visualizing our bboxes, draw them
DrawBBoxVisualizations();
return drawn;
}
//-----------------------------------------------------------------------------
// Gets the hitbox-to-world transforms, returns false if there was a problem
//-----------------------------------------------------------------------------
bool C_BaseAnimating::HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] )
{
MDLCACHE_CRITICAL_SECTION();
if ( !GetModel() )
return false;
CStudioHdr *pStudioHdr = GetModelPtr();
if (!pStudioHdr)
return false;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( GetHitboxSet() );
if ( !set )
return false;
if ( !set->numhitboxes )
return false;
CBoneCache *pCache = GetBoneCache( pStudioHdr );
pCache->ReadCachedBonePointers( pHitboxToWorld, pStudioHdr->numbones() );
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool C_BaseAnimating::OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool C_BaseAnimating::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
if ( m_hLightingOriginRelative.Get() )
{
C_InfoLightingRelative *pInfoLighting = assert_cast<C_InfoLightingRelative*>( m_hLightingOriginRelative.Get() );
pInfoLighting->GetLightingOffset( pInfo->lightingOffset );
pInfo->pLightingOffset = &pInfo->lightingOffset;
}
if ( m_hLightingOrigin )
{
pInfo->pLightingOrigin = &(m_hLightingOrigin->GetAbsOrigin());
}
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void C_BaseAnimating::DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray )
{
if ( pState)
{
modelrender->DrawModelExecute( *pState, *pInfo, pBoneToWorldArray );
}
if ( vcollide_wireframe.GetBool() )
{
if ( IsRagdoll() )
{
m_pRagdoll->DrawWireframe();
}
else if ( IsSolid() && CollisionProp()->GetSolid() == SOLID_VPHYSICS )
{
vcollide_t *pCollide = modelinfo->GetVCollide( GetModelIndex() );
if ( pCollide && pCollide->solidCount == 1 )
{
static color32 debugColor = {0,255,255,0};
matrix3x4_t matrix;
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), matrix );
engine->DebugDrawPhysCollide( pCollide->solids[0], NULL, matrix, debugColor );
if ( VPhysicsGetObject() )
{
static color32 debugColorPhys = {255,0,0,0};
matrix3x4_t matrix;
VPhysicsGetObject()->GetPositionMatrix( &matrix );
engine->DebugDrawPhysCollide( pCollide->solids[0], NULL, matrix, debugColorPhys );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws the object
// Input : flags -
//-----------------------------------------------------------------------------
int C_BaseAnimating::InternalDrawModel( int flags )
{
VPROF( "C_BaseAnimating::InternalDrawModel" );
if ( !GetModel() )
return 0;
// This should never happen, but if the server class hierarchy has bmodel entities derived from CBaseAnimating or does a
// SetModel with the wrong type of model, this could occur.
if ( modelinfo->GetModelType( GetModel() ) != mod_studio )
{
return BaseClass::DrawModel( flags );
}
// Make sure hdr is valid for drawing
if ( !GetModelPtr() )
return 0;
UpdateBoneAttachments( );
if ( IsEffectActive( EF_ITEM_BLINK ) )
{
flags |= STUDIO_ITEM_BLINK;
}
ClientModelRenderInfo_t info;
ClientModelRenderInfo_t *pInfo;
pInfo = &info;
pInfo->flags = flags;
pInfo->pRenderable = this;
pInfo->instance = GetModelInstance();
pInfo->entity_index = index;
pInfo->pModel = GetModel();
pInfo->origin = GetRenderOrigin();
pInfo->angles = GetRenderAngles();
pInfo->skin = GetSkin();
pInfo->body = GetBody();
pInfo->hitboxset = m_nHitboxSet;
if ( !OnInternalDrawModel( pInfo ) )
{
return 0;
}
Assert( !pInfo->pModelToWorld);
if ( !pInfo->pModelToWorld )
{
pInfo->pModelToWorld = &pInfo->modelToWorld;
// Turns the origin + angles into a matrix
AngleMatrix( pInfo->angles, pInfo->origin, pInfo->modelToWorld );
}
DrawModelState_t state;
matrix3x4_t *pBoneToWorld = NULL;
bool bMarkAsDrawn = modelrender->DrawModelSetup( *pInfo, &state, NULL, &pBoneToWorld );
// Scale the base transform if we don't have a bone hierarchy
if ( IsModelScaled() )
{
CStudioHdr *pHdr = GetModelPtr();
if ( pHdr && pBoneToWorld && pHdr->numbones() == 1 )
{
// Scale the bone to world at this point
const float flScale = GetModelScale();
VectorScale( (*pBoneToWorld)[0], flScale, (*pBoneToWorld)[0] );
VectorScale( (*pBoneToWorld)[1], flScale, (*pBoneToWorld)[1] );
VectorScale( (*pBoneToWorld)[2], flScale, (*pBoneToWorld)[2] );
}
}
DoInternalDrawModel( pInfo, ( bMarkAsDrawn && ( pInfo->flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld );
OnPostInternalDrawModel( pInfo );
return bMarkAsDrawn;
}
extern ConVar muzzleflash_light;
void C_BaseAnimating::ProcessMuzzleFlashEvent()
{
// If we have an attachment, then stick a light on it.
if ( muzzleflash_light.GetBool() )
{
//FIXME: We should really use a named attachment for this
if ( m_Attachments.Count() > 0 )
{
Vector vAttachment;
QAngle dummyAngles;
GetAttachment( 1, vAttachment, dummyAngles );
// Make an elight
dlight_t *el = effects->CL_AllocElight( LIGHT_INDEX_MUZZLEFLASH + index );
el->origin = vAttachment;
el->radius = random->RandomInt( 32, 64 );
el->decay = el->radius / 0.05f;
el->die = gpGlobals->curtime + 0.05f;
el->color.r = 255;
el->color.g = 192;
el->color.b = 64;
el->color.exponent = 5;
}
}
}
//-----------------------------------------------------------------------------
// Internal routine to process animation events for studiomodels
//-----------------------------------------------------------------------------
void C_BaseAnimating::DoAnimationEvents( CStudioHdr *pStudioHdr )
{
if ( !pStudioHdr )
return;
#ifdef DEBUG
bool watch = dbganimmodel.GetString()[0] && V_stristr( pStudioHdr->pszName(), dbganimmodel.GetString() );
#else
bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false;
#endif
//Adrian: eh? This should never happen.
if ( GetSequence() == -1 )
return;
// build root animation
float flEventCycle = GetCycle();
// If we're invisible, don't draw the muzzle flash
bool bIsInvisible = !IsVisible() && !IsViewModel() && !IsMenuModel();
if ( bIsInvisible && !clienttools->IsInRecordingMode() )
return;
// add in muzzleflash effect
if ( ShouldMuzzleFlash() )
{
DisableMuzzleFlash();
ProcessMuzzleFlashEvent();
}
// If we're invisible, don't process animation events.
if ( bIsInvisible )
return;
// If we don't have any sequences, don't do anything
int nStudioNumSeq = pStudioHdr->GetNumSeq();
if ( nStudioNumSeq < 1 )
{
Warning( "%s[%d]: no sequences?\n", GetDebugName(), entindex() );
Assert( nStudioNumSeq >= 1 );
return;
}
int nSeqNum = GetSequence();
if ( nSeqNum >= nStudioNumSeq )
{
// This can happen e.g. while reloading Heavy's shotgun, switch to the minigun.
Warning( "%s[%d]: Playing sequence %d but there's only %d in total?\n", GetDebugName(), entindex(), nSeqNum, nStudioNumSeq );
return;
}
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( nSeqNum );
if (seqdesc.numevents == 0)
return;
// Forces anim event indices to get set and returns pEvent(0);
mstudioevent_t *pevent = GetEventIndexForSequence( seqdesc );
if ( watch )
{
Msg( "%i cycle %f\n", gpGlobals->tickcount, GetCycle() );
}
bool resetEvents = m_nResetEventsParity != m_nPrevResetEventsParity;
m_nPrevResetEventsParity = m_nResetEventsParity;
if (m_nEventSequence != GetSequence() || resetEvents )
{
if ( watch )
{
Msg( "new seq: %i - old seq: %i - reset: %s - m_flCycle %f - Model Name: %s - (time %.3f)\n",
GetSequence(), m_nEventSequence,
resetEvents ? "true" : "false",
GetCycle(), pStudioHdr->pszName(),
gpGlobals->curtime);
}
m_nEventSequence = GetSequence();
flEventCycle = 0.0f;
m_flPrevEventCycle = -0.01; // back up to get 0'th frame animations
}
// stalled?
if (flEventCycle == m_flPrevEventCycle)
return;
if ( watch )
{
Msg( "%i (seq %d cycle %.3f ) evcycle %.3f prevevcycle %.3f (time %.3f)\n",
gpGlobals->tickcount,
GetSequence(),
GetCycle(),
flEventCycle,
m_flPrevEventCycle,
gpGlobals->curtime );
}
// check for looping
BOOL bLooped = false;
if (flEventCycle <= m_flPrevEventCycle)
{
if (m_flPrevEventCycle - flEventCycle > 0.5)
{
bLooped = true;
}
else
{
// things have backed up, which is bad since it'll probably result in a hitch in the animation playback
// but, don't play events again for the same time slice
return;
}
}
// This makes sure events that occur at the end of a sequence occur are
// sent before events that occur at the beginning of a sequence.
if (bLooped)
{
for (int i = 0; i < (int)seqdesc.numevents; i++)
{
// ignore all non-client-side events
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
{
if ( !( pevent[i].type & AE_TYPE_CLIENT ) )
continue;
}
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system
continue;
if ( pevent[i].cycle <= m_flPrevEventCycle )
continue;
if ( watch )
{
Msg( "%i FE %i Looped cycle %f, prev %f ev %f (time %.3f)\n",
gpGlobals->tickcount,
pevent[i].event,
pevent[i].cycle,
m_flPrevEventCycle,
flEventCycle,
gpGlobals->curtime );
}
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() );
}
// Necessary to get the next loop working
m_flPrevEventCycle = -0.01;
}
for (int i = 0; i < (int)seqdesc.numevents; i++)
{
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM )
{
if ( !( pevent[i].type & AE_TYPE_CLIENT ) )
continue;
}
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system
continue;
if ( (pevent[i].cycle > m_flPrevEventCycle && pevent[i].cycle <= flEventCycle) )
{
if ( watch )
{
Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n",
gpGlobals->tickcount,
GetSequence(),
pevent[i].event,
pevent[i].cycle,
m_flPrevEventCycle,
flEventCycle,
gpGlobals->curtime );
}
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() );
}
}
m_flPrevEventCycle = flEventCycle;
}
//-----------------------------------------------------------------------------
// Purpose: Parses a muzzle effect event and sends it out for drawing
// Input : *options - event parameters in text format
// isFirstPerson - whether this is coming from an NPC or the player
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseAnimating::DispatchMuzzleEffect( const char *options, bool isFirstPerson )
{
const char *p = options;
char token[128];
int weaponType = 0;
// Get the first parameter
p = nexttoken( token, p, ' ' );
// Find the weapon type
if ( token )
{
//TODO: Parse the type from a list instead
if ( Q_stricmp( token, "COMBINE" ) == 0 )
{
weaponType = MUZZLEFLASH_COMBINE;
}
else if ( Q_stricmp( token, "SMG1" ) == 0 )
{
weaponType = MUZZLEFLASH_SMG1;
}
else if ( Q_stricmp( token, "PISTOL" ) == 0 )
{
weaponType = MUZZLEFLASH_PISTOL;
}
else if ( Q_stricmp( token, "SHOTGUN" ) == 0 )
{
weaponType = MUZZLEFLASH_SHOTGUN;
}
else if ( Q_stricmp( token, "357" ) == 0 )
{
weaponType = MUZZLEFLASH_357;
}
else if ( Q_stricmp( token, "RPG" ) == 0 )
{
weaponType = MUZZLEFLASH_RPG;
}
else
{
//NOTENOTE: This means you specified an invalid muzzleflash type, check your spelling?
Assert( 0 );
}
}
else
{
//NOTENOTE: This means that there wasn't a proper parameter passed into the animevent
Assert( 0 );
return false;
}
// Get the second parameter
p = nexttoken( token, p, ' ' );
int attachmentIndex = -1;
// Find the attachment name
if ( token )
{
attachmentIndex = LookupAttachment( token );
// Found an invalid attachment
if ( attachmentIndex <= 0 )
{
//NOTENOTE: This means that the attachment you're trying to use is invalid
Assert( 0 );
return false;
}
}
else
{
//NOTENOTE: This means that there wasn't a proper parameter passed into the animevent
Assert( 0 );
return false;
}
// Send it out
tempents->MuzzleFlash( weaponType, GetRefEHandle(), attachmentIndex, isFirstPerson );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void MaterialFootstepSound( C_BaseAnimating *pEnt, bool bLeftFoot, float flVolume )
{
trace_t tr;
Vector traceStart;
QAngle angles;
int attachment;
//!!!PERF - These string lookups here aren't the swiftest, but
// this doesn't get called very frequently unless a lot of NPCs
// are using this code.
if( bLeftFoot )
{
attachment = pEnt->LookupAttachment( "LeftFoot" );
}
else
{
attachment = pEnt->LookupAttachment( "RightFoot" );
}
if( attachment == -1 )
{
// Exit if this NPC doesn't have the proper attachments.
return;
}
pEnt->GetAttachment( attachment, traceStart, angles );
UTIL_TraceLine( traceStart, traceStart - Vector( 0, 0, 48.0f), MASK_SHOT_HULL, pEnt, COLLISION_GROUP_NONE, &tr );
if( tr.fraction < 1.0 && tr.m_pEnt )
{
surfacedata_t *psurf = physprops->GetSurfaceData( tr.surface.surfaceProps );
if( psurf )
{
EmitSound_t params;
if( bLeftFoot )
{
params.m_pSoundName = physprops->GetString(psurf->sounds.stepleft);
}
else
{
params.m_pSoundName = physprops->GetString(psurf->sounds.stepright);
}
CPASAttenuationFilter filter( pEnt, params.m_pSoundName );
params.m_bWarnOnDirectWaveReference = true;
params.m_flVolume = flVolume;
pEnt->EmitSound( filter, pEnt->entindex(), params );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *origin -
// *angles -
// event -
// *options -
// numAttachments -
// attachments[] -
//-----------------------------------------------------------------------------
void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
Vector attachOrigin;
QAngle attachAngles;
switch( event )
{
case AE_CL_CREATE_PARTICLE_EFFECT:
{
int iAttachment = -1;
int iAttachType = PATTACH_ABSORIGIN_FOLLOW;
char token[256];
char szParticleEffect[256];
// Get the particle effect name
const char *p = options;
p = nexttoken(token, p, ' ');
if ( token )
{
const char* mtoken = ModifyEventParticles( token );
if ( !mtoken || mtoken[0] == '\0' )
return;
Q_strncpy( szParticleEffect, mtoken, sizeof(szParticleEffect) );
}
// Get the attachment type
p = nexttoken(token, p, ' ');
if ( token )
{
iAttachType = GetAttachTypeFromString( token );
if ( iAttachType == -1 )
{
Warning("Invalid attach type specified for particle effect anim event. Trying to spawn effect '%s' with attach type of '%s'\n", szParticleEffect, token );
return;
}
}
// Get the attachment point index
p = nexttoken(token, p, ' ');
if ( token )
{
iAttachment = atoi(token);
// See if we can find any attachment points matching the name
if ( token[0] != '0' && iAttachment == 0 )
{
iAttachment = LookupAttachment( token );
if ( iAttachment <= 0 )
{
Warning( "Failed to find attachment point specified for particle effect anim event. Trying to spawn effect '%s' on attachment named '%s'\n", szParticleEffect, token );
return;
}
}
}
// Spawn the particle effect
ParticleProp()->Create( szParticleEffect, (ParticleAttachment_t)iAttachType, iAttachment );
}
break;
case AE_CL_PLAYSOUND:
{
CLocalPlayerFilter filter;
if ( m_Attachments.Count() > 0)
{
GetAttachment( 1, attachOrigin, attachAngles );
EmitSound( filter, GetSoundSourceIndex(), options, &attachOrigin );
}
else
{
EmitSound( filter, GetSoundSourceIndex(), options, &GetAbsOrigin() );
}
}
break;
case AE_CL_STOPSOUND:
{
StopSound( GetSoundSourceIndex(), options );
}
break;
case CL_EVENT_FOOTSTEP_LEFT:
{
#ifndef HL2MP
char pSoundName[256];
if ( !options || !options[0] )
{
options = "NPC_CombineS";
}
Vector vel;
EstimateAbsVelocity( vel );
// If he's moving fast enough, play the run sound
if ( vel.Length2DSqr() > RUN_SPEED_ESTIMATE_SQR )
{
Q_snprintf( pSoundName, 256, "%s.RunFootstepLeft", options );
}
else
{
Q_snprintf( pSoundName, 256, "%s.FootstepLeft", options );
}
EmitSound( pSoundName );
#endif
}
break;
case CL_EVENT_FOOTSTEP_RIGHT:
{
#ifndef HL2MP
char pSoundName[256];
if ( !options || !options[0] )
{
options = "NPC_CombineS";
}
Vector vel;
EstimateAbsVelocity( vel );
// If he's moving fast enough, play the run sound
if ( vel.Length2DSqr() > RUN_SPEED_ESTIMATE_SQR )
{
Q_snprintf( pSoundName, 256, "%s.RunFootstepRight", options );
}
else
{
Q_snprintf( pSoundName, 256, "%s.FootstepRight", options );
}
EmitSound( pSoundName );
#endif
}
break;
case CL_EVENT_MFOOTSTEP_LEFT:
{
MaterialFootstepSound( this, true, VOL_NORM * 0.5f );
}
break;
case CL_EVENT_MFOOTSTEP_RIGHT:
{
MaterialFootstepSound( this, false, VOL_NORM * 0.5f );
}
break;
case CL_EVENT_MFOOTSTEP_LEFT_LOUD:
{
MaterialFootstepSound( this, true, VOL_NORM );
}
break;
case CL_EVENT_MFOOTSTEP_RIGHT_LOUD:
{
MaterialFootstepSound( this, false, VOL_NORM );
}
break;
// Eject brass
case CL_EVENT_EJECTBRASS1:
if ( m_Attachments.Count() > 0 )
{
if ( MainViewOrigin().DistToSqr( GetAbsOrigin() ) < (256 * 256) )
{
Vector attachOrigin;
QAngle attachAngles;
if( GetAttachment( 2, attachOrigin, attachAngles ) )
{
tempents->EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) );
}
}
}
break;
case AE_MUZZLEFLASH:
{
// Send out the effect for a player
DispatchMuzzleEffect( options, true );
break;
}
case AE_NPC_MUZZLEFLASH:
{
// Send out the effect for an NPC
DispatchMuzzleEffect( options, false );
break;
}
// OBSOLETE EVENTS. REPLACED BY NEWER SYSTEMS.
// See below in FireObsoleteEvent() for comments on what to use instead.
case AE_CLIENT_EFFECT_ATTACH:
case CL_EVENT_DISPATCHEFFECT0:
case CL_EVENT_DISPATCHEFFECT1:
case CL_EVENT_DISPATCHEFFECT2:
case CL_EVENT_DISPATCHEFFECT3:
case CL_EVENT_DISPATCHEFFECT4:
case CL_EVENT_DISPATCHEFFECT5:
case CL_EVENT_DISPATCHEFFECT6:
case CL_EVENT_DISPATCHEFFECT7:
case CL_EVENT_DISPATCHEFFECT8:
case CL_EVENT_DISPATCHEFFECT9:
case CL_EVENT_MUZZLEFLASH0:
case CL_EVENT_MUZZLEFLASH1:
case CL_EVENT_MUZZLEFLASH2:
case CL_EVENT_MUZZLEFLASH3:
case CL_EVENT_NPC_MUZZLEFLASH0:
case CL_EVENT_NPC_MUZZLEFLASH1:
case CL_EVENT_NPC_MUZZLEFLASH2:
case CL_EVENT_NPC_MUZZLEFLASH3:
case CL_EVENT_SPARK0:
case CL_EVENT_SOUND:
FireObsoleteEvent( origin, angles, event, options );
break;
case AE_CL_ENABLE_BODYGROUP:
{
int index = FindBodygroupByName( options );
if ( index >= 0 )
{
SetBodygroup( index, 1 );
}
}
break;
case AE_CL_DISABLE_BODYGROUP:
{
int index = FindBodygroupByName( options );
if ( index >= 0 )
{
SetBodygroup( index, 0 );
}
}
break;
case AE_CL_BODYGROUP_SET_VALUE:
{
char szBodygroupName[256];
int value = 0;
char token[256];
const char *p = options;
// Bodygroup Name
p = nexttoken(token, p, ' ');
if ( token )
{
Q_strncpy( szBodygroupName, token, sizeof(szBodygroupName) );
}
// Get the desired value
p = nexttoken(token, p, ' ');
if ( token )
{
value = atoi( token );
}
int index = FindBodygroupByName( szBodygroupName );
if ( index >= 0 )
{
SetBodygroup( index, value );
}
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: These events are all obsolete events, left here to support old games.
// Their systems have all been replaced with better ones.
//-----------------------------------------------------------------------------
void C_BaseAnimating::FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
Vector attachOrigin;
QAngle attachAngles;
switch( event )
{
// Obsolete. Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
case AE_CLIENT_EFFECT_ATTACH:
{
int iAttachment = -1;
int iParam = 0;
char token[128];
char effectFunc[128];
const char *p = options;
p = nexttoken(token, p, ' ');
if( token )
{
Q_strncpy( effectFunc, token, sizeof(effectFunc) );
}
p = nexttoken(token, p, ' ');
if( token )
{
iAttachment = atoi(token);
}
p = nexttoken(token, p, ' ');
if( token )
{
iParam = atoi(token);
}
if ( iAttachment != -1 && m_Attachments.Count() >= iAttachment )
{
GetAttachment( iAttachment, attachOrigin, attachAngles );
// Fill out the generic data
CEffectData data;
data.m_vOrigin = attachOrigin;
data.m_vAngles = attachAngles;
AngleVectors( attachAngles, &data.m_vNormal );
data.m_hEntity = GetRefEHandle();
data.m_nAttachmentIndex = iAttachment + 1;
data.m_fFlags = iParam;
DispatchEffect( effectFunc, data );
}
}
break;
// Obsolete. Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
case CL_EVENT_DISPATCHEFFECT0:
case CL_EVENT_DISPATCHEFFECT1:
case CL_EVENT_DISPATCHEFFECT2:
case CL_EVENT_DISPATCHEFFECT3:
case CL_EVENT_DISPATCHEFFECT4:
case CL_EVENT_DISPATCHEFFECT5:
case CL_EVENT_DISPATCHEFFECT6:
case CL_EVENT_DISPATCHEFFECT7:
case CL_EVENT_DISPATCHEFFECT8:
case CL_EVENT_DISPATCHEFFECT9:
{
int iAttachment = -1;
// First person muzzle flashes
switch (event)
{
case CL_EVENT_DISPATCHEFFECT0:
iAttachment = 0;
break;
case CL_EVENT_DISPATCHEFFECT1:
iAttachment = 1;
break;
case CL_EVENT_DISPATCHEFFECT2:
iAttachment = 2;
break;
case CL_EVENT_DISPATCHEFFECT3:
iAttachment = 3;
break;
case CL_EVENT_DISPATCHEFFECT4:
iAttachment = 4;
break;
case CL_EVENT_DISPATCHEFFECT5:
iAttachment = 5;
break;
case CL_EVENT_DISPATCHEFFECT6:
iAttachment = 6;
break;
case CL_EVENT_DISPATCHEFFECT7:
iAttachment = 7;
break;
case CL_EVENT_DISPATCHEFFECT8:
iAttachment = 8;
break;
case CL_EVENT_DISPATCHEFFECT9:
iAttachment = 9;
break;
}
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
{
GetAttachment( iAttachment+1, attachOrigin, attachAngles );
// Fill out the generic data
CEffectData data;
data.m_vOrigin = attachOrigin;
data.m_vAngles = attachAngles;
AngleVectors( attachAngles, &data.m_vNormal );
data.m_hEntity = GetRefEHandle();
data.m_nAttachmentIndex = iAttachment + 1;
DispatchEffect( options, data );
}
}
break;
// Obsolete. Use the AE_MUZZLEFLASH / AE_NPC_MUZZLEFLASH events instead.
case CL_EVENT_MUZZLEFLASH0:
case CL_EVENT_MUZZLEFLASH1:
case CL_EVENT_MUZZLEFLASH2:
case CL_EVENT_MUZZLEFLASH3:
case CL_EVENT_NPC_MUZZLEFLASH0:
case CL_EVENT_NPC_MUZZLEFLASH1:
case CL_EVENT_NPC_MUZZLEFLASH2:
case CL_EVENT_NPC_MUZZLEFLASH3:
{
int iAttachment = -1;
bool bFirstPerson = true;
// First person muzzle flashes
switch (event)
{
case CL_EVENT_MUZZLEFLASH0:
iAttachment = 0;
break;
case CL_EVENT_MUZZLEFLASH1:
iAttachment = 1;
break;
case CL_EVENT_MUZZLEFLASH2:
iAttachment = 2;
break;
case CL_EVENT_MUZZLEFLASH3:
iAttachment = 3;
break;
// Third person muzzle flashes
case CL_EVENT_NPC_MUZZLEFLASH0:
iAttachment = 0;
bFirstPerson = false;
break;
case CL_EVENT_NPC_MUZZLEFLASH1:
iAttachment = 1;
bFirstPerson = false;
break;
case CL_EVENT_NPC_MUZZLEFLASH2:
iAttachment = 2;
bFirstPerson = false;
break;
case CL_EVENT_NPC_MUZZLEFLASH3:
iAttachment = 3;
bFirstPerson = false;
break;
}
if ( iAttachment != -1 && m_Attachments.Count() > iAttachment )
{
GetAttachment( iAttachment+1, attachOrigin, attachAngles );
int entId = render->GetViewEntity();
ClientEntityHandle_t hEntity = ClientEntityList().EntIndexToHandle( entId );
tempents->MuzzleFlash( attachOrigin, attachAngles, atoi( options ), hEntity, bFirstPerson );
}
}
break;
// Obsolete: Use the AE_CL_CREATE_PARTICLE_EFFECT event instead, which uses the artist driven particle system & editor.
case CL_EVENT_SPARK0:
{
Vector vecForward;
GetAttachment( 1, attachOrigin, attachAngles );
AngleVectors( attachAngles, &vecForward );
g_pEffects->Sparks( attachOrigin, atoi( options ), 1, &vecForward );
}
break;
// Obsolete: Use the AE_CL_PLAYSOUND event instead, which doesn't rely on a magic number in the .qc
case CL_EVENT_SOUND:
{
CLocalPlayerFilter filter;
if ( m_Attachments.Count() > 0)
{
GetAttachment( 1, attachOrigin, attachAngles );
EmitSound( filter, GetSoundSourceIndex(), options, &attachOrigin );
}
else
{
EmitSound( filter, GetSoundSourceIndex(), options );
}
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseAnimating::IsSelfAnimating()
{
if ( m_bClientSideAnimation )
return true;
// Yes, we use animtime.
int iMoveType = GetMoveType();
if ( iMoveType != MOVETYPE_STEP &&
iMoveType != MOVETYPE_NONE &&
iMoveType != MOVETYPE_WALK &&
iMoveType != MOVETYPE_FLY &&
iMoveType != MOVETYPE_FLYGRAVITY )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Called by networking code when an entity is new to the PVS or comes down with the EF_NOINTERP flag set.
// The position history data is flushed out right after this call, so we need to store off the current data
// in the latched fields so we try to interpolate
// Input : *ent -
// full_reset -
//-----------------------------------------------------------------------------
void C_BaseAnimating::ResetLatched( void )
{
// Reset the IK
if ( m_pIk )
{
delete m_pIk;
m_pIk = NULL;
}
BaseClass::ResetLatched();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseAnimating::Interpolate( float flCurrentTime )
{
// ragdolls don't need interpolation
if ( m_pRagdoll )
return true;
VPROF( "C_BaseAnimating::Interpolate" );
Vector oldOrigin;
QAngle oldAngles;
Vector oldVel;
float flOldCycle = GetCycle();
int nChangeFlags = 0;
if ( !m_bClientSideAnimation )
m_iv_flCycle.SetLooping( IsSequenceLooping( GetSequence() ) );
int bNoMoreChanges;
int retVal = BaseInterpolatePart1( flCurrentTime, oldOrigin, oldAngles, oldVel, bNoMoreChanges );
if ( retVal == INTERPOLATE_STOP )
{
if ( bNoMoreChanges )
RemoveFromInterpolationList();
return true;
}
// Did cycle change?
if( GetCycle() != flOldCycle )
nChangeFlags |= ANIMATION_CHANGED;
if ( bNoMoreChanges )
RemoveFromInterpolationList();
BaseInterpolatePart2( oldOrigin, oldAngles, oldVel, nChangeFlags );
return true;
}
//-----------------------------------------------------------------------------
// returns true if we're currently being ragdolled
//-----------------------------------------------------------------------------
bool C_BaseAnimating::IsRagdoll() const
{
return m_pRagdoll && (m_nRenderFX == kRenderFxRagdoll);
}
//-----------------------------------------------------------------------------
// returns true if we're currently being ragdolled
//-----------------------------------------------------------------------------
bool C_BaseAnimating::IsAboutToRagdoll() const
{
return (m_nRenderFX == kRenderFxRagdoll);
}
//-----------------------------------------------------------------------------
// Lets us check our sequence number after a network update
//-----------------------------------------------------------------------------
int C_BaseAnimating::RestoreData( const char *context, int slot, int type )
{
int retVal = BaseClass::RestoreData( context, slot, type );
CStudioHdr *pHdr = GetModelPtr();
if( pHdr && m_nSequence >= pHdr->GetNumSeq() )
{
// Don't let a network update give us an invalid sequence
m_nSequence = 0;
}
return retVal;
}
//-----------------------------------------------------------------------------
// implements these so ragdolls can handle frustum culling & leaf visibility
//-----------------------------------------------------------------------------
void C_BaseAnimating::GetRenderBounds( Vector& theMins, Vector& theMaxs )
{
if ( IsRagdoll() )
{
m_pRagdoll->GetRagdollBounds( theMins, theMaxs );
}
else if ( GetModel() )
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr|| !pStudioHdr->SequencesAvailable() || GetSequence() == -1 )
{
theMins = vec3_origin;
theMaxs = vec3_origin;
return;
}
if (!VectorCompare( vec3_origin, pStudioHdr->view_bbmin() ) || !VectorCompare( vec3_origin, pStudioHdr->view_bbmax() ))
{
// clipping bounding box
VectorCopy ( pStudioHdr->view_bbmin(), theMins);
VectorCopy ( pStudioHdr->view_bbmax(), theMaxs);
}
else
{
// movement bounding box
VectorCopy ( pStudioHdr->hull_min(), theMins);
VectorCopy ( pStudioHdr->hull_max(), theMaxs);
}
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( GetSequence() );
VectorMin( seqdesc.bbmin, theMins, theMins );
VectorMax( seqdesc.bbmax, theMaxs, theMaxs );
}
else
{
theMins = vec3_origin;
theMaxs = vec3_origin;
}
// Scale this up depending on if our model is currently scaling
const float flScale = GetModelScale();
theMaxs *= flScale;
theMins *= flScale;
}
//-----------------------------------------------------------------------------
// implements these so ragdolls can handle frustum culling & leaf visibility
//-----------------------------------------------------------------------------
const Vector& C_BaseAnimating::GetRenderOrigin( void )
{
if ( IsRagdoll() )
{
return m_pRagdoll->GetRagdollOrigin();
}
else
{
return BaseClass::GetRenderOrigin();
}
}
const QAngle& C_BaseAnimating::GetRenderAngles( void )
{
if ( IsRagdoll() )
{
return vec3_angle;
}
else
{
return BaseClass::GetRenderAngles();
}
}
void C_BaseAnimating::RagdollMoved( void )
{
SetAbsOrigin( m_pRagdoll->GetRagdollOrigin() );
SetAbsAngles( vec3_angle );
Vector mins, maxs;
m_pRagdoll->GetRagdollBounds( mins, maxs );
SetCollisionBounds( mins, maxs );
// If the ragdoll moves, its render-to-texture shadow is dirty
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
}
//-----------------------------------------------------------------------------
// Purpose: My physics object has been updated, react or extract data
//-----------------------------------------------------------------------------
void C_BaseAnimating::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
// FIXME: Should make sure the physics objects being passed in
// is the ragdoll physics object, but I think it's pretty safe not to check
if (IsRagdoll())
{
m_pRagdoll->VPhysicsUpdate( pPhysics );
RagdollMoved();
return;
}
BaseClass::VPhysicsUpdate( pPhysics );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_BaseAnimating::PreDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_BaseAnimating::PreDataUpdate" );
m_flOldCycle = GetCycle();
m_nOldSequence = GetSequence();
m_flOldModelScale = GetModelScale();
int i;
for ( i=0;i<MAXSTUDIOBONECTRLS;i++ )
{
m_flOldEncodedController[i] = m_flEncodedController[i];
}
for ( i=0;i<MAXSTUDIOPOSEPARAM;i++ )
{
m_flOldPoseParameters[i] = m_flPoseParameter[i];
}
BaseClass::PreDataUpdate( updateType );
}
void C_BaseAnimating::NotifyShouldTransmit( ShouldTransmitState_t state )
{
BaseClass::NotifyShouldTransmit( state );
if ( state == SHOULDTRANSMIT_START )
{
// If he's been firing a bunch, then he comes back into the PVS, his muzzle flash
// will show up even if he isn't firing now.
DisableMuzzleFlash();
m_nPrevResetEventsParity = m_nResetEventsParity;
m_nEventSequence = GetSequence();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_BaseAnimating::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
if ( m_bClientSideAnimation )
{
SetCycle( m_flOldCycle );
AddToClientSideAnimationList();
}
else
{
RemoveFromClientSideAnimationList();
}
bool bBoneControllersChanged = false;
int i;
for ( i=0;i<MAXSTUDIOBONECTRLS && !bBoneControllersChanged;i++ )
{
if ( m_flOldEncodedController[i] != m_flEncodedController[i] )
{
bBoneControllersChanged = true;
}
}
bool bPoseParametersChanged = false;
for ( i=0;i<MAXSTUDIOPOSEPARAM && !bPoseParametersChanged;i++ )
{
if ( m_flOldPoseParameters[i] != m_flPoseParameter[i] )
{
bPoseParametersChanged = true;
}
}
// Cycle change? Then re-render
bool bAnimationChanged = m_flOldCycle != GetCycle() || bBoneControllersChanged || bPoseParametersChanged;
bool bSequenceChanged = m_nOldSequence != GetSequence();
bool bScaleChanged = ( m_flOldModelScale != GetModelScale() );
if ( bAnimationChanged || bSequenceChanged || bScaleChanged )
{
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
}
if ( bAnimationChanged || bSequenceChanged )
{
if ( m_bClientSideAnimation )
{
ClientSideAnimationChanged();
}
}
// reset prev cycle if new sequence
if (m_nNewSequenceParity != m_nPrevNewSequenceParity)
{
// It's important not to call Reset() on a static prop, because if we call
// Reset(), then the entity will stay in the interpolated entities list
// forever, wasting CPU.
MDLCACHE_CRITICAL_SECTION();
CStudioHdr *hdr = GetModelPtr();
if ( hdr && !( hdr->flags() & STUDIOHDR_FLAGS_STATIC_PROP ) )
{
m_iv_flCycle.Reset();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseAnimating::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
m_bLastClientSideFrameReset = m_bClientSideFrameReset;
}
void C_BaseAnimating::ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime )
{
// blow the cached prev bones
InvalidateBoneCache();
// reset root position to flTime
Interpolate( flTime );
// Setup bone state at the given time
SetupBones( pBonesOut, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, flTime );
}
void C_BaseAnimating::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
{
ForceSetupBonesAtTime( pDeltaBones0, gpGlobals->curtime - boneDt );
ForceSetupBonesAtTime( pDeltaBones1, gpGlobals->curtime );
float ragdollCreateTime = PhysGetSyncCreateTime();
if ( ragdollCreateTime != gpGlobals->curtime )
{
// The next simulation frame begins before the end of this frame
// so initialize the ragdoll at that time so that it will reach the current
// position at curtime. Otherwise the ragdoll will simulate forward from curtime
// and pop into the future a bit at this point of transition
ForceSetupBonesAtTime( pCurrentBones, ragdollCreateTime );
}
else
{
memcpy( pCurrentBones, m_CachedBoneData.Base(), sizeof( matrix3x4_t ) * m_CachedBoneData.Count() );
}
}
C_BaseAnimating *C_BaseAnimating::CreateRagdollCopy()
{
//Adrian: We now create a separate entity that becomes this entity's ragdoll.
//That way the server side version of this entity can go away.
//Plus we can hook save/restore code to these ragdolls so they don't fall on restore anymore.
C_ClientRagdoll *pRagdoll = new C_ClientRagdoll( false );
if ( pRagdoll == NULL )
return NULL;
TermRopes();
const model_t *model = GetModel();
const char *pModelName = modelinfo->GetModelName( model );
if ( pRagdoll->InitializeAsClientEntity( pModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
{
pRagdoll->Release();
return NULL;
}
// move my current model instance to the ragdoll's so decals are preserved.
SnatchModelInstance( pRagdoll );
// We need to take these from the entity
pRagdoll->SetAbsOrigin( GetAbsOrigin() );
pRagdoll->SetAbsAngles( GetAbsAngles() );
pRagdoll->IgniteRagdoll( this );
pRagdoll->TransferDissolveFrom( this );
pRagdoll->InitModelEffects();
if ( AddRagdollToFadeQueue() == true )
{
pRagdoll->m_bImportant = NPC_IsImportantNPC( this );
s_RagdollLRU.MoveToTopOfLRU( pRagdoll, pRagdoll->m_bImportant );
pRagdoll->m_bFadeOut = true;
}
m_builtRagdoll = true;
AddEffects( EF_NODRAW );
if ( IsEffectActive( EF_NOSHADOW ) )
{
pRagdoll->AddEffects( EF_NOSHADOW );
}
pRagdoll->m_nRenderFX = kRenderFxRagdoll;
pRagdoll->SetRenderMode( GetRenderMode() );
pRagdoll->SetRenderColor( GetRenderColor().r, GetRenderColor().g, GetRenderColor().b, GetRenderColor().a );
pRagdoll->m_nBody = m_nBody;
pRagdoll->m_nSkin = GetSkin();
pRagdoll->m_vecForce = m_vecForce;
pRagdoll->m_nForceBone = m_nForceBone;
pRagdoll->SetNextClientThink( CLIENT_THINK_ALWAYS );
pRagdoll->SetModelName( AllocPooledString(pModelName) );
pRagdoll->SetModelScale( GetModelScale() );
return pRagdoll;
}
C_BaseAnimating *C_BaseAnimating::BecomeRagdollOnClient()
{
MoveToLastReceivedPosition( true );
GetAbsOrigin();
C_BaseAnimating *pRagdoll = CreateRagdollCopy();
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
matrix3x4_t currentBones[MAXSTUDIOBONES];
const float boneDt = 0.1f;
GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
pRagdoll->InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
return pRagdoll;
}
bool C_BaseAnimating::InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr || m_pRagdoll || m_builtRagdoll )
return false;
m_builtRagdoll = true;
// Store off our old mins & maxs
m_vecPreRagdollMins = WorldAlignMins();
m_vecPreRagdollMaxs = WorldAlignMaxs();
// Force MOVETYPE_STEP interpolation
MoveType_t savedMovetype = GetMoveType();
SetMoveType( MOVETYPE_STEP );
// HACKHACK: force time to last interpolation position
m_flPlaybackRate = 1;
m_pRagdoll = CreateRagdoll( this, hdr, m_vecForce, m_nForceBone, pDeltaBones0, pDeltaBones1, pCurrentBonePosition, boneDt, bFixedConstraints );
// Cause the entity to recompute its shadow type and make a
// version which only updates when physics state changes
// NOTE: We have to do this after m_pRagdoll is assigned above
// because that's what ShadowCastType uses to figure out which type of shadow to use.
DestroyShadow();
CreateShadow();
// Cache off ragdoll bone positions/quaternions
if ( m_bStoreRagdollInfo && m_pRagdoll )
{
matrix3x4_t parentTransform;
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), parentTransform );
// FIXME/CHECK: This might be too expensive to do every frame???
SaveRagdollInfo( hdr->numbones(), parentTransform, m_BoneAccessor );
}
SetMoveType( savedMovetype );
// Now set the dieragdoll sequence to get transforms for all
// non-simulated bones
m_nRestoreSequence = GetSequence();
SetSequence( SelectWeightedSequence( ACT_DIERAGDOLL ) );
m_nPrevSequence = GetSequence();
m_flPlaybackRate = 0;
UpdatePartitionListEntry();
NoteRagdollCreationTick( this );
UpdateVisibility();
#if defined( REPLAY_ENABLED )
// If Replay is enabled on server, add an entry to the ragdoll recorder for this entity
ConVar* pReplayEnable = (ConVar*)cvar->FindVar( "replay_enable" );
if ( m_pRagdoll && pReplayEnable && pReplayEnable->GetInt() && !engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo() )
{
CReplayRagdollRecorder& RagdollRecorder = CReplayRagdollRecorder::Instance();
int nStartTick = TIME_TO_TICKS( engine->GetLastTimeStamp() );
RagdollRecorder.AddEntry( this, nStartTick, m_pRagdoll->RagdollBoneCount() );
}
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseAnimating::OnDataChanged( DataUpdateType_t updateType )
{
// don't let server change sequences after becoming a ragdoll
if ( m_pRagdoll && GetSequence() != m_nPrevSequence )
{
SetSequence( m_nPrevSequence );
m_flPlaybackRate = 0;
}
if ( !m_pRagdoll && m_nRestoreSequence != -1 )
{
SetSequence( m_nRestoreSequence );
m_nRestoreSequence = -1;
}
if (updateType == DATA_UPDATE_CREATED)
{
m_nPrevSequence = -1;
m_nRestoreSequence = -1;
}
bool modelchanged = false;
// UNDONE: The base class does this as well. So this is kind of ugly
// but getting a model by index is pretty cheap...
const model_t *pModel = modelinfo->GetModel( GetModelIndex() );
if ( pModel != GetModel() )
{
modelchanged = true;
}
BaseClass::OnDataChanged( updateType );
if ( (updateType == DATA_UPDATE_CREATED) || modelchanged )
{
ResetLatched();
// if you have this pose parameter, activate HL1-style lipsync/wave envelope tracking
if ( LookupPoseParameter( LIPSYNC_POSEPARAM_NAME ) != -1 )
{
MouthInfo().ActivateEnvelope();
}
}
// If there's a significant change, make sure the shadow updates
if ( modelchanged || (GetSequence() != m_nPrevSequence))
{
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
m_nPrevSequence = GetSequence();
}
// Only need to think if animating client side
if ( m_bClientSideAnimation )
{
// Check to see if we should reset our frame
if ( m_bClientSideFrameReset != m_bLastClientSideFrameReset )
{
ResetClientsideFrame();
}
}
// build a ragdoll if necessary
if ( m_nRenderFX == kRenderFxRagdoll && !m_builtRagdoll )
{
BecomeRagdollOnClient();
}
//HACKHACK!!!
if ( m_nRenderFX == kRenderFxRagdoll && m_builtRagdoll == true )
{
if ( m_pRagdoll == NULL )
AddEffects( EF_NODRAW );
}
if ( m_pRagdoll && m_nRenderFX != kRenderFxRagdoll )
{
ClearRagdoll();
}
// If ragdolling and get EF_NOINTERP, we probably were dead and are now respawning,
// don't do blend out of ragdoll at respawn spot.
if ( IsNoInterpolationFrame() &&
m_pRagdollInfo &&
m_pRagdollInfo->m_bActive )
{
Msg( "delete ragdoll due to nointerp\n" );
// Remove ragdoll info
delete m_pRagdollInfo;
m_pRagdollInfo = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::AddEntity( void )
{
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsNoInterpolationFrame() )
{
ResetLatched();
}
BaseClass::AddEntity();
}
//-----------------------------------------------------------------------------
// Purpose: Get the index of the attachment point with the specified name
//-----------------------------------------------------------------------------
int C_BaseAnimating::LookupAttachment( const char *pAttachmentName )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return -1;
}
// NOTE: Currently, the network uses 0 to mean "no attachment"
// thus the client must add one to the index of the attachment
// UNDONE: Make the server do this too to be consistent.
return Studio_FindAttachment( hdr, pAttachmentName ) + 1;
}
//-----------------------------------------------------------------------------
// Purpose: Get a random index of an attachment point with the specified substring in its name
//-----------------------------------------------------------------------------
int C_BaseAnimating::LookupRandomAttachment( const char *pAttachmentNameSubstring )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return -1;
}
// NOTE: Currently, the network uses 0 to mean "no attachment"
// thus the client must add one to the index of the attachment
// UNDONE: Make the server do this too to be consistent.
return Studio_FindRandomAttachment( hdr, pAttachmentNameSubstring ) + 1;
}
void C_BaseAnimating::ClientSideAnimationChanged()
{
if ( !m_bClientSideAnimation || m_ClientSideAnimationListHandle == INVALID_CLIENTSIDEANIMATION_LIST_HANDLE )
return;
MDLCACHE_CRITICAL_SECTION();
clientanimating_t &anim = g_ClientSideAnimationList.Element(m_ClientSideAnimationListHandle);
Assert(anim.pAnimating == this);
anim.flags = ComputeClientSideAnimationFlags();
m_SequenceTransitioner.CheckForSequenceChange(
GetModelPtr(),
GetSequence(),
m_nNewSequenceParity != m_nPrevNewSequenceParity,
!IsNoInterpolationFrame()
);
}
unsigned int C_BaseAnimating::ComputeClientSideAnimationFlags()
{
return FCLIENTANIM_SEQUENCE_CYCLE;
}
void C_BaseAnimating::UpdateClientSideAnimation()
{
// Update client side animation
if ( m_bClientSideAnimation )
{
Assert( m_ClientSideAnimationListHandle != INVALID_CLIENTSIDEANIMATION_LIST_HANDLE );
if ( GetSequence() != -1 )
{
// latch old values
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
// move frame forward
FrameAdvance( 0.0f ); // 0 means to use the time we last advanced instead of a constant
}
}
else
{
Assert( m_ClientSideAnimationListHandle == INVALID_CLIENTSIDEANIMATION_LIST_HANDLE );
}
}
void C_BaseAnimating::Simulate()
{
if ( m_bInitModelEffects )
{
DelayedInitModelEffects();
}
if ( gpGlobals->frametime != 0.0f )
{
DoAnimationEvents( GetModelPtr() );
}
BaseClass::Simulate();
if ( IsNoInterpolationFrame() )
{
ResetLatched();
}
if ( GetSequence() != -1 && m_pRagdoll && ( m_nRenderFX != kRenderFxRagdoll ) )
{
ClearRagdoll();
}
}
bool C_BaseAnimating::TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
if ( ray.m_IsRay && IsSolidFlagSet( FSOLID_CUSTOMRAYTEST ))
{
if (!TestHitboxes( ray, fContentsMask, tr ))
return true;
return tr.DidHit();
}
if ( !ray.m_IsRay && IsSolidFlagSet( FSOLID_CUSTOMBOXTEST ))
{
if (!TestHitboxes( ray, fContentsMask, tr ))
return true;
return true;
}
// We shouldn't get here.
Assert(0);
return false;
}
// UNDONE: This almost works. The client entities have no control over their solid box
// Also they have no ability to expose FSOLID_ flags to the engine to force the accurate
// collision tests.
// Add those and the client hitboxes will be robust
bool C_BaseAnimating::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
VPROF( "C_BaseAnimating::TestHitboxes" );
MDLCACHE_CRITICAL_SECTION();
CStudioHdr *pStudioHdr = GetModelPtr();
if (!pStudioHdr)
return false;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
if ( !set || !set->numhitboxes )
return false;
// Use vcollide for box traces.
if ( !ray.m_IsRay )
return false;
// This *has* to be true for the existing code to function correctly.
Assert( ray.m_StartOffset == vec3_origin );
CBoneCache *pCache = GetBoneCache( pStudioHdr );
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );
if ( TraceToStudio( physprops, ray, pStudioHdr, set, hitboxbones, fContentsMask, GetRenderOrigin(), GetModelScale(), tr ) )
{
mstudiobbox_t *pbox = set->pHitbox( tr.hitbox );
mstudiobone_t *pBone = pStudioHdr->pBone(pbox->bone);
tr.surface.name = "**studio**";
tr.surface.flags = SURF_HITBOX;
tr.surface.surfaceProps = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() );
if ( IsRagdoll() )
{
IPhysicsObject *pReplace = m_pRagdoll->GetElement( tr.physicsbone );
if ( pReplace )
{
VPhysicsSetObject( NULL );
VPhysicsSetObject( pReplace );
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Check sequence framerate
// Input : iSequence -
// Output : float
//-----------------------------------------------------------------------------
float C_BaseAnimating::GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence )
{
if ( !pStudioHdr )
return 0.0f;
return Studio_CPS( pStudioHdr, pStudioHdr->pSeqdesc(iSequence), iSequence, m_flPoseParameter );
}
float C_BaseAnimating::GetAnimTimeInterval( void ) const
{
#define MAX_ANIMTIME_INTERVAL 0.2f
float flInterval = MIN( gpGlobals->curtime - m_flAnimTime, MAX_ANIMTIME_INTERVAL );
return flInterval;
}
//-----------------------------------------------------------------------------
// Sets the cycle, marks the entity as being dirty
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetCycle( float flCycle )
{
if ( m_flCycle != flCycle )
{
m_flCycle = flCycle;
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
}
}
//-----------------------------------------------------------------------------
// Sets the sequence, marks the entity as being dirty
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetSequence( int nSequence )
{
if ( m_nSequence != nSequence )
{
/*
CStudioHdr *hdr = GetModelPtr();
// Assert( hdr );
if ( hdr )
{
Assert( nSequence >= 0 && nSequence < hdr->GetNumSeq() );
}
*/
m_nSequence = nSequence;
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
if ( m_bClientSideAnimation )
{
ClientSideAnimationChanged();
}
}
}
//=========================================================
// StudioFrameAdvance - advance the animation frame up some interval (default 0.1) into the future
//=========================================================
void C_BaseAnimating::StudioFrameAdvance()
{
if ( m_bClientSideAnimation )
return;
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
return;
#ifdef DEBUG
bool watch = dbganimmodel.GetString()[0] && V_stristr( hdr->pszName(), dbganimmodel.GetString() );
#else
bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false;
#endif
//if (!anim.prevanimtime)
//{
//anim.prevanimtime = m_flAnimTime = gpGlobals->curtime;
//}
// How long since last animtime
float flInterval = GetAnimTimeInterval();
if (flInterval <= 0.001)
{
// Msg("%s : %s : %5.3f (skip)\n", STRING(pev->classname), GetSequenceName( GetSequence() ), GetCycle() );
return;
}
UpdateModelScale();
//anim.prevanimtime = m_flAnimTime;
float cycleAdvance = flInterval * GetSequenceCycleRate( hdr, GetSequence() ) * m_flPlaybackRate;
float flNewCycle = GetCycle() + cycleAdvance;
m_flAnimTime = gpGlobals->curtime;
if ( watch )
{
Msg("%s %6.3f : %6.3f (%.3f)\n", GetClassname(), gpGlobals->curtime, m_flAnimTime, flInterval );
}
if ( flNewCycle < 0.0f || flNewCycle >= 1.0f )
{
if ( IsSequenceLooping( hdr, GetSequence() ) )
{
flNewCycle -= (int)(flNewCycle);
}
else
{
flNewCycle = (flNewCycle < 0.0f) ? 0.0f : 1.0f;
}
m_bSequenceFinished = true; // just in case it wasn't caught in GetEvents
}
SetCycle( flNewCycle );
m_flGroundSpeed = GetSequenceGroundSpeed( hdr, GetSequence() ) * GetModelScale();
#if 0
// I didn't have a test case for this, but it seems like the right thing to do. Check multi-player!
// Msg("%s : %s : %5.1f\n", GetClassname(), GetSequenceName( GetSequence() ), GetCycle() );
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
#endif
if ( watch )
{
Msg("%s : %s : %5.1f\n", GetClassname(), GetSequenceName( GetSequence() ), GetCycle() );
}
}
float C_BaseAnimating::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence )
{
float t = SequenceDuration( pStudioHdr, iSequence );
if (t > 0)
{
return GetSequenceMoveDist( pStudioHdr, iSequence ) / t;
}
else
{
return 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : iSequence -
//
// Output : float
//-----------------------------------------------------------------------------
float C_BaseAnimating::GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence )
{
Vector vecReturn;
::GetSequenceLinearMotion( pStudioHdr, iSequence, m_flPoseParameter, &vecReturn );
return vecReturn.Length();
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : iSequence -
// *pVec -
//
//-----------------------------------------------------------------------------
void C_BaseAnimating::GetSequenceLinearMotion( int iSequence, Vector *pVec )
{
::GetSequenceLinearMotion( GetModelPtr(), iSequence, m_flPoseParameter, pVec );
}
void C_BaseAnimating::GetBlendedLinearVelocity( Vector *pVec )
{
Vector vecDist;
float flDuration;
GetSequenceLinearMotion( GetSequence(), &vecDist );
flDuration = SequenceDuration( GetSequence() );
VectorScale( vecDist, 1.0 / flDuration, *pVec );
Vector tmp;
for (int i = m_SequenceTransitioner.m_animationQueue.Count() - 2; i >= 0; i--)
{
C_AnimationLayer *blend = &m_SequenceTransitioner.m_animationQueue[i];
GetSequenceLinearMotion( blend->m_nSequence, &vecDist );
flDuration = SequenceDuration( blend->m_nSequence );
VectorScale( vecDist, 1.0 / flDuration, tmp );
float flWeight = blend->GetFadeout( gpGlobals->curtime );
*pVec = Lerp( flWeight, *pVec, tmp );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flInterval -
// Output : float
//-----------------------------------------------------------------------------
float C_BaseAnimating::FrameAdvance( float flInterval )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
return 0.0f;
#ifdef DEBUG
bool bWatch = dbganimmodel.GetString()[0] && V_stristr( hdr->pszName(), dbganimmodel.GetString() );
#else
bool bWatch = false; // Q_strstr( hdr->name, "medkit_large" ) ? true : false;
#endif
float curtime = gpGlobals->curtime;
if (flInterval == 0.0f)
{
flInterval = ( curtime - m_flAnimTime );
if (flInterval <= 0.001f)
{
return 0.0f;
}
}
if ( !m_flAnimTime )
{
flInterval = 0.0f;
}
float cyclerate = GetSequenceCycleRate( hdr, GetSequence() );
float addcycle = flInterval * cyclerate * m_flPlaybackRate;
if( GetServerIntendedCycle() != -1.0f )
{
// The server would like us to ease in a correction so that we will animate the same on the client and server.
// So we will actually advance the average of what we would have done and what the server wants.
float serverCycle = GetServerIntendedCycle();
float serverAdvance = serverCycle - GetCycle();
bool adjustOkay = serverAdvance > 0.0f;// only want to go forward. backing up looks really jarring, even when slight
if( serverAdvance < -0.8f )
{
// Oh wait, it was just a wraparound from .9 to .1.
serverAdvance += 1;
adjustOkay = true;
}
if( adjustOkay )
{
float originalAdvance = addcycle;
addcycle = (serverAdvance + addcycle) / 2;
const float MAX_CYCLE_ADJUSTMENT = 0.1f;
addcycle = MIN( MAX_CYCLE_ADJUSTMENT, addcycle );// Don't do too big of a jump; it's too jarring as well.
DevMsg( 2, "(%d): Cycle latch used to correct %.2f in to %.2f instead of %.2f.\n",
entindex(), GetCycle(), GetCycle() + addcycle, GetCycle() + originalAdvance );
}
SetServerIntendedCycle(-1.0f); // Only use a correction once, it isn't valid any time but right now.
}
float flNewCycle = GetCycle() + addcycle;
m_flAnimTime = curtime;
if ( bWatch )
{
Msg("%i CLIENT Time: %6.3f : (Interval %f) : cycle %f rate %f add %f\n",
gpGlobals->tickcount, gpGlobals->curtime, flInterval, flNewCycle, cyclerate, addcycle );
}
if ( (flNewCycle < 0.0f) || (flNewCycle >= 1.0f) )
{
if ( IsSequenceLooping( hdr, GetSequence() ) )
{
flNewCycle -= (int)(flNewCycle);
}
else
{
flNewCycle = (flNewCycle < 0.0f) ? 0.0f : 1.0f;
}
m_bSequenceFinished = true;
}
SetCycle( flNewCycle );
return flInterval;
}
// Stubs for weapon prediction
void C_BaseAnimating::ResetSequenceInfo( void )
{
if (GetSequence() == -1)
{
SetSequence( 0 );
}
if ( IsDynamicModelLoading() )
{
m_bResetSequenceInfoOnLoad = true;
return;
}
CStudioHdr *pStudioHdr = GetModelPtr();
m_flGroundSpeed = GetSequenceGroundSpeed( pStudioHdr, GetSequence() ) * GetModelScale();
m_bSequenceLoops = ((GetSequenceFlags( pStudioHdr, GetSequence() ) & STUDIO_LOOPING) != 0);
// m_flAnimTime = gpGlobals->time;
m_flPlaybackRate = 1.0;
m_bSequenceFinished = false;
m_flLastEventCheck = 0;
m_nNewSequenceParity = ( m_nNewSequenceParity + 1 ) & EF_PARITY_MASK;
m_nResetEventsParity = ( m_nResetEventsParity + 1 ) & EF_PARITY_MASK;
// FIXME: why is this called here? Nothing should have changed to make this nessesary
SetEventIndexForSequence( pStudioHdr->pSeqdesc( GetSequence() ) );
}
//=========================================================
//=========================================================
bool C_BaseAnimating::IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence )
{
return (::GetSequenceFlags( pStudioHdr, iSequence ) & STUDIO_LOOPING) != 0;
}
float C_BaseAnimating::SequenceDuration( CStudioHdr *pStudioHdr, int iSequence )
{
if ( !pStudioHdr )
{
return 0.1f;
}
if (iSequence >= pStudioHdr->GetNumSeq() || iSequence < 0 )
{
DevWarning( 2, "C_BaseAnimating::SequenceDuration( %d ) out of range\n", iSequence );
return 0.1;
}
return Studio_Duration( pStudioHdr, iSequence, m_flPoseParameter );
}
int C_BaseAnimating::FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir )
{
CStudioHdr *hdr = GetModelPtr();
if ( !hdr )
{
return -1;
}
if (piDir == NULL)
{
int iDir = 1;
int sequence = ::FindTransitionSequence( hdr, iCurrentSequence, iGoalSequence, &iDir );
if (iDir != 1)
return -1;
else
return sequence;
}
return ::FindTransitionSequence( hdr, iCurrentSequence, iGoalSequence, piDir );
}
void C_BaseAnimating::SetBodygroup( int iGroup, int iValue )
{
// SetBodygroup is not supported on pending dynamic models. Wait for it to load!
// XXX TODO we could buffer up the group and value if we really needed to. -henryg
Assert( GetModelPtr() );
::SetBodygroup( GetModelPtr( ), m_nBody, iGroup, iValue );
}
int C_BaseAnimating::GetBodygroup( int iGroup )
{
Assert( IsDynamicModelLoading() || GetModelPtr() );
return IsDynamicModelLoading() ? 0 : ::GetBodygroup( GetModelPtr( ), m_nBody, iGroup );
}
const char *C_BaseAnimating::GetBodygroupName( int iGroup )
{
Assert( IsDynamicModelLoading() || GetModelPtr() );
return IsDynamicModelLoading() ? "" : ::GetBodygroupName( GetModelPtr( ), iGroup );
}
int C_BaseAnimating::FindBodygroupByName( const char *name )
{
Assert( IsDynamicModelLoading() || GetModelPtr() );
return IsDynamicModelLoading() ? -1 : ::FindBodygroupByName( GetModelPtr( ), name );
}
int C_BaseAnimating::GetBodygroupCount( int iGroup )
{
Assert( IsDynamicModelLoading() || GetModelPtr() );
return IsDynamicModelLoading() ? 0 : ::GetBodygroupCount( GetModelPtr( ), iGroup );
}
int C_BaseAnimating::GetNumBodyGroups( void )
{
Assert( IsDynamicModelLoading() || GetModelPtr() );
return IsDynamicModelLoading() ? 0 : ::GetNumBodyGroups( GetModelPtr( ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : setnum -
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetHitboxSet( int setnum )
{
if ( IsDynamicModelLoading() )
return;
#ifdef _DEBUG
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr )
return;
if (setnum > pStudioHdr->numhitboxsets())
{
// Warn if an bogus hitbox set is being used....
static bool s_bWarned = false;
if (!s_bWarned)
{
Warning("Using bogus hitbox set in entity %s!\n", GetClassname() );
s_bWarned = true;
}
setnum = 0;
}
#endif
m_nHitboxSet = setnum;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *setname -
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetHitboxSetByName( const char *setname )
{
if ( IsDynamicModelLoading() )
return;
m_nHitboxSet = FindHitboxSetByName( GetModelPtr(), setname );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseAnimating::GetHitboxSet( void )
{
return m_nHitboxSet;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *C_BaseAnimating::GetHitboxSetName( void )
{
if ( IsDynamicModelLoading() )
return "";
return ::GetHitboxSetName( GetModelPtr(), m_nHitboxSet );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseAnimating::GetHitboxSetCount( void )
{
if ( IsDynamicModelLoading() )
return 0;
return ::GetHitboxSetCount( GetModelPtr() );
}
static Vector hullcolor[8] =
{
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 0.5, 0.5 ),
Vector( 0.5, 1.0, 0.5 ),
Vector( 1.0, 1.0, 0.5 ),
Vector( 0.5, 0.5, 1.0 ),
Vector( 1.0, 0.5, 1.0 ),
Vector( 0.5, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 )
};
//-----------------------------------------------------------------------------
// Purpose: Draw the current hitboxes
//-----------------------------------------------------------------------------
void C_BaseAnimating::DrawClientHitboxes( float duration /*= 0.0f*/, bool monocolor /*= false*/ )
{
CStudioHdr *pStudioHdr = GetModelPtr();
if ( !pStudioHdr )
return;
mstudiohitboxset_t *set =pStudioHdr->pHitboxSet( m_nHitboxSet );
if ( !set )
return;
Vector position;
QAngle angles;
int r = 255;
int g = 0;
int b = 0;
for ( int i = 0; i < set->numhitboxes; i++ )
{
mstudiobbox_t *pbox = set->pHitbox( i );
GetBonePosition( pbox->bone, position, angles );
if ( !monocolor )
{
int j = (pbox->group % 8);
r = ( int ) ( 255.0f * hullcolor[j][0] );
g = ( int ) ( 255.0f * hullcolor[j][1] );
b = ( int ) ( 255.0f * hullcolor[j][2] );
}
debugoverlay->AddBoxOverlay( position, pbox->bbmin, pbox->bbmax, angles, r, g, b, 0 ,duration );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : int C_BaseAnimating::SelectWeightedSequence
//-----------------------------------------------------------------------------
int C_BaseAnimating::SelectWeightedSequence ( int activity )
{
Assert( activity != ACT_INVALID );
return ::SelectWeightedSequence( GetModelPtr(), activity );
}
//=========================================================
//=========================================================
int C_BaseAnimating::LookupPoseParameter( CStudioHdr *pstudiohdr, const char *szName )
{
if ( !pstudiohdr )
return 0;
for (int i = 0; i < pstudiohdr->GetNumPoseParameters(); i++)
{
if (stricmp( pstudiohdr->pPoseParameter( i ).pszName(), szName ) == 0)
{
return i;
}
}
// AssertMsg( 0, UTIL_VarArgs( "poseparameter %s couldn't be mapped!!!\n", szName ) );
return -1; // Error
}
//=========================================================
//=========================================================
float C_BaseAnimating::SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue )
{
return SetPoseParameter( pStudioHdr, LookupPoseParameter( pStudioHdr, szName ), flValue );
}
float C_BaseAnimating::SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue )
{
if ( !pStudioHdr )
{
Assert(!"C_BaseAnimating::SetPoseParameter: model missing");
return flValue;
}
if (iParameter >= 0)
{
float flNewValue;
flValue = Studio_SetPoseParameter( pStudioHdr, iParameter, flValue, flNewValue );
m_flPoseParameter[ iParameter ] = flNewValue;
}
return flValue;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *label -
// Output : int
//-----------------------------------------------------------------------------
int C_BaseAnimating::LookupSequence( const char *label )
{
Assert( GetModelPtr() );
return ::LookupSequence( GetModelPtr(), label );
}
void C_BaseAnimating::Release()
{
ClearRagdoll();
BaseClass::Release();
}
void C_BaseAnimating::Clear( void )
{
InvalidateMdlCache();
Q_memset(&m_mouth, 0, sizeof(m_mouth));
m_flCycle = 0;
m_flOldCycle = 0;
m_bResetSequenceInfoOnLoad = false;
m_bDynamicModelPending = false;
m_AutoRefModelIndex.Clear();
BaseClass::Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Clear current ragdoll
//-----------------------------------------------------------------------------
void C_BaseAnimating::ClearRagdoll()
{
if ( m_pRagdoll )
{
// immediately mark the member ragdoll as being NULL,
// so that we have no reentrancy problems with the delete
// (such as the disappearance of the ragdoll physics waking up
// IVP which causes other objects to move and have a touch
// callback on the ragdoll entity, which was a crash on TF)
// That is to say: it is vital that the member be cleared out
// BEFORE the delete occurs.
CRagdoll * RESTRICT pDoomed = m_pRagdoll;
m_pRagdoll = NULL;
delete pDoomed;
// Set to null so that the destructor's call to DestroyObject won't destroy
// m_pObjects[ 0 ] twice since that's the physics object for the prop
VPhysicsSetObject( NULL );
// If we have ragdoll mins/maxs, we've just come out of ragdoll, so restore them
if ( m_vecPreRagdollMins != vec3_origin || m_vecPreRagdollMaxs != vec3_origin )
{
SetCollisionBounds( m_vecPreRagdollMins, m_vecPreRagdollMaxs );
}
#if defined( REPLAY_ENABLED )
// Delete entry from ragdoll recorder if Replay is enabled on server
ConVar* pReplayEnable = (ConVar*)cvar->FindVar( "replay_enable" );
if ( pReplayEnable && pReplayEnable->GetInt() && !engine->IsPlayingDemo() && !engine->IsPlayingTimeDemo() )
{
CReplayRagdollRecorder& RagdollRecorder = CReplayRagdollRecorder::Instance();
RagdollRecorder.StopRecordingRagdoll( this );
}
#endif
}
m_builtRagdoll = false;
}
//-----------------------------------------------------------------------------
// Purpose: Looks up an activity by name.
// Input : label - Name of the activity, ie "ACT_IDLE".
// Output : Returns the activity ID or ACT_INVALID.
//-----------------------------------------------------------------------------
int C_BaseAnimating::LookupActivity( const char *label )
{
Assert( GetModelPtr() );
return ::LookupActivity( GetModelPtr(), label );
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : iSequence -
//
// Output : char
//-----------------------------------------------------------------------------
const char *C_BaseAnimating::GetSequenceActivityName( int iSequence )
{
if( iSequence == -1 )
{
return "Not Found!";
}
if ( !GetModelPtr() )
return "No model!";
return ::GetSequenceActivityName( GetModelPtr(), iSequence );
}
//=========================================================
//=========================================================
float C_BaseAnimating::SetBoneController ( int iController, float flValue )
{
Assert( GetModelPtr() );
CStudioHdr *pmodel = GetModelPtr();
Assert(iController >= 0 && iController < NUM_BONECTRLS);
float controller = m_flEncodedController[iController];
float retVal = Studio_SetController( pmodel, iController, flValue, controller );
m_flEncodedController[iController] = controller;
return retVal;
}
void C_BaseAnimating::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles )
{
CBaseEntity *pMoveParent;
if ( IsEffectActive( EF_BONEMERGE ) && IsEffectActive( EF_BONEMERGE_FASTCULL ) && (pMoveParent = GetMoveParent()) != NULL )
{
// Doing this saves a lot of CPU.
*pAbsOrigin = pMoveParent->WorldSpaceCenter();
*pAbsAngles = pMoveParent->GetRenderAngles();
}
else
{
if ( !m_pBoneMergeCache || !m_pBoneMergeCache->GetAimEntOrigin( pAbsOrigin, pAbsAngles ) )
BaseClass::GetAimEntOrigin( pAttachedTo, pAbsOrigin, pAbsAngles );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : iSequence -
//
// Output : char
//-----------------------------------------------------------------------------
const char *C_BaseAnimating::GetSequenceName( int iSequence )
{
if( iSequence == -1 )
{
return "Not Found!";
}
if ( !GetModelPtr() )
return "No model!";
return ::GetSequenceName( GetModelPtr(), iSequence );
}
Activity C_BaseAnimating::GetSequenceActivity( int iSequence )
{
if( iSequence == -1 )
{
return ACT_INVALID;
}
if ( !GetModelPtr() )
return ACT_INVALID;
return (Activity)::GetSequenceActivity( GetModelPtr(), iSequence );
}
//-----------------------------------------------------------------------------
// returns the sequence keyvalue text as a KeyValues pointer
//-----------------------------------------------------------------------------
KeyValues *C_BaseAnimating::GetSequenceKeyValues( int iSequence )
{
const char *szText = Studio_GetKeyValueText( GetModelPtr(), iSequence );
if (szText)
{
KeyValues *seqKeyValues = new KeyValues("");
if ( seqKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), szText ) )
{
return seqKeyValues;
}
seqKeyValues->deleteThis();
}
return NULL;
}
//-----------------------------------------------------------------------------
// Computes a box that surrounds all hitboxes
//-----------------------------------------------------------------------------
bool C_BaseAnimating::ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
// Note that this currently should not be called during position recomputation because of IK.
// The code below recomputes bones so as to get at the hitboxes,
// which causes IK to trigger, which causes raycasts against the other entities to occur,
// which is illegal to do while in the computeabsposition phase.
CStudioHdr *pStudioHdr = GetModelPtr();
if (!pStudioHdr)
return false;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
if ( !set || !set->numhitboxes )
return false;
CBoneCache *pCache = GetBoneCache( pStudioHdr );
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );
// Compute a box in world space that surrounds this entity
pVecWorldMins->Init( FLT_MAX, FLT_MAX, FLT_MAX );
pVecWorldMaxs->Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
Vector vecBoxAbsMins, vecBoxAbsMaxs;
for ( int i = 0; i < set->numhitboxes; i++ )
{
mstudiobbox_t *pbox = set->pHitbox(i);
TransformAABB( *hitboxbones[pbox->bone], pbox->bbmin, pbox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
VectorMin( *pVecWorldMins, vecBoxAbsMins, *pVecWorldMins );
VectorMax( *pVecWorldMaxs, vecBoxAbsMaxs, *pVecWorldMaxs );
}
return true;
}
//-----------------------------------------------------------------------------
// Computes a box that surrounds all hitboxes, in entity space
//-----------------------------------------------------------------------------
bool C_BaseAnimating::ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
// Note that this currently should not be called during position recomputation because of IK.
// The code below recomputes bones so as to get at the hitboxes,
// which causes IK to trigger, which causes raycasts against the other entities to occur,
// which is illegal to do while in the computeabsposition phase.
CStudioHdr *pStudioHdr = GetModelPtr();
if (!pStudioHdr)
return false;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
if ( !set || !set->numhitboxes )
return false;
CBoneCache *pCache = GetBoneCache( pStudioHdr );
matrix3x4_t *hitboxbones[MAXSTUDIOBONES];
pCache->ReadCachedBonePointers( hitboxbones, pStudioHdr->numbones() );
// Compute a box in world space that surrounds this entity
pVecWorldMins->Init( FLT_MAX, FLT_MAX, FLT_MAX );
pVecWorldMaxs->Init( -FLT_MAX, -FLT_MAX, -FLT_MAX );
matrix3x4_t worldToEntity, boneToEntity;
MatrixInvert( EntityToWorldTransform(), worldToEntity );
Vector vecBoxAbsMins, vecBoxAbsMaxs;
for ( int i = 0; i < set->numhitboxes; i++ )
{
mstudiobbox_t *pbox = set->pHitbox(i);
ConcatTransforms( worldToEntity, *hitboxbones[pbox->bone], boneToEntity );
TransformAABB( boneToEntity, pbox->bbmin, pbox->bbmax, vecBoxAbsMins, vecBoxAbsMaxs );
VectorMin( *pVecWorldMins, vecBoxAbsMins, *pVecWorldMins );
VectorMax( *pVecWorldMaxs, vecBoxAbsMaxs, *pVecWorldMaxs );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : scale -
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetModelScale( float scale, float change_duration /*= 0.0f*/ )
{
if ( change_duration > 0.0f )
{
ModelScale *mvs = ( ModelScale * )CreateDataObject( MODELSCALE );
mvs->m_flModelScaleStart = m_flModelScale;
mvs->m_flModelScaleGoal = scale;
mvs->m_flModelScaleStartTime = gpGlobals->curtime;
mvs->m_flModelScaleFinishTime = mvs->m_flModelScaleStartTime + change_duration;
}
else
{
m_flModelScale = scale;
RefreshCollisionBounds();
if ( HasDataObjectType( MODELSCALE ) )
{
DestroyDataObject( MODELSCALE );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::UpdateModelScale()
{
ModelScale *mvs = ( ModelScale * )GetDataObject( MODELSCALE );
if ( !mvs )
{
return;
}
float dt = mvs->m_flModelScaleFinishTime - mvs->m_flModelScaleStartTime;
Assert( dt > 0.0f );
float frac = ( gpGlobals->curtime - mvs->m_flModelScaleStartTime ) / dt;
frac = clamp( frac, 0.0f, 1.0f );
if ( gpGlobals->curtime >= mvs->m_flModelScaleFinishTime )
{
m_flModelScale = mvs->m_flModelScaleGoal;
DestroyDataObject( MODELSCALE );
}
else
{
m_flModelScale = Lerp( frac, mvs->m_flModelScaleStart, mvs->m_flModelScaleGoal );
}
RefreshCollisionBounds();
}
void C_BaseAnimating::RefreshCollisionBounds( void )
{
CollisionProp()->RefreshScaledCollisionBounds();
}
//-----------------------------------------------------------------------------
// Purpose: Clientside bone follower class. Used just to visualize them.
// Bone followers WON'T be sent to the client if VISUALIZE_FOLLOWERS is
// undefined in the server's physics_bone_followers.cpp
//-----------------------------------------------------------------------------
class C_BoneFollower : public C_BaseEntity
{
DECLARE_CLASS( C_BoneFollower, C_BaseEntity );
DECLARE_CLIENTCLASS();
public:
C_BoneFollower( void )
{
}
bool ShouldDraw( void );
int DrawModel( int flags );
bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
private:
int m_modelIndex;
int m_solidIndex;
};
IMPLEMENT_CLIENTCLASS_DT( C_BoneFollower, DT_BoneFollower, CBoneFollower )
RecvPropInt( RECVINFO( m_modelIndex ) ),
RecvPropInt( RECVINFO( m_solidIndex ) ),
END_RECV_TABLE()
void VCollideWireframe_ChangeCallback( IConVar *pConVar, char const *pOldString, float flOldValue )
{
for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) )
{
pEntity->UpdateVisibility();
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether object should render.
//-----------------------------------------------------------------------------
bool C_BoneFollower::ShouldDraw( void )
{
return ( vcollide_wireframe.GetBool() ); //MOTODO
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BoneFollower::DrawModel( int flags )
{
vcollide_t *pCollide = modelinfo->GetVCollide( m_modelIndex );
if ( pCollide )
{
static color32 debugColor = {0,255,255,0};
matrix3x4_t matrix;
AngleMatrix( GetAbsAngles(), GetAbsOrigin(), matrix );
engine->DebugDrawPhysCollide( pCollide->solids[m_solidIndex], NULL, matrix, debugColor );
}
return 1;
}
bool C_BoneFollower::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
vcollide_t *pCollide = modelinfo->GetVCollide( m_modelIndex );
Assert( pCollide && pCollide->solidCount > m_solidIndex );
physcollision->TraceBox( ray, pCollide->solids[m_solidIndex], GetAbsOrigin(), GetAbsAngles(), &trace );
if ( trace.fraction >= 1 )
return false;
// return owner as trace hit
trace.m_pEnt = GetOwnerEntity();
trace.hitgroup = 0;//m_hitGroup;
trace.physicsbone = 0;//m_physicsBone; // UNDONE: Get physics bone index & hitgroup
return trace.DidHit();
}
void C_BaseAnimating::DisableMuzzleFlash()
{
m_nOldMuzzleFlashParity = m_nMuzzleFlashParity;
}
void C_BaseAnimating::DoMuzzleFlash()
{
m_nMuzzleFlashParity = (m_nMuzzleFlashParity+1) & ((1 << EF_MUZZLEFLASH_BITS) - 1);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DevMsgRT( char const* pMsg, ... )
{
if (gpGlobals->frametime != 0.0f)
{
va_list argptr;
va_start( argptr, pMsg );
//
{
static char string[1024];
Q_vsnprintf (string, sizeof( string ), pMsg, argptr);
DevMsg( 1, "%s", string );
}
// DevMsg( pMsg, argptr );
va_end( argptr );
}
}
void C_BaseAnimating::ForceClientSideAnimationOn()
{
m_bClientSideAnimation = true;
AddToClientSideAnimationList();
}
void C_BaseAnimating::AddToClientSideAnimationList()
{
// Already in list
if ( m_ClientSideAnimationListHandle != INVALID_CLIENTSIDEANIMATION_LIST_HANDLE )
return;
clientanimating_t list( this, 0 );
m_ClientSideAnimationListHandle = g_ClientSideAnimationList.AddToTail( list );
ClientSideAnimationChanged();
UpdateRelevantInterpolatedVars();
}
void C_BaseAnimating::RemoveFromClientSideAnimationList()
{
// Not in list yet
if ( INVALID_CLIENTSIDEANIMATION_LIST_HANDLE == m_ClientSideAnimationListHandle )
return;
unsigned int c = g_ClientSideAnimationList.Count();
Assert( m_ClientSideAnimationListHandle < c );
unsigned int last = c - 1;
if ( last == m_ClientSideAnimationListHandle )
{
// Just wipe the final entry
g_ClientSideAnimationList.FastRemove( last );
}
else
{
clientanimating_t lastEntry = g_ClientSideAnimationList[ last ];
// Remove the last entry
g_ClientSideAnimationList.FastRemove( last );
// And update it's handle to point to this slot.
lastEntry.pAnimating->m_ClientSideAnimationListHandle = m_ClientSideAnimationListHandle;
g_ClientSideAnimationList[ m_ClientSideAnimationListHandle ] = lastEntry;
}
// Invalidate our handle no matter what.
m_ClientSideAnimationListHandle = INVALID_CLIENTSIDEANIMATION_LIST_HANDLE;
UpdateRelevantInterpolatedVars();
}
// static method
void C_BaseAnimating::UpdateClientSideAnimations()
{
VPROF_BUDGET( "UpdateClientSideAnimations", VPROF_BUDGETGROUP_CLIENT_ANIMATION );
int c = g_ClientSideAnimationList.Count();
for ( int i = 0; i < c ; ++i )
{
clientanimating_t &anim = g_ClientSideAnimationList.Element(i);
if ( !(anim.flags & FCLIENTANIM_SEQUENCE_CYCLE) )
continue;
Assert( anim.pAnimating );
anim.pAnimating->UpdateClientSideAnimation();
}
}
CBoneList *C_BaseAnimating::RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState )
{
if ( !ToolsEnabled() )
return NULL;
VPROF_BUDGET( "C_BaseAnimating::RecordBones", VPROF_BUDGETGROUP_TOOLS );
// Possible optimization: Instead of inverting everything while recording, record the pos/q stuff into a structure instead?
Assert( hdr );
// Setup our transform based on render angles and origin.
matrix3x4_t parentTransform;
AngleMatrix( GetRenderAngles(), GetRenderOrigin(), parentTransform );
CBoneList *boneList = CBoneList::Alloc();
Assert( boneList );
boneList->m_nBones = hdr->numbones();
for ( int i = 0; i < hdr->numbones(); i++ )
{
matrix3x4_t inverted;
matrix3x4_t output;
mstudiobone_t *bone = hdr->pBone( i );
// Only update bones referenced during setup
if ( !(bone->flags & BONE_USED_BY_ANYTHING ) )
{
boneList->m_quatRot[ i ].Init( 0.0f, 0.0f, 0.0f, 1.0f ); // Init by default sets all 0's, which is invalid
boneList->m_vecPos[ i ].Init();
continue;
}
if ( bone->parent == -1 )
{
// Decompose into parent space
MatrixInvert( parentTransform, inverted );
}
else
{
MatrixInvert( pBoneState[ bone->parent ], inverted );
}
ConcatTransforms( inverted, pBoneState[ i ], output );
MatrixAngles( output,
boneList->m_quatRot[ i ],
boneList->m_vecPos[ i ] );
}
return boneList;
}
void C_BaseAnimating::GetToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
VPROF_BUDGET( "C_BaseAnimating::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
// Force the animation to drive bones
CStudioHdr *hdr = GetModelPtr();
matrix3x4_t *pBones = (matrix3x4_t*)_alloca( ( hdr ? hdr->numbones() : 1 ) * sizeof(matrix3x4_t) );
if ( hdr )
{
SetupBones( pBones, hdr->numbones(), BONE_USED_BY_ANYTHING, gpGlobals->curtime );
}
else
{
SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
}
BaseClass::GetToolRecordingState( msg );
static BaseAnimatingRecordingState_t state;
state.m_nSkin = GetSkin();
state.m_nBody = m_nBody;
state.m_nSequence = m_nSequence;
state.m_pBoneList = NULL;
msg->SetPtr( "baseanimating", &state );
msg->SetInt( "viewmodel", IsViewModel() ? 1 : 0 );
if ( hdr )
{
state.m_pBoneList = RecordBones( hdr, pBones );
}
}
void C_BaseAnimating::CleanupToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
BaseAnimatingRecordingState_t *pState = (BaseAnimatingRecordingState_t*)msg->GetPtr( "baseanimating" );
if ( pState && pState->m_pBoneList )
{
pState->m_pBoneList->Release();
}
BaseClass::CleanupToolRecordingState( msg );
}
LocalFlexController_t C_BaseAnimating::GetNumFlexControllers( void )
{
CStudioHdr *pstudiohdr = GetModelPtr( );
if (! pstudiohdr)
return LocalFlexController_t(0);
return pstudiohdr->numflexcontrollers();
}
const char *C_BaseAnimating::GetFlexDescFacs( int iFlexDesc )
{
CStudioHdr *pstudiohdr = GetModelPtr( );
if (! pstudiohdr)
return 0;
mstudioflexdesc_t *pflexdesc = pstudiohdr->pFlexdesc( iFlexDesc );
return pflexdesc->pszFACS( );
}
const char *C_BaseAnimating::GetFlexControllerName( LocalFlexController_t iFlexController )
{
CStudioHdr *pstudiohdr = GetModelPtr( );
if (! pstudiohdr)
return 0;
mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( iFlexController );
return pflexcontroller->pszName( );
}
const char *C_BaseAnimating::GetFlexControllerType( LocalFlexController_t iFlexController )
{
CStudioHdr *pstudiohdr = GetModelPtr( );
if (! pstudiohdr)
return 0;
mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( iFlexController );
return pflexcontroller->pszType( );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the fade scale of the entity in question
// Output : unsigned char - 0 - 255 alpha value
//-----------------------------------------------------------------------------
unsigned char C_BaseAnimating::GetClientSideFade( void )
{
return UTIL_ComputeEntityFade( this, m_fadeMinDist, m_fadeMaxDist, m_flFadeScale );
}
//-----------------------------------------------------------------------------
// Purpose: Note that we've been transmitted a sequence
//-----------------------------------------------------------------------------
void C_BaseAnimating::SetReceivedSequence( void )
{
m_bReceivedSequence = true;
}
//-----------------------------------------------------------------------------
// Purpose: See if we should force reset our sequence on a new model
//-----------------------------------------------------------------------------
bool C_BaseAnimating::ShouldResetSequenceOnNewModel( void )
{
return ( m_bReceivedSequence == false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::UpdateBoneAttachments( void )
{
if ( !m_pAttachedTo )
return;
// Assert( IsFollowingEntity() );
// Assert( m_boneIndexAttached >= 0 );
C_BaseAnimating *follow = FindFollowedEntity();
if ( follow && (m_boneIndexAttached >= 0) )
{
matrix3x4_t boneToWorld, localSpace;
follow->GetCachedBoneMatrix( m_boneIndexAttached, boneToWorld );
AngleMatrix( m_boneAngles, m_bonePosition, localSpace );
ConcatTransforms( boneToWorld, localSpace, GetBoneForWrite( 0 ) );
Vector absOrigin;
MatrixGetColumn( GetBone( 0 ), 3, absOrigin );
SetAbsOrigin( absOrigin );
QAngle absAngle;
MatrixAngles( GetBone( 0 ), absAngle );
SetAbsAngles( absAngle);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached, Vector bonePosition, QAngle boneAngles )
{
if ( !attachTarget )
return;
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
FollowEntity( attachTarget );
SetOwnerEntity( attachTarget );
// Assert( boneIndexAttached >= 0 ); // We should be attaching to a bone.
if ( boneIndexAttached >= 0 )
{
m_boneIndexAttached = boneIndexAttached;
m_bonePosition = bonePosition;
m_boneAngles = boneAngles;
}
m_BoneAccessor.SetReadableBones( BONE_USED_BY_ANYTHING );
m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
attachTarget->AddBoneAttachment( this );
NotifyBoneAttached( attachTarget );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::NotifyBoneAttached( C_BaseAnimating* attachTarget )
{
// If we're already attached to something, remove us from it.
if ( m_pAttachedTo )
{
m_pAttachedTo->RemoveBoneAttachment( this );
m_pAttachedTo = NULL;
}
// Remember the new attach target.
m_pAttachedTo = attachTarget;
// Special case: if we just attached to the local player and he is hidden, hide us as well.
C_BasePlayer *pPlayer = dynamic_cast<C_BasePlayer*>(attachTarget);
if ( pPlayer && pPlayer->IsLocalPlayer() )
{
if ( !C_BasePlayer::ShouldDrawLocalPlayer() )
{
AddEffects( EF_NODRAW );
}
}
else
{
RemoveEffects( EF_NODRAW );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::AddBoneAttachment( C_BaseAnimating* newBoneAttachment )
{
if ( !newBoneAttachment )
return;
m_BoneAttachments.AddToTail( newBoneAttachment );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::RemoveBoneAttachment( C_BaseAnimating* boneAttachment )
{
if ( !boneAttachment )
return;
m_BoneAttachments.FindAndRemove( boneAttachment );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseAnimating::GetNumBoneAttachments()
{
return m_BoneAttachments.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseAnimating* C_BaseAnimating::GetBoneAttachment( int i )
{
if ( m_BoneAttachments.IsValidIndex(i) )
{
return m_BoneAttachments[i];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::DestroyBoneAttachments()
{
while ( GetNumBoneAttachments() )
{
C_BaseAnimating *pAttachment = GetBoneAttachment(0);
if ( pAttachment )
{
pAttachment->Release();
}
else
{
m_BoneAttachments.Remove(0);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseAnimating::MoveBoneAttachments( C_BaseAnimating* attachTarget )
{
if ( !attachTarget )
return;
// Move all of our bone attachments to this new object.
// Preserves the specific bone and attachment location information.
while ( GetNumBoneAttachments() )
{
C_BaseAnimating *pAttachment = GetBoneAttachment(0);
if ( pAttachment )
{
pAttachment->AttachEntityToBone( attachTarget );
}
else
{
m_BoneAttachments.Remove(0);
}
}
}