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. ============//
//
// game model input - gets its values from an MDL within the game
//
//=============================================================================
#ifndef DMEGAMEMODELINPUT_H
#define DMEGAMEMODELINPUT_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmelement.h"
#include "datamodel/dmattribute.h"
#include "datamodel/dmattributevar.h"
#include "movieobjects/dmeinput.h"
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CDmeGameModelInput : public CDmeInput
{
DEFINE_ELEMENT( CDmeGameModelInput, CDmeInput );
public:
virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
public:
void AddBone( const Vector& pos, const Quaternion& rot );
void SetBone( uint index, const Vector& pos, const Quaternion& rot );
void SetRootBone( const Vector& pos, const Quaternion& rot );
uint NumBones() const;
void SetFlexWeights( uint nFlexWeights, const float* flexWeights );
uint NumFlexWeights() const;
const Vector& GetViewTarget() const;
void SetViewTarget( const Vector &viewTarget );
void SetFlags( int nFlags );
public:
CDmaVar< int > m_skin;
CDmaVar< int > m_body;
CDmaVar< int > m_sequence;
CDmaVar< bool > m_visible;
protected:
CDmaVar< int > m_flags;
CDmaArray< float > m_flexWeights;
CDmaVar< Vector > m_viewTarget;
CDmaArray< Vector > m_bonePositions;
CDmaArray< Quaternion > m_boneRotations;
CDmaVar< Vector > m_position;
CDmaVar< Quaternion > m_rotation;
};
class CDmeGameSpriteInput : public CDmeInput
{
DEFINE_ELEMENT( CDmeGameSpriteInput, CDmeInput );
public:
virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
public:
void SetState( bool bVisible, float nFrame, int nRenderMode, int nRenderFX, float flRenderScale, float flProxyRadius, const Vector &pos, const Quaternion &rot, const Color &color );
protected:
CDmaVar< bool > m_visible;
CDmaVar< float > m_frame;
CDmaVar< int > m_rendermode;
CDmaVar< int > m_renderfx;
CDmaVar< float > m_renderscale;
CDmaVar< float > m_proxyRadius;
CDmaVar< Vector > m_position;
CDmaVar< Quaternion > m_rotation;
CDmaVar< Color > m_color;
};
class CDmeGameCameraInput : public CDmeInput
{
DEFINE_ELEMENT( CDmeGameCameraInput, CDmeInput );
public:
virtual bool IsDirty(); // ie needs to operate
virtual void Operate();
virtual void GetOutputAttributes( CUtlVector< CDmAttribute * > &attrs );
public:
void SetPosition( const Vector& pos );
void SetOrientation( const Quaternion& rot );
void SetFOV( float fov );
protected:
CDmaVar< Vector > m_position;
CDmaVar< Quaternion > m_rotation;
CDmaVar< float > m_fov;
};
#endif // DMEGAMEMODELINPUT_H