Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====
//
// Dme version of QC $BoneFlexDriver
//
//===========================================================================//
// Valve includes
#include "datamodel/dmelementfactoryhelper.h"
#include "mdlobjects/dmeBoneFlexDriver.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//===========================================================================//
// CDmeBoneFlexDriverControl
//===========================================================================//
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneFlexDriverControl, CDmeBoneFlexDriverControl );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverControl::OnConstruction()
{
m_sFlexControllerName.Init( this, "flexControllerName" );
m_nBoneComponent.Init( this, "boneComponent" );
m_flMin.InitAndSet( this, "min", 0.0f );
m_flMax.InitAndSet( this, "max", 1.0f );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverControl::OnDestruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int CDmeBoneFlexDriverControl::SetBoneComponent( int nBoneComponent )
{
// Range [STUDIO_BONE_FLEX_TX, STUDIO_BONE_FLEX_RZ]
m_nBoneComponent = clamp( nBoneComponent, 0, 5 );
return m_nBoneComponent.Get();
}
//===========================================================================//
// CDmeBoneFlexDriver
//===========================================================================//
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneFlexDriver, CDmeBoneFlexDriver );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriver::OnConstruction()
{
m_sBoneName.Init( this, "boneName" );
m_eControlList.Init( this, "controlList" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriver::OnDestruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CDmeBoneFlexDriverControl *CDmeBoneFlexDriver::FindOrCreateControl( const char *pszControlName )
{
CDmeBoneFlexDriverControl *pDmeBoneFlexDriverControl = NULL;
for ( int i = 0; i < m_eControlList.Count(); ++i )
{
pDmeBoneFlexDriverControl = m_eControlList[i];
if ( !pDmeBoneFlexDriverControl )
continue;
if ( !Q_stricmp( pszControlName, pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() ) )
return pDmeBoneFlexDriverControl;
}
pDmeBoneFlexDriverControl = CreateElement< CDmeBoneFlexDriverControl >( "", GetFileId() ); // Nameless
if ( !pDmeBoneFlexDriverControl )
return NULL;
pDmeBoneFlexDriverControl->m_sFlexControllerName = pszControlName;
m_eControlList.AddToTail( pDmeBoneFlexDriverControl );
return pDmeBoneFlexDriverControl;
}
//===========================================================================//
// CDmeBoneFlexDriverList
//===========================================================================//
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeBoneFlexDriverList, CDmeBoneFlexDriverList );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverList::OnConstruction()
{
m_eBoneFlexDriverList.Init( this, "boneFlexDriverList" );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CDmeBoneFlexDriverList::OnDestruction()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CDmeBoneFlexDriver *CDmeBoneFlexDriverList::FindOrCreateBoneFlexDriver( const char *pszBoneName )
{
CDmeBoneFlexDriver *pDmeBoneFlexDriver = NULL;
for ( int i = 0; i < m_eBoneFlexDriverList.Count(); ++i )
{
pDmeBoneFlexDriver = m_eBoneFlexDriverList[i];
if ( !pDmeBoneFlexDriver )
continue;
if ( !Q_stricmp( pszBoneName, pDmeBoneFlexDriver->m_sBoneName.Get() ) )
return pDmeBoneFlexDriver;
}
pDmeBoneFlexDriver = CreateElement< CDmeBoneFlexDriver >( "", GetFileId() ); // Nameless
if ( !pDmeBoneFlexDriver )
return NULL;
pDmeBoneFlexDriver->m_sBoneName = pszBoneName;
m_eBoneFlexDriverList.AddToTail( pDmeBoneFlexDriver );
return pDmeBoneFlexDriver;
}