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:
//
//=============================================================================
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "bone_setup.h"
// Must be the last file included
#include "memdbgon.h"
extern ConVar r_sequence_debug;
class C_NPC_Puppet : public C_AI_BaseNPC
{
DECLARE_CLASS( C_NPC_Puppet, C_AI_BaseNPC );
public:
virtual void ClientThink( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
EHANDLE m_hAnimationTarget;
int m_nTargetAttachment;
DECLARE_CLIENTCLASS();
};
IMPLEMENT_CLIENTCLASS_DT( C_NPC_Puppet, DT_NPC_Puppet, CNPC_Puppet )
RecvPropEHandle( RECVINFO(m_hAnimationTarget) ),
RecvPropInt( RECVINFO(m_nTargetAttachment) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
//-----------------------------------------------------------------------------
// Purpose: We need to slam our position!
//-----------------------------------------------------------------------------
void C_NPC_Puppet::BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
{
if ( m_hAnimationTarget && m_nTargetAttachment != -1 )
{
C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating();
if ( pTarget )
{
matrix3x4_t matTarget;
pTarget->GetAttachment( m_nTargetAttachment, matTarget );
MatrixCopy( matTarget, GetBoneForWrite( 0 ) );
boneComputed.ClearAll(); // FIXME: Why is this calculated already?
boneComputed.MarkBone( 0 );
}
}
// Call the baseclass
BaseClass::BuildTransformations( pStudioHdr, pos, q, cameraTransform, boneMask, boneComputed );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::ClientThink( void )
{
if ( m_hAnimationTarget == NULL )
return;
C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating();
if ( pTarget == NULL )
return;
int nTargetSequence = pTarget->GetSequence();
const char *pSequenceName = pTarget->GetSequenceName( nTargetSequence );
int nSequence = LookupSequence( pSequenceName );
if ( nSequence >= 0 )
{
if ( nSequence != GetSequence() )
{
SetSequence( nSequence );
UpdateVisibility();
}
SetCycle( pTarget->GetCycle() );
SetPlaybackRate( pTarget->GetPlaybackRate() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime )
{
if ( m_hAnimationTarget == NULL )
return;
C_BaseAnimatingOverlay *pTarget = dynamic_cast<C_BaseAnimatingOverlay *>( m_hAnimationTarget->GetBaseAnimating() );
if ( pTarget == NULL )
return;
// resort the layers
int layer[MAX_OVERLAYS];
int i;
for (i = 0; i < MAX_OVERLAYS; i++)
{
layer[i] = MAX_OVERLAYS;
}
for (i = 0; i < pTarget->m_AnimOverlay.Count(); i++)
{
if (pTarget->m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS)
{
layer[pTarget->m_AnimOverlay[i].m_nOrder] = i;
}
}
int j;
for (j = 0; j < MAX_OVERLAYS; j++)
{
i = layer[ j ];
if (i < pTarget->m_AnimOverlay.Count())
{
float fWeight = pTarget->m_AnimOverlay[i].m_flWeight;
if (fWeight > 0)
{
const char *pSequenceName = pTarget->GetSequenceName( pTarget->m_AnimOverlay[i].m_nSequence );
int nSequence = LookupSequence( pSequenceName );
if ( nSequence >= 0 )
{
float fCycle = pTarget->m_AnimOverlay[ i ].m_flCycle;
fCycle = ClampCycle( fCycle, IsSequenceLooping( nSequence ) );
if (fWeight > 1)
fWeight = 1;
boneSetup.AccumulatePose( pos, q, nSequence, fCycle, fWeight, currentTime, NULL );
#if _DEBUG
if (Q_stristr( boneSetup.GetStudioHdr()->pszName(), r_sequence_debug.GetString()) != NULL)
{
DevMsgRT( "%6.2f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( nSequence ).pszLabel(), fCycle, fWeight, i );
}
#endif
}
}
}
}
}