//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_SceneEntity::ResetActorFlexesForScene()
{
	int nActorCount = m_pScene->GetNumActors();
	for( int iActor = 0; iActor < nActorCount; ++iActor )
	{
		CChoreoActor *pChoreoActor = m_pScene->GetActor( iActor );
		if ( !pChoreoActor )
			continue;

		C_BaseFlex *pFlexActor = FindNamedActor( pChoreoActor );
		if ( !pFlexActor )
			continue;

		CStudioHdr *pStudioHdr = pFlexActor->GetModelPtr();
		if ( !pStudioHdr )
			continue;

		if ( pStudioHdr->numflexdesc() == 0 )
			continue;

		// Reset the flex weights to their starting position.
		LocalFlexController_t iController;
		for ( iController = LocalFlexController_t(0); iController < pStudioHdr->numflexcontrollers(); ++iController )
		{
			pFlexActor->SetFlexWeight( iController, 0.0f );
		}

		// Reset the prediction interpolation values.
		pFlexActor->m_iv_flexWeight.Reset();
	}
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose: clear out any face/eye values stored in the material system
//-----------------------------------------------------------------------------
void C_HL2MPRagdoll::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
	BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );

	static float destweight[128];
	static bool bIsInited = false;

	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 );
		}
	}
}
Beispiel #3
0
//-----------------------------------------------------------------------------
// Purpose: clear out any face/eye values stored in the material system
//-----------------------------------------------------------------------------
void C_ServerRagdoll::SetupWeights( void )
{
	BaseClass::SetupWeights( );

	static float destweight[MAXSTUDIOFLEXDESC];
	static bool bIsInited = false;

	CStudioHdr *hdr = GetModelPtr();
	if ( !hdr )
	{
		return;
	}

	if (hdr->numflexdesc() > 0)
	{
		if (!bIsInited)
		{
			int i;
			for (i = 0; i < MAXSTUDIOFLEXDESC; i++)
			{
				destweight[i] = 0.0f;
			}
			bIsInited = true;
		}
		modelrender->SetFlexWeights( hdr->numflexdesc(), destweight );
	}

	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( tmp );
		}
	}
}