Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_NPC_Puppet::AccumulateLayers( CStudioHdr *hdr, Vector pos[], Quaternion q[], float poseparam[], float currentTime, int boneMask )
{
	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;

					AccumulatePose( hdr, NULL, pos, q, nSequence, fCycle, poseparam, boneMask, fWeight, currentTime );

#if _DEBUG
					if (Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL)
					{
						DevMsgRT( "%6.2f : %30s : %5.3f : %4.2f : %1d\n", currentTime, hdr->pSeqdesc( nSequence ).pszLabel(), fCycle, fWeight, i );
					}
#endif

				}
			}
		}
	}
}
Ejemplo n.º 2
0
void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len )
{
	C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct;
	CUtlVector < CAnimationLayer > *pVec = &pEnt->m_AnimOverlay;
	CUtlVector< CInterpolatedVar< CAnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
	
	Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector );
	Assert( pVec->Count() == pVecIV->Count() );
	Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS );
	
	int diff = len - pVec->Count();
	if ( diff != 0 )
	{
		// remove all entries
		for ( int i=0; i < pVec->Count(); i++ )
		{
			pEnt->RemoveVar( &pVec->Element( i ) );
		}

		pEnt->InvalidatePhysicsRecursive( BOUNDS_CHANGED );

		// adjust vector sizes
		if ( diff > 0 )
		{
			for ( int i = 0; i < diff; ++i )
			{
				int j = pVec->AddToTail( );
				(*pVec)[j].SetOwner( pEnt );
			}
			pVecIV->AddMultipleToTail( diff );
		}
		else
		{
			pVec->RemoveMultiple( len, -diff );
			pVecIV->RemoveMultiple( len, -diff );
		}

		// Rebind all the variables in the ent's list.
		for ( int i=0; i < len; i++ )
		{
			IInterpolatedVar *pWatcher = &pVecIV->Element( i );
			pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
			pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
		}
	}

	// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY

	// Ensure capacity
	pVec->EnsureCapacity( len );

	int nNumAllocated = pVec->NumAllocated();

	// This is important to do because EnsureCapacity doesn't actually call the constructors
	// on the elements, but we need them to be initialized, otherwise it'll have out-of-range
	// values which will piss off the datatable encoder.
	UtlVector_InitializeAllocatedElements( pVec->Base() + pVec->Count(), nNumAllocated - pVec->Count() );
}
void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len )
{
	C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct;
	CUtlVector < C_AnimationLayer > *pVec = &pEnt->m_AnimOverlay;
	CUtlVector< CInterpolatedVar< C_AnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
	
	Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector );
	Assert( pVec->Count() == pVecIV->Count() );
	Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS );
	
	int diff = len - pVec->Count();

	

	if ( diff == 0 )
		return;

	// remove all entries
	for ( int i=0; i < pVec->Count(); i++ )
	{
		pEnt->RemoveVar( &pVec->Element( i ) );
	}

	// adjust vector sizes
	if ( diff > 0 )
	{
		pVec->AddMultipleToTail( diff );
		pVecIV->AddMultipleToTail( diff );
	}
	else
	{
		pVec->RemoveMultiple( len, -diff );
		pVecIV->RemoveMultiple( len, -diff );
	}

	// Rebind all the variables in the ent's list.
	for ( int i=0; i < len; i++ )
	{
		IInterpolatedVar *pWatcher = &pVecIV->Element( i );
		pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
		pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
	}
	// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY
	
}