void C_ServerRagdoll::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime ) { BaseClass::AccumulateLayers( boneSetup, pos, q, currentTime ); if ( m_nOverlaySequence >= 0 && m_nOverlaySequence < boneSetup.GetStudioHdr()->GetNumSeq() ) { boneSetup.AccumulatePose( pos, q, m_nOverlaySequence, GetCycle(), m_flBlendWeightCurrent, currentTime, m_pIk ); } }
//#define DEBUG_TF2_OVERLAYS void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime ) { BaseClass::AccumulateLayers( boneSetup, pos, q, currentTime ); int i; // resort the layers int layer[MAX_OVERLAYS]; for (i = 0; i < MAX_OVERLAYS; i++) { layer[i] = MAX_OVERLAYS; } for (i = 0; i < m_AnimOverlay.Count(); i++) { if (m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS) { /* Assert( layer[m_AnimOverlay[i].m_nOrder] == MAX_OVERLAYS ); layer[m_AnimOverlay[i].m_nOrder] = i; */ // hacky code until initialization of new layers is finished if ( layer[m_AnimOverlay[i].m_nOrder] != MAX_OVERLAYS ) { m_AnimOverlay[i].SetOrder( MAX_OVERLAYS ); } else { layer[m_AnimOverlay[i].m_nOrder] = i; } } } CheckForLayerChanges( boneSetup.GetStudioHdr(), currentTime ); int nSequences = boneSetup.GetStudioHdr()->GetNumSeq(); // add in the overlay layers int j; for (j = 0; j < MAX_OVERLAYS; j++) { i = layer[ j ]; if ( i >= m_AnimOverlay.Count() ) { #if defined( DEBUG_TF2_OVERLAYS ) engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i ); #endif continue; } if ( m_AnimOverlay[i].m_nSequence >= nSequences ) continue; /* DevMsgRT( 1 , "%.3f %.3f %.3f\n", currentTime, fWeight, dadt ); debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -j - 1, 0, "%2d(%s) : %6.2f : %6.2f", m_AnimOverlay[i].m_nSequence, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(), m_AnimOverlay[i].m_flCycle, m_AnimOverlay[i].m_flWeight ); */ float fWeight = m_AnimOverlay[i].m_flWeight; if ( fWeight <= 0.0f ) { #if defined( DEBUG_TF2_OVERLAYS ) engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i ); #endif continue; } // check to see if the sequence changed // FIXME: move this to somewhere more reasonable // do a nice spline interpolation of the values // if ( m_AnimOverlay[i].m_nSequence != m_iv_AnimOverlay.GetPrev( i )->nSequence ) float fCycle = m_AnimOverlay[ i ].m_flCycle; fCycle = ClampCycle( fCycle, IsSequenceLooping( m_AnimOverlay[i].m_nSequence ) ); if (fWeight > 1.0f) { fWeight = 1.0f; } boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk ); #if defined( DEBUG_TF2_OVERLAYS ) engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i ); #endif #if 1 // _DEBUG if (r_sequence_debug.GetInt() == entindex()) { if (1) { DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i ); } else { int iHead, iPrev1, iPrev2; m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 ); // fake up previous cycle values. float t0; CAnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 ); // reset previous float t1; CAnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 ); // reset previous previous float t2; CAnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 ); if ( pHead && pPrev1 && pPrev2 ) { DevMsgRT( "%6.2f : %30s %6.2f (%6.2f:%6.2f:%6.2f) : %6.2f (%6.2f:%6.2f:%6.2f) : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle, fWeight, (float)pPrev2->m_flWeight, (float)pPrev1->m_flWeight, (float)pHead->m_flWeight, i ); } else { DevMsgRT( "%6.2f : %30s %6.2f : %6.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i ); } } } #endif } }