mirror of
https://github.com/alliedmodders/hl2sdk.git
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170 lines
5.5 KiB
C++
170 lines
5.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if 0
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class C_AI_BaseHumanoid : public C_AI_BaseNPC
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{
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public:
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DECLARE_CLASS( C_AI_BaseHumanoid, C_AI_BaseNPC );
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DECLARE_CLIENTCLASS();
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C_AI_BaseHumanoid();
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// model specific
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virtual bool Interpolate( float currentTime );
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virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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float m_recanimtime[3];
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AnimationLayer_t m_Layer[4][3];
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};
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C_AI_BaseHumanoid::C_AI_BaseHumanoid()
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{
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memset(m_recanimtime, 0, sizeof(m_recanimtime));
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memset(m_Layer, 0, sizeof(m_Layer));
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}
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BEGIN_RECV_TABLE_NOBASE(AnimationLayer_t, DT_Animationlayer)
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RecvPropInt(RECVINFO_NAME(nSequence,sequence)),
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RecvPropFloat(RECVINFO_NAME(flCycle,cycle)),
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RecvPropFloat(RECVINFO_NAME(flPlaybackrate,playbackrate)),
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RecvPropFloat(RECVINFO_NAME(flWeight,weight))
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END_RECV_TABLE()
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IMPLEMENT_CLIENTCLASS_DT(C_AI_BaseHumanoid, DT_BaseHumanoid, CAI_BaseHumanoid)
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/*
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RecvPropDataTable(RECVINFO_DTNAME(m_Layer[0][2],m_Layer0),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
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RecvPropDataTable(RECVINFO_DTNAME(m_Layer[1][2],m_Layer1),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
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RecvPropDataTable(RECVINFO_DTNAME(m_Layer[2][2],m_Layer2),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
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RecvPropDataTable(RECVINFO_DTNAME(m_Layer[3][2],m_Layer3),0, &REFERENCE_RECV_TABLE(DT_Animationlayer)),
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*/
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RecvPropInt(RECVINFO_NAME(m_Layer[0][2].nSequence,sequence0)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flCycle,cycle0)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flPlaybackrate,playbackrate0)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[0][2].flWeight,weight0)),
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RecvPropInt(RECVINFO_NAME(m_Layer[1][2].nSequence,sequence1)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flCycle,cycle1)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flPlaybackrate,playbackrate1)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[1][2].flWeight,weight1)),
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RecvPropInt(RECVINFO_NAME(m_Layer[2][2].nSequence,sequence2)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flCycle,cycle2)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flPlaybackrate,playbackrate2)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[2][2].flWeight,weight2)),
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RecvPropInt(RECVINFO_NAME(m_Layer[3][2].nSequence,sequence3)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flCycle,cycle3)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flPlaybackrate,playbackrate3)),
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RecvPropFloat(RECVINFO_NAME(m_Layer[3][2].flWeight,weight3))
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_AI_BaseHumanoid::StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
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{
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VPROF( "C_AI_BaseHumanoid::StandardBlendingRules" );
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BaseClass::StandardBlendingRules( pStudioHdr, pos, q, currentTime, boneMask );
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if ( !hdr )
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{
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return;
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}
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#if 0
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float poseparam[MAXSTUDIOPOSEPARAM];
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if ( GetSequence() >= hdr->numseq )
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{
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SetSequence( 0 );
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}
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// interpolate pose parameters
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for (int i = 0; i < hdr->numposeparameters; i++)
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{
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poseparam[ i ] = m_flPoseParameter[i];
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}
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// build root animation
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float fCycle = GetCycle();
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CalcPose( hdr, NULL, pos, q, GetSequence(), fCycle, poseparam );
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// debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( GetSequence() )->pszLabel( ), fCycle, 1.0 );
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MaintainSequenceTransitions( hdr, fCycle, poseparam, pos, q, boneMask );
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#if 1
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for (i = 0; i < 4; i++)
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{
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if (m_Layer[i][2].nSequence != m_Layer[i][1].nSequence)
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{
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if (m_Layer[i][2].flWeight > 0.5) m_Layer[i][1].flWeight = 1.0; else m_Layer[i][1].flWeight = 0;
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}
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}
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#endif
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#if 1
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for (i = 0; i < 4; i++)
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{
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Vector pos2[MAXSTUDIOBONES];
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Quaternion q2[MAXSTUDIOBONES];
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float fWeight = m_Layer[i][1].flWeight * (1 - dadt) + m_Layer[i][2].flWeight * dadt;
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/*
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debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -i - 1, 0,
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"%2d %6.2f %6.2f : %2d %6.2f %6.2f : %2d %6.2f %6.2f",
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m_Layer[i][0].nSequence, m_Layer[i][0].flCycle, m_Layer[i][0].flWeight,
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m_Layer[i][1].nSequence, m_Layer[i][1].flCycle, m_Layer[i][1].flWeight,
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m_Layer[i][2].nSequence, m_Layer[i][2].flCycle, m_Layer[i][2].flWeight );
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*/
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if (fWeight > 0)
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{
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mstudioseqdesc_t *pseqdesc = hdr->pSeqdesc( m_Layer[i][2].nSequence );
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float fCycle = m_Layer[i][2].flCycle;
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// UNDONE: Do IK here.
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CalcPose( hdr, NULL, pos2, q2, m_Layer[i][2].nSequence, fCycle, poseparam );
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if (fWeight > 1)
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fWeight = 1;
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SlerpBones( hdr, q, pos, pseqdesc, q2, pos2, fWeight );
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engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", pseqdesc->pszLabel(), fCycle, fWeight );
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}
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else
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{
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engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", " ", 0, 0 );
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}
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}
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#endif
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CIKContext auto_ik;
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auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), gpGlobals->curtime );
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CalcAutoplaySequences( hdr, &auto_ik, pos, q, poseparam, boneMask, currentTime );
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float controllers[MAXSTUDIOBONECTRLS];
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GetBoneControllers(controllers);
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CalcBoneAdj( hdr, pos, q, controllers );
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#endif
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}
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#endif
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