892 lines
28 KiB
C++
892 lines
28 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// NOTE: This is a cut-and-paste hack job to get animation set construction
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// working from a commandline tool. It came from tools/ifm/createsfmanimation.cpp
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// This file needs to die almost immediately + be replaced with a better solution
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// that can be used both by the sfm + sfmgen.
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//
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//=============================================================================
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#include "sfmobjects/sfmanimationsetutils.h"
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#include "movieobjects/dmechannel.h"
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#include "movieobjects/dmeclip.h"
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#include "movieobjects/dmetrackgroup.h"
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#include "movieobjects/dmetrack.h"
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#include "movieobjects/dmecamera.h"
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#include "movieobjects/dmetimeselection.h"
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#include "movieobjects/dmeanimationset.h"
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#include "movieobjects/dmegamemodel.h"
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#include "sfmobjects/flexcontrolbuilder.h"
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#include "tier3/tier3.h"
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#include "bone_setup.h"
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#include "vstdlib/random.h"
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#include "tier1/KeyValues.h"
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#include "filesystem.h"
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#include "movieobjects/timeutils.h"
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#define ANIMATION_SET_DEFAULT_GROUP_MAPPING_FILE "cfg/SFM_DefaultAnimationGroups.txt"
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#define STANDARD_CHANNEL_TRACK_GROUP "channelTrackGroup"
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#define STANDARD_ANIMATIONSET_CHANNELS_TRACK "animSetEditorChannels"
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#define CLIP_PREROLL_TIME DmeTime_t( 5.0f )
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#define CLIP_POSTROLL_TIME DmeTime_t( 5.0f )
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//-----------------------------------------------------------------------------
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// Creates channels clip for the animation set
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//-----------------------------------------------------------------------------
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static CDmeChannelsClip* CreateChannelsClip( CDmeAnimationSet *pAnimationSet, CDmeFilmClip *pOwnerClip )
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{
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CDmeTrackGroup *pTrackGroup = pOwnerClip->FindOrAddTrackGroup( "channelTrackGroup" );
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if ( !pTrackGroup )
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{
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Assert( 0 );
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return NULL;
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}
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CDmeTrack *pAnimSetEditorTrack = pTrackGroup->FindOrAddTrack( "animSetEditorChannels", DMECLIP_CHANNEL );
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Assert( pAnimSetEditorTrack );
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CDmeChannelsClip *pChannelsClip = CreateElement< CDmeChannelsClip >( pAnimationSet->GetName(), pAnimationSet->GetFileId() );
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pAnimSetEditorTrack->AddClip( pChannelsClip );
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DmeTime_t childMediaTime = pOwnerClip->GetStartInChildMediaTime();
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pChannelsClip->SetStartTime( childMediaTime - CLIP_PREROLL_TIME );
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DmeTime_t childMediaDuration = pOwnerClip->ToChildMediaDuration( pOwnerClip->GetDuration() );
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pChannelsClip->SetDuration( childMediaDuration + CLIP_PREROLL_TIME + CLIP_POSTROLL_TIME );
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return pChannelsClip;
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}
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//-----------------------------------------------------------------------------
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// Creates a constant valued log
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//-----------------------------------------------------------------------------
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template < class T >
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CDmeChannel *CreateConstantValuedLog( CDmeChannelsClip *channelsClip, const char *basename, const char *pName, CDmElement *pToElement, const char *pToAttr, const T &value )
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{
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char name[ 256 ];
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Q_snprintf( name, sizeof( name ), "%s_%s channel", basename, pName );
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CDmeChannel *pChannel = CreateElement< CDmeChannel >( name, channelsClip->GetFileId() );
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pChannel->SetMode( CM_PLAY );
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pChannel->CreateLog( CDmAttributeInfo< T >::AttributeType() );
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pChannel->SetOutput( pToElement, pToAttr );
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pChannel->GetLog()->SetValueThreshold( 0.0f );
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((CDmeTypedLog< T > *)pChannel->GetLog())->InsertKey( DmeTime_t( 0 ), value );
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channelsClip->m_Channels.AddToTail( pChannel );
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return pChannel;
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}
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//-----------------------------------------------------------------------------
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// Create channels for transform data
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//-----------------------------------------------------------------------------
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static void CreateTransformChannels( CDmeTransform *pTransform, const char *pBaseName, int bi, CDmeChannelsClip *pChannelsClip )
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{
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char name[ 256 ];
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// create, connect and cache bonePos channel
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Q_snprintf( name, sizeof( name ), "%s_bonePos channel %d", pBaseName, bi );
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CDmeChannel *pPosChannel = CreateElement< CDmeChannel >( name, pChannelsClip->GetFileId() );
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pPosChannel->SetMode( CM_PLAY );
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pPosChannel->CreateLog( AT_VECTOR3 );
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pPosChannel->SetOutput( pTransform, "position" );
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pPosChannel->GetLog()->SetValueThreshold( 0.0f );
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pChannelsClip->m_Channels.AddToTail( pPosChannel );
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// create, connect and cache boneRot channel
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Q_snprintf( name, sizeof( name ), "%s_boneRot channel %d", pBaseName, bi );
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CDmeChannel *pRotChannel = CreateElement< CDmeChannel >( name, pChannelsClip->GetFileId() );
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pRotChannel->SetMode( CM_PLAY );
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pRotChannel->CreateLog( AT_QUATERNION );
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pRotChannel->SetOutput( pTransform, "orientation" );
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pRotChannel->GetLog()->SetValueThreshold( 0.0f );
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pChannelsClip->m_Channels.AddToTail( pRotChannel );
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}
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static void CreateAnimationLogs( CDmeChannelsClip *channelsClip, CDmeGameModel *pModel, studiohdr_t *pStudioHdr, const char *basename, int sequence, float flStartTime, float flDuration, float flTimeStep = 0.015f )
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{
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Assert( pModel );
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Assert( pStudioHdr );
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CStudioHdr hdr( pStudioHdr, g_pMDLCache );
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if ( sequence >= hdr.GetNumSeq() )
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{
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sequence = 0;
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}
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int numbones = hdr.numbones();
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// make room for bones
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CUtlVector< CDmeDag* > dags;
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CUtlVector< CDmeChannel * > poschannels;
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CUtlVector< CDmeChannel * > rotchannels;
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dags.EnsureCapacity( numbones );
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poschannels.EnsureCapacity( numbones );
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rotchannels.EnsureCapacity( numbones );
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Vector pos[ MAXSTUDIOBONES ];
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Quaternion q[ MAXSTUDIOBONES ];
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float poseparameter[ MAXSTUDIOPOSEPARAM ];
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for ( int pp = 0; pp < MAXSTUDIOPOSEPARAM; ++pp )
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{
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poseparameter[ pp ] = 0.0f;
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}
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float flSequenceDuration = Studio_Duration( &hdr, sequence, poseparameter );
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mstudioseqdesc_t &seqdesc = hdr.pSeqdesc( sequence );
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bool created = false;
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for ( float t = flStartTime; t <= flStartTime + flDuration; t += flTimeStep )
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{
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int bi;
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if ( t > flStartTime + flDuration )
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t = flStartTime + flDuration;
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float flCycle = t / flSequenceDuration;
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if ( seqdesc.flags & STUDIO_LOOPING )
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{
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flCycle = flCycle - (int)flCycle;
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if (flCycle < 0) flCycle += 1;
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}
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else
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{
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flCycle = max( 0.f, min( flCycle, 0.9999f ) );
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}
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if ( !created )
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{
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created = true;
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// create, connect and cache each bone's pos and rot channels
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for ( bi = 0; bi < numbones; ++bi )
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{
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int nCount = channelsClip->m_Channels.Count();
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CDmeTransform *pTransform = pModel->GetBone( bi );
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CreateTransformChannels( pTransform, basename, bi, channelsClip );
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CDmeChannel *pPosChannel = channelsClip->m_Channels[ nCount ];
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CDmeChannel *pRotChannel = channelsClip->m_Channels[ nCount+1 ];
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poschannels.AddToTail( pPosChannel );
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rotchannels.AddToTail( pRotChannel );
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}
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}
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// Set up skeleton
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IBoneSetup boneSetup( &hdr, BONE_USED_BY_ANYTHING, poseparameter );
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boneSetup.InitPose( pos, q );
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boneSetup.AccumulatePose( pos, q, sequence, flCycle, 1.0f, t, NULL );
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// Copy bones into recording logs
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for ( bi = 0 ; bi < numbones; ++bi )
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{
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((CDmeVector3Log *)poschannels[ bi ]->GetLog())->InsertKey( DmeTime_t( t ), pos[ bi ] );
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((CDmeQuaternionLog *)rotchannels[ bi ]->GetLog())->InsertKey( DmeTime_t( t ), q[ bi ] );
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}
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}
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}
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static CDmeChannelsClip *FindChannelsClipTargetingDmeGameModel( CDmeFilmClip *pClip, CDmeGameModel *pGameModel )
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{
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uint nBoneCount = pGameModel->NumBones();
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CDmeTransform *pGameModelTransform = pGameModel->GetTransform();
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int gc = pClip->GetTrackGroupCount();
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for ( int i = 0; i < gc; ++i )
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{
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CDmeTrackGroup *pTrackGroup = pClip->GetTrackGroup( i );
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DMETRACKGROUP_FOREACH_CLIP_TYPE_START( CDmeChannelsClip, pTrackGroup, pTrack, pChannelsClip )
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if ( FindChannelTargetingElement( pChannelsClip, pGameModel ) )
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return pChannelsClip;
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if ( FindChannelTargetingElement( pChannelsClip, pGameModelTransform ) )
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return pChannelsClip;
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for ( uint j = 0; j < nBoneCount; ++j )
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{
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if ( FindChannelTargetingElement( pChannelsClip, pGameModel->GetBone( j ) ) )
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return pChannelsClip;
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}
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DMETRACKGROUP_FOREACH_CLIP_TYPE_END()
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}
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return NULL;
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}
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static void RetimeLogData( CDmeChannelsClip *pSrcChannelsClip, CDmeChannelsClip *pDstChannelsClip, CDmeLog *pLog )
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{
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float srcScale = pSrcChannelsClip->GetTimeScale();
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float dstScale = pDstChannelsClip->GetTimeScale();
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DmeTime_t srcStart = pSrcChannelsClip->GetStartTime();
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DmeTime_t dstStart = pDstChannelsClip->GetStartTime();
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DmeTime_t srcOffset = pSrcChannelsClip->GetTimeOffset();
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DmeTime_t dstOffset = pDstChannelsClip->GetTimeOffset();
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srcOffset -= srcStart;
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dstOffset -= dstStart;
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if ( srcScale != dstScale || srcOffset != dstOffset )
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{
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// for speed, I pulled out the math converting out of one timeframe into another:
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// t = (t/f0-o0+s0 -s1+o1)*f1
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// = t * f1/f0 + f1 * (o1-o0-s1+s0)
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float scale = dstScale / srcScale;
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DmeTime_t offset = dstScale * ( dstOffset - srcOffset );
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int nKeys = pLog->GetKeyCount();
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for ( int i = 0; i < nKeys; ++i )
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{
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DmeTime_t keyTime = pLog->GetKeyTime( i );
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keyTime = keyTime * scale + offset;
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pLog->SetKeyTime( i, keyTime );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Once bones have been setup and flex channels moved, the only things left should be:
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// a channel logging the model's "visibility" state
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// a channel logging the model's "sequence"
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// a channel loggint the model's "viewtarget" position
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//-----------------------------------------------------------------------------
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static void TransferRemainingChannels( CDmeFilmClip *shot, CDmeChannelsClip *destClip, CDmeChannelsClip *srcClip )
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{
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if ( srcClip == destClip )
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return;
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int channelsCount = srcClip->m_Channels.Count();
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for ( int i = 0; i < channelsCount; ++i )
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{
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// Remove channel from channels clip
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CDmeChannel *channel = srcClip->m_Channels[ i ];
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Assert( channel );
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if ( !channel )
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continue;
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Msg( "Transferring '%s'\n", channel->GetName() );
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destClip->m_Channels.AddToTail( channel );
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channel->SetMode( CM_PLAY );
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// Transfer the logs over to the
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CDmeLog *log = channel->GetLog();
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if ( log )
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{
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RetimeLogData( srcClip, destClip, log );
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}
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}
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srcClip->m_Channels.RemoveAll();
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// Now find the track which contains the srcClip and remove the srcClip from the track
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for ( DmAttributeReferenceIterator_t it = g_pDataModel->FirstAttributeReferencingElement( srcClip->GetHandle() );
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it != DMATTRIBUTE_REFERENCE_ITERATOR_INVALID;
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it = g_pDataModel->NextAttributeReferencingElement( it ) )
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{
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CDmAttribute *attr = g_pDataModel->GetAttribute( it );
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Assert( attr );
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CDmElement *element = attr->GetOwner();
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Assert( element );
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if ( !element )
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continue;
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CDmeTrack *t = CastElement< CDmeTrack >( element );
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if ( !t )
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continue;
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t->RemoveClip( srcClip );
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g_pDataModel->DestroyElement( srcClip->GetHandle() );
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break;
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}
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}
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static void SetupBoneTransform( CDmeFilmClip *shot, CDmeChannelsClip *srcChannelsClip, CDmeChannelsClip *channelsClip,
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CDmElement *control, CDmeGameModel *gameModel, const char *basename, studiohdr_t *hdr, int bonenum, const char *boneName, bool bAttachToGameRecording )
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{
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const char *channelNames[] = { "position", "orientation" };
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const char *valueNames[] = { "valuePosition", "valueOrientation" };
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const char *suffix[] = { "Pos", "Rot" };
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DmAttributeType_t channelTypes[] = { AT_VECTOR3, AT_QUATERNION };
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int i;
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CDmeTransform *pBoneTxForm = gameModel->GetBone( bonenum );
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for ( i = 0; i < 2 ; ++i )
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{
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char szName[ 512 ];
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Q_snprintf( szName, sizeof( szName ), "%s_bone%s %d", basename, suffix[ i ], bonenum );
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CDmeChannel *pAttachChannel = NULL;
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if ( srcChannelsClip )
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{
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pAttachChannel = FindChannelTargetingElement( srcChannelsClip, pBoneTxForm, channelNames[ i ] );
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}
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if ( !pAttachChannel )
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{
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// Create one
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pAttachChannel = CreateElement< CDmeChannel >( szName, channelsClip->GetFileId() );
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Assert( pAttachChannel );
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pAttachChannel->SetOutput( pBoneTxForm, channelNames[ i ], 0 );
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}
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if ( !pAttachChannel )
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continue;
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if ( bAttachToGameRecording && srcChannelsClip )
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{
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// Remove channel from channels clip
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int idx = srcChannelsClip->m_Channels.Find( pAttachChannel->GetHandle() );
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if ( idx != srcChannelsClip->m_Channels.InvalidIndex() )
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{
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srcChannelsClip->m_Channels.Remove( idx );
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}
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channelsClip->m_Channels.AddToTail( pAttachChannel );
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}
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control->SetValue( channelNames[ i ], pAttachChannel );
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control->AddAttribute( valueNames[ i ], channelTypes[ i ] );
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CDmeLog *pOriginalLog = pAttachChannel->GetLog();
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pAttachChannel->SetMode( CM_PLAY );
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pAttachChannel->SetInput( control, valueNames[ i ] );
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// Transfer the logs over to the
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if ( bAttachToGameRecording && pOriginalLog && srcChannelsClip )
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{
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CDmeLog *pNewLog = pAttachChannel->GetLog();
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if ( pNewLog != pOriginalLog )
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{
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pAttachChannel->SetLog( pOriginalLog );
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g_pDataModel->DestroyElement( pNewLog->GetHandle() );
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}
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DmeTime_t tLogToGlobal[ 2 ];
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Assert(0);
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// NOTE: Fix the next 2 lines to look like createsfmanimation.cpp
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DmeTime_t curtime = DMETIME_ZERO; //doc->GetTime();
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DmeTime_t cmt = DMETIME_ZERO; //doc->ToCurrentMediaTime( curtime, false );
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DmeTime_t channelscliptime = shot->ToChildMediaTime( cmt, false );
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DmeTime_t logtime = channelsClip->ToChildMediaTime( channelscliptime, false );
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tLogToGlobal[ 0 ] = curtime - logtime;
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DmeTime_t attachlogtime = srcChannelsClip->ToChildMediaTime( channelscliptime, false );
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tLogToGlobal[ 1 ] = curtime - attachlogtime;
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DmeTime_t offset = tLogToGlobal[ 1 ] - tLogToGlobal[ 0 ];
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if ( DMETIME_ZERO != offset )
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{
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int c = pOriginalLog->GetKeyCount();
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for ( int iLog = 0; iLog < c; ++iLog )
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{
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DmeTime_t keyTime = pOriginalLog->GetKeyTime( iLog );
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keyTime += offset;
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pOriginalLog->SetKeyTime( iLog, keyTime );
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}
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}
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continue;
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}
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if ( pOriginalLog )
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{
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pOriginalLog->ClearKeys();
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}
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CDmeLog *log = pAttachChannel->GetLog();
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if ( !log )
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{
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log = pAttachChannel->CreateLog( channelTypes[ i ] );
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}
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log->SetValueThreshold( 0.0f );
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if ( bAttachToGameRecording )
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{
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Vector pos;
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Quaternion rot;
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matrix3x4_t matrix;
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pBoneTxForm->GetTransform( matrix );
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MatrixAngles( matrix, rot, pos );
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if ( i == 0 )
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{
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((CDmeTypedLog< Vector > *)log)->SetKey( DMETIME_ZERO, pos );
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}
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else
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{
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((CDmeTypedLog< Quaternion > *)log)->SetKey( DMETIME_ZERO, rot );
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}
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continue;
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}
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CStudioHdr studiohdr( hdr, g_pMDLCache );
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Vector pos[ MAXSTUDIOBONES ];
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Quaternion q[ MAXSTUDIOBONES ];
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float poseparameter[ MAXSTUDIOPOSEPARAM ];
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for ( int pp = 0; pp < MAXSTUDIOPOSEPARAM; ++pp )
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{
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poseparameter[ pp ] = 0.0f;
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}
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// Set up skeleton
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IBoneSetup boneSetup( &studiohdr, BONE_USED_BY_ANYTHING, poseparameter );
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boneSetup.InitPose( pos, q );
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boneSetup.AccumulatePose( pos, q, 0, 0.0f, 1.0f, 0.0f, NULL );
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if ( i == 0 )
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{
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((CDmeTypedLog< Vector > *)log)->SetKey( DMETIME_ZERO, pos[ bonenum ] );
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pBoneTxForm->SetPosition( pos[ bonenum ]);
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}
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else
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{
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((CDmeTypedLog< Quaternion > *)log)->SetKey( DMETIME_ZERO, q[ bonenum ] );
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pBoneTxForm->SetOrientation( q[ bonenum ] );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Sets up the root transform
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//-----------------------------------------------------------------------------
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static void SetupRootTransform( CDmeFilmClip *shot, CDmeChannelsClip *srcChannelsClip,
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CDmeChannelsClip *channelsClip, CDmElement *control, CDmeGameModel *gameModel, const char *basename, bool bAttachToGameRecording )
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{
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char *channelNames[] = { "position", "orientation" };
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char *valueNames[] = { "valuePosition", "valueOrientation" };
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DmAttributeType_t channelTypes[] = { AT_VECTOR3, AT_QUATERNION };
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const char *suffix[] = { "Pos", "Rot" };
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DmAttributeType_t logType[] = { AT_VECTOR3, AT_QUATERNION };
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|
|
int i;
|
|
for ( i = 0; i < 2 ; ++i )
|
|
{
|
|
char szName[ 512 ];
|
|
Q_snprintf( szName, sizeof( szName ), "%s_root%s channel", basename, suffix[ i ] );
|
|
|
|
CDmeChannel *pAttachChannel = NULL;
|
|
if ( srcChannelsClip )
|
|
{
|
|
pAttachChannel = FindChannelTargetingElement( srcChannelsClip, gameModel->GetTransform(), channelNames[ i ] );
|
|
}
|
|
|
|
if ( !pAttachChannel )
|
|
{
|
|
// Create one
|
|
pAttachChannel = CreateElement< CDmeChannel >( szName, channelsClip->GetFileId() );
|
|
Assert( pAttachChannel );
|
|
pAttachChannel->SetOutput( gameModel->GetTransform(), channelNames[ i ], 0 );
|
|
}
|
|
|
|
if ( bAttachToGameRecording && srcChannelsClip )
|
|
{
|
|
// Remove channel from channels clip
|
|
int idx = srcChannelsClip->m_Channels.Find( pAttachChannel->GetHandle() );
|
|
if ( idx != srcChannelsClip->m_Channels.InvalidIndex() )
|
|
{
|
|
srcChannelsClip->m_Channels.Remove( idx );
|
|
}
|
|
channelsClip->m_Channels.AddToTail( pAttachChannel );
|
|
}
|
|
|
|
control->SetValue( channelNames[ i ], pAttachChannel );
|
|
control->AddAttribute( valueNames[ i ], channelTypes[ i ] );
|
|
|
|
CDmeLog *pOriginalLog = pAttachChannel->GetLog();
|
|
|
|
pAttachChannel->SetMode( CM_PLAY );
|
|
pAttachChannel->SetInput( control, valueNames[ i ] );
|
|
|
|
if ( bAttachToGameRecording && pOriginalLog && srcChannelsClip )
|
|
{
|
|
CDmeLog *pNewLog = pAttachChannel->GetLog();
|
|
if ( pNewLog != pOriginalLog )
|
|
{
|
|
pAttachChannel->SetLog( pOriginalLog );
|
|
g_pDataModel->DestroyElement( pNewLog->GetHandle() );
|
|
}
|
|
|
|
RetimeLogData( srcChannelsClip, channelsClip, pOriginalLog );
|
|
}
|
|
else
|
|
{
|
|
Assert( !pOriginalLog );
|
|
CDmeLog *log = pAttachChannel->GetLog();
|
|
if ( !log )
|
|
{
|
|
log = pAttachChannel->CreateLog( logType[ i ] );
|
|
}
|
|
|
|
log->SetValueThreshold( 0.0f );
|
|
|
|
Vector vecPos;
|
|
Quaternion qOrientation;
|
|
|
|
matrix3x4_t txform;
|
|
gameModel->GetTransform()->GetTransform( txform );
|
|
|
|
MatrixAngles( txform, qOrientation, vecPos );
|
|
|
|
if ( i == 0 )
|
|
{
|
|
((CDmeTypedLog< Vector > *)log)->SetKey( DMETIME_ZERO, vecPos );
|
|
}
|
|
else
|
|
{
|
|
((CDmeTypedLog< Quaternion > *)log)->SetKey( DMETIME_ZERO, qOrientation );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates preset groups for new animation sets
|
|
//-----------------------------------------------------------------------------
|
|
static bool ShouldRandomize( const char *name )
|
|
{
|
|
if ( !Q_stricmp( name, "eyes_updown" ) )
|
|
return false;
|
|
if ( !Q_stricmp( name, "eyes_rightleft" ) )
|
|
return false;
|
|
if ( !Q_stricmp( name, "lip_bite" ) )
|
|
return false;
|
|
if ( !Q_stricmp( name, "blink" ) )
|
|
return false;
|
|
if ( Q_stristr( name, "sneer" ) )
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
static void CreateProceduralPreset( CDmePresetGroup *pPresetGroup, const char *pPresetName, const CDmaElementArray< CDmElement > &controls, bool bIdentity, float flForceValue = 0.5f )
|
|
{
|
|
CDmePreset *pPreset = pPresetGroup->FindOrAddPreset( pPresetName );
|
|
|
|
int c = controls.Count();
|
|
for ( int i = 0; i < c ; ++i )
|
|
{
|
|
CDmElement *pControl = controls[ i ];
|
|
|
|
// Setting values on transforms doesn't make sense right now
|
|
if ( pControl->GetValue<bool>( "transform" ) )
|
|
continue;
|
|
|
|
bool bIsCombo = pControl->GetValue< bool >( "combo" );
|
|
bool bIsMulti = pControl->GetValue< bool >( "multi" );
|
|
bool bRandomize = ShouldRandomize( pControl->GetName() );
|
|
if ( !bIdentity && !bRandomize )
|
|
continue;
|
|
|
|
CDmElement *pControlValue = pPreset->FindOrAddControlValue( pControl->GetName() );
|
|
|
|
if ( !bIdentity )
|
|
{
|
|
pControlValue->SetValue< float >( "value", RandomFloat( 0.0f, 1.0f ) );
|
|
if ( bIsCombo )
|
|
{
|
|
pControlValue->SetValue< float >( "balance", RandomFloat( 0.25f, 0.75f ) );
|
|
}
|
|
if ( bIsMulti )
|
|
{
|
|
pControlValue->SetValue< float >( "multilevel", RandomFloat( 0.0f, 1.0f ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pControlValue->SetValue< float >( "value", flForceValue );
|
|
if ( bIsCombo )
|
|
{
|
|
pControlValue->SetValue< float >( "balance", 0.5f );
|
|
}
|
|
if ( bIsMulti )
|
|
{
|
|
pControlValue->SetValue< float >( "multilevel", flForceValue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates preset groups for new animation sets
|
|
//-----------------------------------------------------------------------------
|
|
static void CreatePresetGroups( CDmeAnimationSet *pAnimationSet, const char *pModelName )
|
|
{
|
|
CDmaElementArray< CDmElement > &controls = pAnimationSet->GetControls();
|
|
|
|
// Now create some presets
|
|
CDmePresetGroup *pProceduralPresets = pAnimationSet->FindOrAddPresetGroup( "procedural" );
|
|
pProceduralPresets->m_bIsReadOnly = true;
|
|
pProceduralPresets->FindOrAddPreset( "Default" );
|
|
CreateProceduralPreset( pProceduralPresets, "Zero", controls, true, 0.0f );
|
|
CreateProceduralPreset( pProceduralPresets, "Half", controls, true, 0.5f );
|
|
CreateProceduralPreset( pProceduralPresets, "One", controls, true, 1.0f );
|
|
|
|
// Add just one fake one for now
|
|
CreateProceduralPreset( pProceduralPresets, "Random", controls, false );
|
|
|
|
// These are the truly procedural ones...
|
|
pAnimationSet->EnsureProceduralPresets();
|
|
|
|
// Also load the model-specific presets
|
|
g_pModelPresetGroupMgr->ApplyModelPresets( pModelName, pAnimationSet );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Destroys existing group mappings
|
|
//-----------------------------------------------------------------------------
|
|
static void RemoveExistingGroupMappings( CDmeAnimationSet *pAnimationSet )
|
|
{
|
|
CDmaElementArray<> &groups = pAnimationSet->GetSelectionGroups();
|
|
int nCount = groups.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
CDmElement *pGroup = groups[i];
|
|
groups.Set( i, NULL );
|
|
DestroyElement( pGroup );
|
|
}
|
|
groups.RemoveAll();
|
|
}
|
|
|
|
|
|
void LoadDefaultGroupMappings( CUtlDict< CUtlString, int > &defaultGroupMapping, CUtlVector< CUtlString >& defaultGroupOrdering )
|
|
{
|
|
defaultGroupMapping.RemoveAll();
|
|
defaultGroupOrdering.RemoveAll();
|
|
|
|
KeyValues *pGroupFile = new KeyValues( "groupFile" );
|
|
if ( !pGroupFile )
|
|
return;
|
|
|
|
if ( !pGroupFile->LoadFromFile( g_pFullFileSystem, ANIMATION_SET_DEFAULT_GROUP_MAPPING_FILE, "GAME" ) )
|
|
{
|
|
pGroupFile->deleteThis();
|
|
return;
|
|
}
|
|
|
|
// Fill in defaults
|
|
for ( KeyValues *sub = pGroupFile->GetFirstSubKey(); sub; sub = sub->GetNextKey() )
|
|
{
|
|
const char *pGroupName = sub->GetName();
|
|
if ( !pGroupName )
|
|
{
|
|
Warning( "%s is malformed\n", ANIMATION_SET_DEFAULT_GROUP_MAPPING_FILE );
|
|
continue;
|
|
}
|
|
|
|
int i = defaultGroupOrdering.AddToTail();
|
|
defaultGroupOrdering[i] = pGroupName;
|
|
|
|
for ( KeyValues *pControl = sub->GetFirstSubKey(); pControl; pControl = pControl->GetNextKey() )
|
|
{
|
|
Assert( !Q_stricmp( pControl->GetName(), "control" ) );
|
|
CUtlString controlName = pControl->GetString();
|
|
defaultGroupMapping.Insert( controlName, pGroupName );
|
|
}
|
|
}
|
|
|
|
pGroupFile->deleteThis();
|
|
}
|
|
|
|
CDmElement *FindOrAddDefaultGroupForControls( const char *pGroupName, CDmaElementArray< CDmElement > &groups, DmFileId_t fileid )
|
|
{
|
|
// Now see if this group exists in the array
|
|
int c = groups.Count();
|
|
for ( int i = 0; i < c; ++i )
|
|
{
|
|
CDmElement *pGroup = groups[ i ];
|
|
if ( !Q_stricmp( pGroup->GetName(), pGroupName ) )
|
|
return pGroup;
|
|
}
|
|
|
|
CDmElement *pGroup = CreateElement< CDmElement >( pGroupName, fileid );
|
|
pGroup->AddAttribute( "selectedControls", AT_STRING_ARRAY );
|
|
groups.AddToTail( pGroup );
|
|
return pGroup;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Build group mappings
|
|
//-----------------------------------------------------------------------------
|
|
static void BuildGroupMappings( CDmeAnimationSet *pAnimationSet )
|
|
{
|
|
RemoveExistingGroupMappings( pAnimationSet );
|
|
|
|
// Maps flex controls to first level "groups" by flex controller name
|
|
CUtlDict< CUtlString, int > defaultGroupMapping;
|
|
CUtlVector< CUtlString > defaultGroupOrdering;
|
|
|
|
LoadDefaultGroupMappings( defaultGroupMapping, defaultGroupOrdering );
|
|
|
|
// Create the default groups in order
|
|
CDmaElementArray<> &groups = pAnimationSet->GetSelectionGroups();
|
|
int nCount = defaultGroupOrdering.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
const char *pGroupName = (const char *)defaultGroupOrdering[ i ];
|
|
if ( !Q_stricmp( pGroupName, "IGNORE" ) )
|
|
continue;
|
|
|
|
CDmElement *pGroup = CreateElement< CDmElement >( pGroupName, pAnimationSet->GetFileId() );
|
|
|
|
// Fill in members
|
|
pGroup->AddAttribute( "selectedControls", AT_STRING_ARRAY );
|
|
groups.AddToTail( pGroup );
|
|
}
|
|
|
|
// Populate the groups with the controls
|
|
CDmaElementArray<> &controls = pAnimationSet->GetControls();
|
|
nCount = controls.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
const char *pGroupName = "Unknown";
|
|
const char *pControlName = controls[ i ]->GetName();
|
|
|
|
// Find the default if there is one
|
|
int idx = defaultGroupMapping.Find( pControlName );
|
|
if ( idx != defaultGroupMapping.InvalidIndex() )
|
|
{
|
|
pGroupName = defaultGroupMapping[ idx ];
|
|
}
|
|
else if ( Q_stristr( pControlName, "root" ) || Q_stristr( pControlName, "Valve" ) )
|
|
{
|
|
pGroupName = "Root";
|
|
}
|
|
|
|
if ( !Q_stricmp( pGroupName, "IGNORE" ) )
|
|
continue;
|
|
|
|
CDmElement *pGroup = FindOrAddDefaultGroupForControls( pGroupName, groups, pAnimationSet->GetFileId() );
|
|
|
|
// Fill in members
|
|
CDmrStringArray selectedControls( pGroup, "selectedControls" );
|
|
Assert( selectedControls.IsValid() );
|
|
if ( selectedControls.IsValid() )
|
|
{
|
|
selectedControls.AddToTail( pControlName );
|
|
}
|
|
}
|
|
}
|
|
|
|
void AddIllumPositionAttribute( CDmeGameModel *pGameModel )
|
|
{
|
|
studiohdr_t *pHdr = pGameModel->GetStudioHdr();
|
|
if ( !pHdr )
|
|
return;
|
|
|
|
if ( pHdr->IllumPositionAttachmentIndex() > 0 )
|
|
return; // don't add attr if model already has illumposition attachment
|
|
|
|
CDmAttribute *pAttr = pGameModel->AddAttributeElement< CDmeDag >( "illumPositionDag" );
|
|
Assert( pAttr );
|
|
if ( !pAttr )
|
|
return;
|
|
|
|
Assert( pGameModel->GetChildCount() > 0 );
|
|
pAttr->SetValue( pGameModel->GetChild( 0 ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates an animation set
|
|
//-----------------------------------------------------------------------------
|
|
CDmeAnimationSet *CreateAnimationSet( CDmeFilmClip *pMovie, CDmeFilmClip *pShot,
|
|
CDmeGameModel *pGameModel, const char *pAnimationSetName, int nSequenceToUse, bool bAttachToGameRecording )
|
|
{
|
|
CDmeAnimationSet *pAnimationSet = CreateElement< CDmeAnimationSet >( pAnimationSetName, pMovie->GetFileId() );
|
|
Assert( pAnimationSet );
|
|
|
|
studiohdr_t *hdr = pGameModel->GetStudioHdr();
|
|
|
|
// Associate this animation set with a specific game model
|
|
// FIXME: Should the game model refer back to this set?
|
|
pAnimationSet->SetValue( "gameModel", pGameModel );
|
|
|
|
CDmeChannelsClip* pChannelsClip = CreateChannelsClip( pAnimationSet, pShot );
|
|
|
|
// Does everything associated with building facial controls on a model
|
|
CFlexControlBuilder builder;
|
|
builder.CreateAnimationSetControls( pMovie, pAnimationSet, pGameModel, pShot, pChannelsClip, bAttachToGameRecording );
|
|
|
|
// Create animation data if there wasn't any already in the model
|
|
if ( !bAttachToGameRecording )
|
|
{
|
|
CreateConstantValuedLog( pChannelsClip, pAnimationSetName, "skin", pGameModel, "skin", (int)0 );
|
|
CreateConstantValuedLog( pChannelsClip, pAnimationSetName, "body", pGameModel, "body", (int)0 );
|
|
CreateConstantValuedLog( pChannelsClip, pAnimationSetName, "sequence", pGameModel, "sequence", (int)0 );
|
|
|
|
CreateAnimationLogs( pChannelsClip, pGameModel, hdr, pAnimationSetName, nSequenceToUse, 0.0f, 1.0f, 0.05f );
|
|
}
|
|
|
|
CDmeChannelsClip *srcChannelsClip = FindChannelsClipTargetingDmeGameModel( pShot, pGameModel );
|
|
CDmaElementArray<> &controls = pAnimationSet->GetControls();
|
|
|
|
// First the root transform
|
|
{
|
|
const char *ctrlName = "rootTransform";
|
|
|
|
// Add the control to the controls group
|
|
CDmElement *ctrl = CreateElement< CDmElement >( ctrlName, pMovie->GetFileId() );
|
|
Assert( ctrl );
|
|
ctrl->SetValue< bool >( "transform", true );
|
|
controls.AddToTail( ctrl );
|
|
SetupRootTransform( pShot, srcChannelsClip, pChannelsClip, ctrl, pGameModel, pAnimationSetName, bAttachToGameRecording );
|
|
}
|
|
|
|
// Now add the bone transforms as well
|
|
{
|
|
int numbones = hdr->numbones;
|
|
for ( int b = 0; b < numbones; ++b )
|
|
{
|
|
mstudiobone_t *bone = hdr->pBone( b );
|
|
const char *name = bone->pszName();
|
|
|
|
// Add the control to the controls group
|
|
CDmElement *ctrl = CreateElement< CDmElement >( name, pMovie->GetFileId() );
|
|
Assert( ctrl );
|
|
ctrl->SetValue< bool >( "transform", true );
|
|
controls.AddToTail( ctrl );
|
|
SetupBoneTransform( pShot, srcChannelsClip, pChannelsClip, ctrl, pGameModel, pAnimationSetName, hdr, b, name, bAttachToGameRecording );
|
|
}
|
|
}
|
|
|
|
// Now copy all remaining logs, and retime them, over to the animation set channels clip...
|
|
if ( srcChannelsClip )
|
|
{
|
|
TransferRemainingChannels( pShot, pChannelsClip, srcChannelsClip );
|
|
}
|
|
|
|
// Create default preset groups for the animation set
|
|
CreatePresetGroups( pAnimationSet, pGameModel->GetModelName() );
|
|
|
|
// Builds the preset groups displayed in the upper left of the animation set panel
|
|
BuildGroupMappings( pAnimationSet );
|
|
|
|
pShot->AddAnimationSet( pAnimationSet );
|
|
|
|
AddIllumPositionAttribute( pGameModel );
|
|
|
|
return pAnimationSet;
|
|
}
|