//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $NoKeywords: $ //=============================================================================// #ifndef C_BASEANIMATING_H #define C_BASEANIMATING_H #ifdef _WIN32 #pragma once #endif #include "c_baseentity.h" #include "studio.h" #include "utlvector.h" #include "ragdoll.h" #include "mouthinfo.h" // Shared activities #include "ai_activity.h" #include "animationlayer.h" #include "sequence_Transitioner.h" #include "bone_accessor.h" #include "bone_merge_cache.h" #include "ragdoll_shared.h" #include "tier0/threadtools.h" #include "datacache/idatacache.h" #define LIPSYNC_POSEPARAM_NAME "mouth" #define NUM_HITBOX_FIRES 10 /* class C_BaseClientShader { virtual void RenderMaterial( C_BaseEntity *pEntity, int count, const vec4_t *verts, const vec4_t *normals, const vec2_t *texcoords, vec4_t *lightvalues ); }; */ class IRagdoll; class CIKContext; class CIKState; class ConVar; class C_RopeKeyframe; class CBoneBitList; class CBoneList; class KeyValues; class CJiggleBones; class IBoneSetup; FORWARD_DECLARE_HANDLE( memhandle_t ); typedef unsigned short MDLHandle_t; extern ConVar vcollide_wireframe; struct ClientModelRenderInfo_t : public ModelRenderInfo_t { // Added space for lighting origin override. Just allocated space, need to set base pointer matrix3x4_t lightingOffset; // Added space for model to world matrix. Just allocated space, need to set base pointer matrix3x4_t modelToWorld; }; struct RagdollInfo_t { bool m_bActive; float m_flSaveTime; int m_nNumBones; Vector m_rgBonePos[MAXSTUDIOBONES]; Quaternion m_rgBoneQuaternion[MAXSTUDIOBONES]; }; class CAttachmentData { public: matrix3x4_t m_AttachmentToWorld; QAngle m_angRotation; Vector m_vOriginVelocity; int m_nLastFramecount : 31; int m_bAnglesComputed : 1; }; typedef unsigned int ClientSideAnimationListHandle_t; #define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0 class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback { public: DECLARE_CLASS( C_BaseAnimating, C_BaseEntity ); DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); DECLARE_INTERPOLATION(); enum { NUM_POSEPAREMETERS = 24, NUM_BONECTRLS = 4 }; C_BaseAnimating(); ~C_BaseAnimating(); virtual C_BaseAnimating* GetBaseAnimating() { return this; } bool UsesPowerOfTwoFrameBufferTexture( void ); virtual bool Interpolate( float currentTime ); virtual void Simulate(); virtual void Release(); float GetAnimTimeInterval( void ) const; virtual unsigned char GetClientSideFade( void ); // Get bone controller values. virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]); virtual float SetBoneController ( int iController, float flValue ); LocalFlexController_t GetNumFlexControllers( void ); const char *GetFlexDescFacs( int iFlexDesc ); const char *GetFlexControllerName( LocalFlexController_t iFlexController ); const char *GetFlexControllerType( LocalFlexController_t iFlexController ); virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); // Computes a box that surrounds all hitboxes bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ); bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ); // Gets the hitbox-to-world transforms, returns false if there was a problem bool HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] ); // base model functionality float ClampCycle( float cycle, bool isLooping ); virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] ); virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed ); virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform ); virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax ); // model specific virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ); virtual void UpdateIKLocks( float currentTime ); virtual void CalculateIKLocks( float currentTime ); virtual bool ShouldDraw(); virtual void UpdateVisibility() OVERRIDE; virtual int DrawModel( int flags ); virtual int InternalDrawModel( int flags ); virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo ); virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo ); void DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL ); virtual IMaterial* GetEconWeaponMaterialOverride( int iTeam ) { return NULL; } // virtual CMouthInfo *GetMouth(); virtual void ControlMouth( CStudioHdr *pStudioHdr ); // override in sub-classes virtual void DoAnimationEvents( CStudioHdr *pStudio ); virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); virtual const char* ModifyEventParticles( const char* token ) { return token; } // Parses and distributes muzzle flash events virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson ); // virtual void AllocateMaterials( void ); // virtual void FreeMaterials( void ); virtual void ValidateModelIndex( void ); virtual CStudioHdr *OnNewModel( void ); CStudioHdr *GetModelPtr() const; void InvalidateMdlCache(); virtual void SetPredictable( bool state ); void UseClientSideAnimation(); // C_BaseClientShader **p_ClientShaders; virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ); void UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime ); void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] ); virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime ); virtual void ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask ); // Attachments int LookupAttachment( const char *pAttachmentName ); int LookupRandomAttachment( const char *pAttachmentNameSubstring ); int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName ); inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); } float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue ); inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); } float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue ); inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); } float GetPoseParameter( int iPoseParameter ); bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue ); int LookupBone( const char *szName ); void GetBonePosition( int iBone, Vector &origin, QAngle &angles ); void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld ); //============================================================================= // HPE_BEGIN: // [menglish] Finds the bone associated with the given hitbox //============================================================================= int GetHitboxBone( int hitboxIndex ); //============================================================================= // HPE_END //============================================================================= // Bone attachments virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) ); void AddBoneAttachment( C_BaseAnimating* newBoneAttachment ); void RemoveBoneAttachment( C_BaseAnimating* boneAttachment ); void RemoveBoneAttachments(); void DestroyBoneAttachments(); void MoveBoneAttachments( C_BaseAnimating* attachTarget ); int GetNumBoneAttachments(); C_BaseAnimating* GetBoneAttachment( int i ); virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget ); virtual void UpdateBoneAttachments( void ); //bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2); //void DebugIK( mstudioikchain_t *pikchain ); virtual void PreDataUpdate( DataUpdateType_t updateType ); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual int RestoreData( const char *context, int slot, int type ); virtual void NotifyShouldTransmit( ShouldTransmitState_t state ); virtual void OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void AddEntity( void ); // This can be used to force client side animation to be on. Only use if you know what you're doing! // Normally, the server entity should set this. void ForceClientSideAnimationOn(); void AddToClientSideAnimationList(); void RemoveFromClientSideAnimationList( bool bBeingDestroyed = false ); virtual bool IsSelfAnimating(); virtual void ResetLatched(); // implements these so ragdolls can handle frustum culling & leaf visibility virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs ); virtual const Vector& GetRenderOrigin( void ); virtual const QAngle& GetRenderAngles( void ); virtual bool GetSoundSpatialization( SpatializationInfo_t& info ); // Attachments. bool GetAttachment( const char *szName, Vector &absOrigin ); bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles ); // Inherited from C_BaseEntity virtual bool GetAttachment( int number, Vector &origin ); virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); virtual bool GetAttachment( int number, matrix3x4_t &matrix ); virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ); // Returns the attachment in local space bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal ); bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles ); bool GetAttachmentLocal( int iAttachment, Vector &origin ); bool GetRootBone( matrix3x4_t &rootBone ); // Should this object cast render-to-texture shadows? virtual ShadowType_t ShadowCastType(); // Should we collide? virtual CollideType_t GetCollideType( void ); virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); // returns true if we're currently being ragdolled bool IsRagdoll() const; bool IsAboutToRagdoll() const; virtual C_BaseAnimating *BecomeRagdollOnClient(); C_BaseAnimating *CreateRagdollCopy(); bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints=false ); void IgniteRagdoll( C_BaseAnimating *pSource ); void TransferDissolveFrom( C_BaseAnimating *pSource ); virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld ); virtual bool RetrieveRagdollInfo( Vector *pos, Quaternion *q ); virtual void Clear( void ); void ClearRagdoll(); void CreateUnragdollInfo( C_BaseAnimating *pRagdoll ); bool ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime ); virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ); // For shadows rendering the correct body + sequence... virtual int GetBody() { return m_nBody; } virtual int GetSkin() { return m_nSkin; } bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); } inline float GetPlaybackRate(); inline void SetPlaybackRate( float rate ); void SetModelScale( float scale, float change_duration = 0.0f ); float GetModelScale() const { return m_flModelScale; } inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) ) inline bool IsModelScaled() const; void UpdateModelScale( void ); virtual void RefreshCollisionBounds( void ); int GetSequence(); virtual void SetSequence(int nSequence); inline void ResetSequence(int nSequence); float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence ); inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); } bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence ); inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); } float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence ); void GetSequenceLinearMotion( int iSequence, Vector *pVec ); void GetBlendedLinearVelocity( Vector *pVec ); int LookupSequence ( const char *label ); int LookupActivity( const char *label ); char const *GetSequenceName( int iSequence ); char const *GetSequenceActivityName( int iSequence ); Activity GetSequenceActivity( int iSequence ); KeyValues *GetSequenceKeyValues( int iSequence ); virtual void StudioFrameAdvance(); // advance animation frame to some time in the future // Clientside animation virtual float FrameAdvance( float flInterval = 0.0f ); virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence ); virtual void UpdateClientSideAnimation(); void ClientSideAnimationChanged(); virtual unsigned int ComputeClientSideAnimationFlags(); virtual void ResetClientsideFrame( void ) { SetCycle( 0 ); } void SetCycle( float flCycle ); float GetCycle() const; void SetBodygroup( int iGroup, int iValue ); int GetBodygroup( int iGroup ); const char *GetBodygroupName( int iGroup ); int FindBodygroupByName( const char *name ); int GetBodygroupCount( int iGroup ); int GetNumBodyGroups( void ); class CBoneCache *GetBoneCache( CStudioHdr *pStudioHdr ); void SetHitboxSet( int setnum ); void SetHitboxSetByName( const char *setname ); int GetHitboxSet( void ); char const *GetHitboxSetName( void ); int GetHitboxSetCount( void ); void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false ); C_BaseAnimating* FindFollowedEntity(); virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; } inline bool IsSequenceFinished( void ); inline bool SequenceLoops( void ) { return m_bSequenceLoops; } // All view model attachments origins are stretched so you can place entities at them and // they will match up with where the attachment winds up being drawn on the view model, since // the view models are drawn with a different FOV. // // If you're drawing something inside of a view model's DrawModel() function, then you want the // original attachment origin instead of the adjusted one. To get that, call this on the // adjusted attachment origin. virtual void UncorrectViewModelAttachment( Vector &vOrigin ) {} // Call this if SetupBones() has already been called this frame but you need to move the // entity and rerender. void InvalidateBoneCache(); bool IsBoneCacheValid() const; // Returns true if the bone cache is considered good for this frame. void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out ); // Wrappers for CBoneAccessor. const matrix3x4_t& GetBone( int iBone ) const; matrix3x4_t& GetBoneForWrite( int iBone ); // Used for debugging. Will produce asserts if someone tries to setup bones or // attachments before it's allowed. // Use the "AutoAllowBoneAccess" class to auto push/pop bone access. // Use a distinct "tag" when pushing/popping - asserts when push/pop tags do not match. struct AutoAllowBoneAccess { AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels ); ~AutoAllowBoneAccess( void ); }; static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush ); static void PopBoneAccess( char const *tagPop ); static void ThreadedBoneSetup(); static void InitBoneSetupThreadPool(); static void ShutdownBoneSetupThreadPool(); // Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated. static void InvalidateBoneCaches(); // Purpose: My physics object has been updated, react or extract data virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); void DisableMuzzleFlash(); // Turn off the muzzle flash (ie: signal that we handled the server's event). virtual void DoMuzzleFlash(); // Force a muzzle flash event. Note: this only QUEUES an event, so // ProcessMuzzleFlashEvent will get called later. bool ShouldMuzzleFlash() const; // Is the muzzle flash event on? // This is called to do the actual muzzle flash effect. virtual void ProcessMuzzleFlashEvent(); // Update client side animations static void UpdateClientSideAnimations(); // Load the model's keyvalues section and create effects listed inside it void InitModelEffects( void ); // Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection) virtual void SetServerIntendedCycle( float intended ) { (void)intended; } virtual float GetServerIntendedCycle( void ) { return -1.0f; } // For prediction int SelectWeightedSequence ( int activity ); int SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount ); void ResetSequenceInfo( void ); float SequenceDuration( void ); float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence ); inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); } int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir ); void RagdollMoved( void ); virtual void GetToolRecordingState( KeyValues *msg ); virtual void CleanupToolRecordingState( KeyValues *msg ); void SetReceivedSequence( void ); virtual bool ShouldResetSequenceOnNewModel( void ); virtual bool IsViewModel() const; virtual void UpdateOnRemove( void ); protected: // View models scale their attachment positions to account for FOV. To get the unmodified // attachment position (like if you're rendering something else during the view model's DrawModel call), // use TransformViewModelAttachmentToWorld. virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {} // View models say yes to this. bool IsBoneAccessAllowed() const; CMouthInfo& MouthInfo(); // Models used in a ModelPanel say yes to this virtual bool IsMenuModel() const; // Allow studio models to tell C_BaseEntity what their m_nBody value is virtual int GetStudioBody( void ) { return m_nBody; } virtual bool CalcAttachments(); private: // This method should return true if the bones have changed + SetupBones needs to be called virtual float LastBoneChangedTime() { return FLT_MAX; } CBoneList* RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState ); bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld ); void TermRopes(); void DelayedInitModelEffects( void ); void UpdateRelevantInterpolatedVars(); void AddBaseAnimatingInterpolatedVars(); void RemoveBaseAnimatingInterpolatedVars(); public: CRagdoll *m_pRagdoll; // Texture group to use int m_nSkin; // Object bodygroup int m_nBody; // Hitbox set to use (default 0) int m_nHitboxSet; CSequenceTransitioner m_SequenceTransitioner; protected: CIKContext *m_pIk; int m_iEyeAttachment; // Animation playback framerate float m_flPlaybackRate; // Decomposed ragdoll info bool m_bStoreRagdollInfo; RagdollInfo_t *m_pRagdollInfo; Vector m_vecForce; int m_nForceBone; // Is bone cache valid // bone transformation matrix unsigned long m_iMostRecentModelBoneCounter; unsigned long m_iMostRecentBoneSetupRequest; int m_iPrevBoneMask; int m_iAccumulatedBoneMask; CBoneAccessor m_BoneAccessor; CThreadFastMutex m_BoneSetupLock; ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle; // Client-side animation bool m_bClientSideFrameReset; // Bone attachments. Used for attaching one BaseAnimating to another's bones. // Client side only. CUtlVector > m_BoneAttachments; int m_boneIndexAttached; Vector m_bonePosition; QAngle m_boneAngles; CHandle m_pAttachedTo; protected: float m_fadeMinDist; float m_fadeMaxDist; float m_flFadeScale; private: float m_flGroundSpeed; // computed linear movement rate for current sequence float m_flLastEventCheck; // cycle index of when events were last checked bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry bool m_bSequenceLoops; // true if the sequence loops // Mouth lipsync/envelope following values CMouthInfo m_mouth; CNetworkVar( float, m_flModelScale ); // Animation blending factors float m_flPoseParameter[MAXSTUDIOPOSEPARAM]; CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter; float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM]; int m_nPrevSequence; int m_nRestoreSequence; // Ropes that got spawned when the model was created. CUtlLinkedList m_Ropes; // event processing info float m_flPrevEventCycle; int m_nEventSequence; float m_flEncodedController[MAXSTUDIOBONECTRLS]; CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController; float m_flOldEncodedController[MAXSTUDIOBONECTRLS]; // Clientside animation bool m_bClientSideAnimation; bool m_bLastClientSideFrameReset; int m_nNewSequenceParity; int m_nResetEventsParity; int m_nPrevNewSequenceParity; int m_nPrevResetEventsParity; bool m_builtRagdoll; Vector m_vecPreRagdollMins; Vector m_vecPreRagdollMaxs; // Current animation sequence int m_nSequence; bool m_bReceivedSequence; // Current cycle location from server protected: float m_flCycle; CInterpolatedVar< float > m_iv_flCycle; float m_flOldCycle; bool m_bNoModelParticles; private: float m_flOldModelScale; int m_nOldSequence; CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do // when merg CUtlVector< matrix3x4_t > m_CachedBoneData; // never access this directly. Use m_BoneAccessor. memhandle_t m_hitboxBoneCacheHandle; float m_flLastBoneSetupTime; CJiggleBones *m_pJiggleBones; // Calculated attachment points CUtlVector m_Attachments; bool SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr ); EHANDLE m_hLightingOrigin; EHANDLE m_hLightingOriginRelative; // These are compared against each other to determine if the entity should muzzle flash. CNetworkVar( unsigned char, m_nMuzzleFlashParity ); unsigned char m_nOldMuzzleFlashParity; bool m_bInitModelEffects; bool m_bDelayInitModelEffects; // Dynamic models bool m_bDynamicModelAllowed; bool m_bDynamicModelPending; bool m_bResetSequenceInfoOnLoad; CRefCountedModelIndex m_AutoRefModelIndex; public: void EnableDynamicModels() { m_bDynamicModelAllowed = true; } bool IsDynamicModelLoading() const { return m_bDynamicModelPending; } private: virtual void OnModelLoadComplete( const model_t* pModel ); private: void LockStudioHdr(); void UnlockStudioHdr(); mutable CStudioHdr *m_pStudioHdr; mutable MDLHandle_t m_hStudioHdr; CThreadFastMutex m_StudioHdrInitLock; bool m_bHasAttachedParticles; }; enum { RAGDOLL_FRICTION_OFF = -2, RAGDOLL_FRICTION_NONE, RAGDOLL_FRICTION_IN, RAGDOLL_FRICTION_HOLD, RAGDOLL_FRICTION_OUT, }; class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify { public: C_ClientRagdoll( bool bRestoring = true ); DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating ); DECLARE_DATADESC(); // inherited from IPVSNotify virtual void OnPVSStatusChanged( bool bInPVS ); virtual void Release( void ); virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ); virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ); void ClientThink( void ); void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; } bool ShouldSavePhysics( void ) { return true; } virtual void OnSave(); virtual void OnRestore(); virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; } virtual IPVSNotify* GetPVSNotifyInterface() { return this; } void HandleAnimatedFriction( void ); virtual void SUB_Remove( void ); void FadeOut( void ); virtual float LastBoneChangedTime(); bool m_bFadeOut; bool m_bImportant; float m_flEffectTime; private: int m_iCurrentFriction; int m_iMinFriction; int m_iMaxFriction; float m_flFrictionModTime; float m_flFrictionTime; int m_iFrictionAnimState; bool m_bReleaseRagdoll; bool m_bFadingOut; float m_flScaleEnd[NUM_HITBOX_FIRES]; float m_flScaleTimeStart[NUM_HITBOX_FIRES]; float m_flScaleTimeEnd[NUM_HITBOX_FIRES]; }; //----------------------------------------------------------------------------- // Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo. //----------------------------------------------------------------------------- inline void C_BaseAnimating::ResetSequence(int nSequence) { SetSequence( nSequence ); ResetSequenceInfo(); } inline float C_BaseAnimating::GetPlaybackRate() { return m_flPlaybackRate; } inline void C_BaseAnimating::SetPlaybackRate( float rate ) { m_flPlaybackRate = rate; } inline const matrix3x4_t& C_BaseAnimating::GetBone( int iBone ) const { return m_BoneAccessor.GetBone( iBone ); } inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite( int iBone ) { return m_BoneAccessor.GetBoneForWrite( iBone ); } inline bool C_BaseAnimating::ShouldMuzzleFlash() const { return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity; } inline float C_BaseAnimating::GetCycle() const { return m_flCycle; } //----------------------------------------------------------------------------- // Purpose: return a pointer to an updated studiomdl cache cache //----------------------------------------------------------------------------- inline CStudioHdr *C_BaseAnimating::GetModelPtr() const { if ( IsDynamicModelLoading() ) return NULL; #ifdef _DEBUG // GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance. // static IDataCacheSection *pModelCache = datacache->FindSection( "ModelData" ); // AssertOnce( pModelCache->IsFrameLocking() ); #endif if ( !m_pStudioHdr ) { const_cast(this)->LockStudioHdr(); } Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID ); return m_pStudioHdr; } inline void C_BaseAnimating::InvalidateMdlCache() { UnlockStudioHdr(); } inline bool C_BaseAnimating::IsModelScaleFractional() const { return ( m_flModelScale < 1.0f ); } inline bool C_BaseAnimating::IsModelScaled() const { return ( m_flModelScale > 1.0f+FLT_EPSILON || m_flModelScale < 1.0f-FLT_EPSILON ); } //----------------------------------------------------------------------------- // Sequence access //----------------------------------------------------------------------------- inline int C_BaseAnimating::GetSequence() { return m_nSequence; } inline bool C_BaseAnimating::IsSequenceFinished( void ) { return m_bSequenceFinished; } inline float C_BaseAnimating::SequenceDuration( void ) { return SequenceDuration( GetSequence() ); } //----------------------------------------------------------------------------- // Mouth //----------------------------------------------------------------------------- inline CMouthInfo& C_BaseAnimating::MouthInfo() { return m_mouth; } // FIXME: move these to somewhere that makes sense void GetColumn( matrix3x4_t& src, int column, Vector &dest ); void SetColumn( Vector &src, int column, matrix3x4_t& dest ); EXTERN_RECV_TABLE(DT_BaseAnimating); extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... ); #endif // C_BASEANIMATING_H