//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "c_baseanimatingoverlay.h" #include "bone_setup.h" #include "tier0/vprof.h" #include "engine/ivdebugoverlay.h" #include "datacache/imdlcache.h" #include "eventlist.h" #include "dt_utlvector_recv.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern ConVar r_sequence_debug; C_BaseAnimatingOverlay::C_BaseAnimatingOverlay() { // FIXME: where does this initialization go now? //for ( int i=0; i < MAX_OVERLAYS; i++ ) //{ // memset( &m_Layer[i], 0, sizeof(m_Layer[0]) ); // m_Layer[i].m_nOrder = MAX_OVERLAYS; //} // FIXME: where does this initialization go now? // AddVar( m_Layer, &m_iv_AnimOverlay, LATCH_ANIMATION_VAR ); } #undef CBaseAnimatingOverlay BEGIN_RECV_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer) RecvPropInt( RECVINFO_NAME(m_nSequence, m_nSequence)), RecvPropFloat( RECVINFO_NAME(m_flCycle, m_flCycle)), RecvPropFloat( RECVINFO_NAME(m_flPrevCycle, m_flPrevCycle)), RecvPropFloat( RECVINFO_NAME(m_flWeight, m_flWeight)), RecvPropInt( RECVINFO_NAME(m_nOrder, m_nOrder)) END_RECV_TABLE() const char *s_m_iv_AnimOverlayNames[C_BaseAnimatingOverlay::MAX_OVERLAYS] = { "C_BaseAnimatingOverlay::m_iv_AnimOverlay00", "C_BaseAnimatingOverlay::m_iv_AnimOverlay01", "C_BaseAnimatingOverlay::m_iv_AnimOverlay02", "C_BaseAnimatingOverlay::m_iv_AnimOverlay03", "C_BaseAnimatingOverlay::m_iv_AnimOverlay04", "C_BaseAnimatingOverlay::m_iv_AnimOverlay05", "C_BaseAnimatingOverlay::m_iv_AnimOverlay06", "C_BaseAnimatingOverlay::m_iv_AnimOverlay07", "C_BaseAnimatingOverlay::m_iv_AnimOverlay08", "C_BaseAnimatingOverlay::m_iv_AnimOverlay09", "C_BaseAnimatingOverlay::m_iv_AnimOverlay10", "C_BaseAnimatingOverlay::m_iv_AnimOverlay11", "C_BaseAnimatingOverlay::m_iv_AnimOverlay12", "C_BaseAnimatingOverlay::m_iv_AnimOverlay13", "C_BaseAnimatingOverlay::m_iv_AnimOverlay14" }; void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len ) { C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct; CUtlVector < C_AnimationLayer > *pVec = &pEnt->m_AnimOverlay; CUtlVector< CInterpolatedVar< C_AnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay; Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector ); Assert( pVec->Count() == pVecIV->Count() ); Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS ); int diff = len - pVec->Count(); if ( diff == 0 ) return; // remove all entries for ( int i=0; i < pVec->Count(); i++ ) { pEnt->RemoveVar( &pVec->Element( i ) ); } // adjust vector sizes if ( diff > 0 ) { pVec->AddMultipleToTail( diff ); pVecIV->AddMultipleToTail( diff ); } else { pVec->RemoveMultiple( len, -diff ); pVecIV->RemoveMultiple( len, -diff ); } // Rebind all the variables in the ent's list. for ( int i=0; i < len; i++ ) { IInterpolatedVar *pWatcher = &pVecIV->Element( i ); pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] ); pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true ); } // FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY } BEGIN_RECV_TABLE_NOBASE( C_BaseAnimatingOverlay, DT_OverlayVars ) RecvPropUtlVector( RECVINFO_UTLVECTOR_SIZEFN( m_AnimOverlay, ResizeAnimationLayerCallback ), C_BaseAnimatingOverlay::MAX_OVERLAYS, RecvPropDataTable(NULL, 0, 0, &REFERENCE_RECV_TABLE( DT_Animationlayer ) ) ) END_RECV_TABLE() IMPLEMENT_CLIENTCLASS_DT( C_BaseAnimatingOverlay, DT_BaseAnimatingOverlay, CBaseAnimatingOverlay ) RecvPropDataTable( "overlay_vars", 0, 0, &REFERENCE_RECV_TABLE( DT_OverlayVars ) ) END_RECV_TABLE() BEGIN_PREDICTION_DATA( C_BaseAnimatingOverlay ) /* DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_nSequence, FIELD_INTEGER ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flCycle, FIELD_FLOAT ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flPlaybackRate, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flWeight, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_nSequence, FIELD_INTEGER ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flCycle, FIELD_FLOAT ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flPlaybackRate, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flWeight, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_nSequence, FIELD_INTEGER ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flCycle, FIELD_FLOAT ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flPlaybackRate, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flWeight, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_nSequence, FIELD_INTEGER ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flCycle, FIELD_FLOAT ), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flPlaybackRate, FIELD_FLOAT), DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flWeight, FIELD_FLOAT), */ END_PREDICTION_DATA() C_AnimationLayer* C_BaseAnimatingOverlay::GetAnimOverlay( int i ) { Assert( i >= 0 && i < MAX_OVERLAYS ); return &m_AnimOverlay[i]; } void C_BaseAnimatingOverlay::SetNumAnimOverlays( int num ) { if ( m_AnimOverlay.Count() < num ) { m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() ); } else if ( m_AnimOverlay.Count() > num ) { m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num ); } } int C_BaseAnimatingOverlay::GetNumAnimOverlays() const { return m_AnimOverlay.Count(); } void C_BaseAnimatingOverlay::GetRenderBounds( Vector& theMins, Vector& theMaxs ) { BaseClass::GetRenderBounds( theMins, theMaxs ); if ( !IsRagdoll() ) { CStudioHdr *pStudioHdr = GetModelPtr(); if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() ) return; int nSequences = pStudioHdr->GetNumSeq(); int i; for (i = 0; i < m_AnimOverlay.Count(); i++) { if (m_AnimOverlay[i].m_flWeight > 0.0) { if ( m_AnimOverlay[i].m_nSequence >= nSequences ) { continue; } mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[i].m_nSequence ); VectorMin( seqdesc.bbmin, theMins, theMins ); VectorMax( seqdesc.bbmax, theMaxs, theMaxs ); } } } } void C_BaseAnimatingOverlay::CheckForLayerChanges( CStudioHdr *hdr, float currentTime ) { bool bLayersChanged = false; // FIXME: damn, there has to be a better way than this. int i; for (i = 0; i < m_iv_AnimOverlay.Count(); i++) { CDisableRangeChecks disableRangeChecks; int iHead, iPrev1, iPrev2; m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 ); // fake up previous cycle values. float t0; C_AnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 ); // reset previous float t1; C_AnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 ); // reset previous previous float t2; C_AnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 ); if ( pHead && pPrev1 && pHead->m_nSequence != pPrev1->m_nSequence ) { bLayersChanged = true; #if 1 // _DEBUG if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex()) { DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t0, hdr->pSeqdesc( pHead->m_nSequence ).pszLabel(), (float)pHead->m_flCycle, (float)pHead->m_flWeight, i ); DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t1, hdr->pSeqdesc( pPrev1->m_nSequence ).pszLabel(), (float)pPrev1->m_flCycle, (float)pPrev1->m_flWeight, i ); if (pPrev2) DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t2, hdr->pSeqdesc( pPrev2->m_nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev2->m_flWeight, i ); } #endif if (pPrev1) { pPrev1->m_nSequence = pHead->m_nSequence; pPrev1->m_flCycle = pHead->m_flPrevCycle; pPrev1->m_flWeight = pHead->m_flWeight; } if (pPrev2) { float num = 0; if ( fabs( t0 - t1 ) > 0.001f ) num = (t2 - t1) / (t0 - t1); pPrev2->m_nSequence = pHead->m_nSequence; float flTemp; if (IsSequenceLooping( hdr, pHead->m_nSequence )) { flTemp = LoopingLerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle ); } else { flTemp = Lerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle ); } pPrev2->m_flCycle = flTemp; pPrev2->m_flWeight = pHead->m_flWeight; } /* if (stricmp( r_seq_overlay_debug.GetString(), hdr->name ) == 0) { DevMsgRT( "(%30s %6.2f : %6.2f : %6.2f)\n", hdr->pSeqdesc( pHead->nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle ); } */ m_iv_AnimOverlay[i].SetLooping( IsSequenceLooping( hdr, pHead->m_nSequence ) ); m_iv_AnimOverlay[i].Interpolate( currentTime ); // reset event indexes m_flOverlayPrevEventCycle[i] = pHead->m_flPrevCycle - 0.01; } } if (bLayersChanged) { // render bounds may have changed UpdateVisibility(); } } 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].m_nOrder = 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 ( 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, hdr->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(), m_AnimOverlay[i].m_flCycle, m_AnimOverlay[i].m_flWeight ); */ m_AnimOverlay[i].BlendWeight(); float fWeight = m_AnimOverlay[i].m_flWeight; if (fWeight > 0) { // 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) fWeight = 1; boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk ); #if 1 // _DEBUG if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ 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; C_AnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 ); // reset previous float t1; C_AnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 ); // reset previous previous float t2; C_AnimationLayer *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 //#define DEBUG_TF2_OVERLAYS #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 ); } else { engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i ); #endif } } #if defined( DEBUG_TF2_OVERLAYS ) else { engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i ); } #endif } } void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr ) { if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() ) return; MDLCACHE_CRITICAL_SECTION(); int nSequences = pStudioHdr->GetNumSeq(); BaseClass::DoAnimationEvents( pStudioHdr ); bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false; CheckForLayerChanges( pStudioHdr, gpGlobals->curtime ); // !!! int j; for (j = 0; j < m_AnimOverlay.Count(); j++) { if ( m_AnimOverlay[j].m_nSequence >= nSequences ) { continue; } mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[j].m_nSequence ); if ( seqdesc.numevents == 0 ) continue; // stalled? if (m_AnimOverlay[j].m_flCycle == m_flOverlayPrevEventCycle[j]) continue; bool bLoopingSequence = IsSequenceLooping( m_AnimOverlay[j].m_nSequence ); bool bLooped = false; //in client code, m_flOverlayPrevEventCycle is set to -1 when we first start an overlay, looping or not if ( bLoopingSequence && m_flOverlayPrevEventCycle[j] > 0.0f && m_AnimOverlay[j].m_flCycle <= m_flOverlayPrevEventCycle[j] ) { if (m_flOverlayPrevEventCycle[j] - m_AnimOverlay[j].m_flCycle > 0.5) { bLooped = true; } else { // things have backed up, which is bad since it'll probably result in a hitch in the animation playback // but, don't play events again for the same time slice return; } } mstudioevent_t *pevent = seqdesc.pEvent( 0 ); // This makes sure events that occur at the end of a sequence occur are // sent before events that occur at the beginning of a sequence. if (bLooped) { for (int i = 0; i < (int)seqdesc.numevents; i++) { // ignore all non-client-side events if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM ) { if ( !( pevent[i].type & AE_TYPE_CLIENT ) ) continue; } else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system continue; if ( pevent[i].cycle <= m_flOverlayPrevEventCycle[j] ) continue; if ( watch ) { Msg( "%i FE %i Looped cycle %f, prev %f ev %f (time %.3f)\n", gpGlobals->tickcount, pevent[i].event, pevent[i].cycle, m_flOverlayPrevEventCycle[j], (float)m_AnimOverlay[j].m_flCycle, gpGlobals->curtime ); } FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() ); } // Necessary to get the next loop working m_flOverlayPrevEventCycle[j] = -0.01; } for (int i = 0; i < (int)seqdesc.numevents; i++) { if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM ) { if ( !( pevent[i].type & AE_TYPE_CLIENT ) ) continue; } else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system continue; if ( (pevent[i].cycle > m_flOverlayPrevEventCycle[j] && pevent[i].cycle <= m_AnimOverlay[j].m_flCycle) ) { if ( watch ) { Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n", gpGlobals->tickcount, m_AnimOverlay[j].m_nSequence.GetRaw(), pevent[i].event, pevent[i].cycle, m_flOverlayPrevEventCycle[j], (float)m_AnimOverlay[j].m_flCycle, gpGlobals->curtime ); } FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() ); } } m_flOverlayPrevEventCycle[j] = m_AnimOverlay[j].m_flCycle; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CStudioHdr *C_BaseAnimatingOverlay::OnNewModel() { CStudioHdr *hdr = BaseClass::OnNewModel(); // Clear out animation layers for ( int i=0; i < m_AnimOverlay.Count(); i++ ) { m_AnimOverlay[i].Reset(); m_AnimOverlay[i].m_nOrder = MAX_OVERLAYS; } return hdr; }