hl2_src-leak-2017/src/game/client/bone_merge_cache.cpp

289 lines
8.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "bone_merge_cache.h"
#include "bone_setup.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CBoneMergeCache
//-----------------------------------------------------------------------------
CBoneMergeCache::CBoneMergeCache()
{
m_pOwner = NULL;
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
void CBoneMergeCache::Init( C_BaseAnimating *pOwner )
{
m_pOwner = pOwner;
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
void CBoneMergeCache::UpdateCache()
{
CStudioHdr *pOwnerHdr = m_pOwner ? m_pOwner->GetModelPtr() : NULL;
if ( !pOwnerHdr )
{
if ( m_pOwnerHdr )
{
// Owner's model got swapped out
m_MergedBones.Purge();
m_BoneMergeBits.Purge();
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
return;
}
C_BaseAnimating *pTestFollow = m_pOwner->FindFollowedEntity();
CStudioHdr *pTestHdr = (pTestFollow ? pTestFollow->GetModelPtr() : NULL);
const studiohdr_t *pTestStudioHDR = (pTestHdr ? pTestHdr->GetRenderHdr() : NULL);
if ( pTestFollow != m_pFollow || pTestHdr != m_pFollowHdr || pTestStudioHDR != m_pFollowRenderHdr || pOwnerHdr != m_pOwnerHdr )
{
m_MergedBones.Purge();
m_BoneMergeBits.Purge();
// Update the cache.
if ( pTestFollow && pTestHdr && pOwnerHdr )
{
m_pFollow = pTestFollow;
m_pFollowHdr = pTestHdr;
m_pFollowRenderHdr = pTestStudioHDR;
m_pOwnerHdr = pOwnerHdr;
m_BoneMergeBits.SetSize( pOwnerHdr->numbones() / 8 + 1 );
memset( m_BoneMergeBits.Base(), 0, m_BoneMergeBits.Count() );
mstudiobone_t *pOwnerBones = m_pOwnerHdr->pBone( 0 );
m_nFollowBoneSetupMask = BONE_USED_BY_BONE_MERGE;
for ( int i = 0; i < m_pOwnerHdr->numbones(); i++ )
{
int parentBoneIndex = Studio_BoneIndexByName( m_pFollowHdr, pOwnerBones[i].pszName() );
if ( parentBoneIndex < 0 )
continue;
// Add a merged bone here.
CMergedBone mergedBone;
mergedBone.m_iMyBone = i;
mergedBone.m_iParentBone = parentBoneIndex;
m_MergedBones.AddToTail( mergedBone );
m_BoneMergeBits[i>>3] |= ( 1 << ( i & 7 ) );
if ( ( m_pFollowHdr->boneFlags( parentBoneIndex ) & BONE_USED_BY_BONE_MERGE ) == 0 )
{
m_nFollowBoneSetupMask = BONE_USED_BY_ANYTHING;
// Warning("Performance warning: Merge with '%s'. Mark bone '%s' in model '%s' as being used by bone merge in the .qc!\n",
// pOwnerHdr->pszName(), m_pFollowHdr->pBone( parentBoneIndex )->pszName(), m_pFollowHdr->pszName() );
}
}
// No merged bones found? Slam the mask to 0
if ( !m_MergedBones.Count() )
{
m_nFollowBoneSetupMask = 0;
}
}
else
{
m_pFollow = NULL;
m_pFollowHdr = NULL;
m_pFollowRenderHdr = NULL;
m_pOwnerHdr = NULL;
m_nFollowBoneSetupMask = 0;
}
}
}
#ifdef STAGING_ONLY
ConVar r_captain_canteen_is_angry ( "r_captain_canteen_is_angry", "1" );
#endif
void CBoneMergeCache::MergeMatchingBones( int boneMask )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return;
// Have the entity we're following setup its bones.
bool bWorked = m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
// We suspect there's some cases where SetupBones couldn't do its thing, and then this causes Captain Canteen.
Assert ( bWorked );
if ( !bWorked )
{
// Usually this means your parent is invisible or gone or whatever.
// This routine has no way to tell its caller not to draw itself unfortunately.
// But we can shrink all the bones down to zero size.
// But it might still spawn particle systems? :-(
matrix3x4_t NewBone;
MatrixScaleByZero ( NewBone );
MatrixSetTranslation ( Vector ( 0.0f, 0.0f, 0.0f ), NewBone );
#ifdef STAGING_ONLY
if ( r_captain_canteen_is_angry.GetBool() )
{
// We actually want to see when Captain Canteen happened, and make it really obvious that (a) he was here and (b) this code would have fixed him.
float HowAngry = 20.0f; // Leon's getting larger!
MatrixSetColumn ( Vector ( HowAngry, 0.0f, 0.0f ), 0, NewBone );
MatrixSetColumn ( Vector ( 0.0f, HowAngry, 0.0f ), 1, NewBone );
MatrixSetColumn ( Vector ( 0.0f, 0.0f, HowAngry ), 2, NewBone );
}
#endif
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
m_pOwner->GetBoneForWrite( iOwnerBone ) = NewBone;
}
}
else
{
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
MatrixCopy( m_pFollow->GetBone( iParentBone ), m_pOwner->GetBoneForWrite( iOwnerBone ) );
}
}
}
// copy bones instead of matrices
void CBoneMergeCache::CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return;
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 )
continue;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
childPos[ iOwnerBone ] = parentPos[ iParentBone ];
childQ[ iOwnerBone ] = parentQ[ iParentBone ];
}
}
void CBoneMergeCache::CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return;
// Now copy the bone matrices.
for ( int i=0; i < m_MergedBones.Count(); i++ )
{
int iOwnerBone = m_MergedBones[i].m_iMyBone;
int iParentBone = m_MergedBones[i].m_iParentBone;
if ( m_pOwnerHdr->boneParent( iOwnerBone ) == -1 || m_pFollowHdr->boneParent( iParentBone ) == -1 )
continue;
// Only update bones reference by the bone mask.
if ( !( m_pOwnerHdr->boneFlags( iOwnerBone ) & boneMask ) )
continue;
parentPos[ iParentBone ] = childPos[ iOwnerBone ];
parentQ[ iParentBone ] = childQ[ iOwnerBone ];
}
}
bool CBoneMergeCache::GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return false;
// We want the abs origin such that if we put the entity there, the first merged bone
// will be aligned. This way the entity will be culled in the correct position.
//
// ie: mEntity * mBoneLocal = mFollowBone
// so: mEntity = mFollowBone * Inverse( mBoneLocal )
//
// Note: the code below doesn't take animation into account. If the attached entity animates
// all over the place, then this won't get the right results.
// Get mFollowBone.
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
const matrix3x4_t &mFollowBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
// Get Inverse( mBoneLocal )
matrix3x4_t mBoneLocal, mBoneLocalInv;
SetupSingleBoneMatrix( m_pOwnerHdr, m_pOwner->GetSequence(), 0, m_MergedBones[0].m_iMyBone, mBoneLocal );
MatrixInvert( mBoneLocal, mBoneLocalInv );
// Now calculate mEntity = mFollowBone * Inverse( mBoneLocal )
matrix3x4_t mEntity;
ConcatTransforms( mFollowBone, mBoneLocalInv, mEntity );
MatrixAngles( mEntity, *pAbsAngles, *pAbsOrigin );
return true;
}
bool CBoneMergeCache::GetRootBone( matrix3x4_t &rootBone )
{
UpdateCache();
// If this is set, then all the other cache data is set.
if ( !m_pOwnerHdr || m_MergedBones.Count() == 0 )
return false;
// Get mFollowBone.
m_pFollow->SetupBones( NULL, -1, m_nFollowBoneSetupMask, gpGlobals->curtime );
rootBone = m_pFollow->GetBone( m_MergedBones[0].m_iParentBone );
return true;
}