//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef BONE_MERGE_CACHE_H #define BONE_MERGE_CACHE_H #include "mathlib/mathlib.h" #include "studio.h" #ifdef _WIN32 #pragma once #endif #ifdef CLIENT_DLL class C_BaseAnimating; #ifndef CBaseAnimating #define CBaseAnimating C_BaseAnimating #endif #else class CBaseAnimating; #endif class CStudioHdr; #include "mathlib/vector.h" class CBoneMergeCache { public: CBoneMergeCache(); void Init( CBaseAnimating *pOwner ); // Updates the lookups that let it merge bones quickly. void UpdateCache(); // This copies the transform from all bones in the followed entity that have // names that match our bones. void MergeMatchingBones( int boneMask, matrix3x4_t mergedbones[MAXSTUDIOBONES] ); // copy bones instead of matrices void CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask ); void CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask ); // Returns true if the specified bone is one that gets merged in MergeMatchingBones. int IsBoneMerged( int iBone ) const; // Gets the origin for the first merge bone on the parent. bool GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles ); bool GetRootBone( matrix3x4_t &rootBone ); private: // This is the entity that we're keeping the cache updated for. CBaseAnimating *m_pOwner; // All the cache data is based off these. When they change, the cache data is regenerated. // These are either all valid pointers or all NULL. CBaseAnimating *m_pFollow; CStudioHdr *m_pFollowHdr; const studiohdr_t *m_pFollowRenderHdr; CStudioHdr *m_pOwnerHdr; // This is the mask we need to use to set up bones on the followed entity to do the bone merge int m_nFollowBoneSetupMask; // Cache data. class CMergedBone { public: unsigned short m_iMyBone; unsigned short m_iParentBone; }; CUtlVector<CMergedBone> m_MergedBones; CUtlVector<unsigned char> m_BoneMergeBits; // One bit for each bone. The bit is set if the bone gets merged. }; inline int CBoneMergeCache::IsBoneMerged( int iBone ) const { if ( m_pOwnerHdr ) return m_BoneMergeBits[iBone >> 3] & ( 1 << ( iBone & 7 ) ); else return 0; } #endif // BONE_MERGE_CACHE_H