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C++ CStudioHdr::GetAttachmentBone方法代码示例

本文整理汇总了C++中CStudioHdr::GetAttachmentBone方法的典型用法代码示例。如果您正苦于以下问题:C++ CStudioHdr::GetAttachmentBone方法的具体用法?C++ CStudioHdr::GetAttachmentBone怎么用?C++ CStudioHdr::GetAttachmentBone使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CStudioHdr的用法示例。


在下文中一共展示了CStudioHdr::GetAttachmentBone方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CenterOnFace

void ControlPanel::CenterOnFace( void )
{
	if ( !models->GetActiveStudioModel() )
		return;

	StudioModel *mdl = models->GetActiveStudioModel();
	if ( !mdl )
		return;

	CStudioHdr *hdr = mdl->GetStudioHdr();
	if ( !hdr )
		return;

	setSpeed( 1.0f );

	int oldSeq = models->GetActiveStudioModel()->GetSequence();

	int seq = models->GetActiveStudioModel()->LookupSequence( "idle_suble" );
	if ( seq == -1 )
		seq = 0;

	if ( seq != oldSeq )
	{
		Con_Printf( "Centering changed model sequence # to %d\n", seq );
	}

	setSequence( seq );
	initPoseParameters( );

	mdl->m_angles.Init();
	mdl->m_origin.Init();

	Vector size;
	VectorSubtract( hdr->hull_max(), hdr->hull_min(), size );

	float eyeheight = hdr->hull_min().z + 0.9 * size.z;

	if ( hdr->GetNumAttachments() > 0 )
	{
		for (int i = 0; i < hdr->GetNumAttachments(); i++)
		{
			const mstudioattachment_t &attachment = hdr->pAttachment( i );
			int iBone = hdr->GetAttachmentBone( i );

			if ( Q_stricmp( attachment.pszName(), "eyes" ) )
				continue;

			mstudiobone_t *bone = hdr->pBone( iBone );
			if ( !bone )
				continue;

			matrix3x4_t boneToPose;
			MatrixInvert( bone->poseToBone, boneToPose );

			matrix3x4_t attachmentPoseToLocal;
			ConcatTransforms( boneToPose, attachment.local, attachmentPoseToLocal );

			Vector localSpaceEyePosition;
			VectorITransform( vec3_origin, attachmentPoseToLocal, localSpaceEyePosition );

			// Not sure why this must be negative?
			eyeheight = -localSpaceEyePosition.z + hdr->hull_min().z;
			break;
		}
	}

	KeyValues *seqKeyValues = new KeyValues("");
	if ( seqKeyValues->LoadFromBuffer( mdl->GetFileName( ), mdl->GetKeyValueText( seq ) ) )
	{
		// Do we have a build point section?
		KeyValues *pkvAllFaceposer = seqKeyValues->FindKey("faceposer");
		if ( pkvAllFaceposer )
		{
			float flEyeheight = pkvAllFaceposer->GetFloat( "eye_height", -9999.0f );
			if ( flEyeheight != -9999.0f )
			{
				eyeheight = flEyeheight;
			}
		}
	}

	seqKeyValues->deleteThis();

	mdl->m_origin.x = size.z * .65f;
	mdl->m_origin.z += eyeheight;

	CUtlVector< StudioModel * > modellist;

	modellist.AddToTail( models->GetActiveStudioModel() );

	int i;
	if ( models->CountVisibleModels() > 0 )
	{
		modellist.RemoveAll();
		for ( i = 0; i < models->Count(); i++ )
		{
			if ( models->IsModelShownIn3DView( i ) )
			{
				modellist.AddToTail( models->GetStudioModel( i ) );
			}
//.........这里部分代码省略.........
开发者ID:DeadZoneLuna,项目名称:SourceEngine2007,代码行数:101,代码来源:controlpanel.cpp

示例2: FindPoseCycle

void IFaceposerModels::CFacePoserModel::CreateNewBitmap( char const *pchBitmapFilename, int sequence, int nSnapShotSize, bool bZoomInOnFace, CExpression *pExpression, mxbitmapdata_t *bitmap )
{
	MatSysWindow *pWnd = g_pMatSysWindow;
	if ( !pWnd ) 
		return;

	StudioModel *model = m_pModel;
	if ( !model )
		return;

	CStudioHdr *hdr = model->GetStudioHdr();
	if ( !hdr )
		return;
	if ( sequence < 0 || sequence >= hdr->GetNumSeq() )
		return;

	mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( sequence );

	Con_ColorPrintf( FILE_COLOR, "Creating bitmap %s for sequence '%s'\n", pchBitmapFilename, seqdesc.pszLabel() );

	model->ClearOverlaysSequences();
	int iLayer = model->GetNewAnimationLayer();
	model->SetOverlaySequence( iLayer, sequence, 1.0 );
	model->SetOverlayRate( iLayer, FindPoseCycle( model, sequence ), 0.0 );

	for (int i = 0; i < hdr->GetNumPoseParameters(); i++)
	{
		model->SetPoseParameter( i, 0.0 );
	}

	float flexValues[ GLOBAL_STUDIO_FLEX_CONTROL_COUNT ] = { 0 };

	if ( pExpression )
	{
		float *settings = pExpression->GetSettings();
		float *weights = pExpression->GetWeights();

		// Save existing settings from model
		for ( LocalFlexController_t i = LocalFlexController_t(0); i < hdr->numflexcontrollers(); ++i )
		{
			int j = hdr->pFlexcontroller( i )->localToGlobal;
			if ( j == -1 )
				continue;
			flexValues[ i ] = model->GetFlexController( i );
			// Set Value from passed in settings
			model->SetFlexController( i, settings[ j ] * weights[ j ] );
		}
	}

	model->ClearLookTargets( );

	QAngle oldrot, oldLight;
	Vector oldtrans;
	
	VectorCopy( model->m_angles, oldrot );
	VectorCopy( model->m_origin, oldtrans );
	VectorCopy( g_viewerSettings.lightrot, oldLight );

	model->m_angles.Init();
	model->m_origin.Init();
	g_viewerSettings.lightrot.Init();

	g_viewerSettings.lightrot.y = -180;

	bool bSaveGround = g_viewerSettings.showGround;
	g_viewerSettings.showGround = false;

	if ( bZoomInOnFace )
	{
		Vector size;
		VectorSubtract( hdr->hull_max(), hdr->hull_min(), size );

		float eyeheight = hdr->hull_min().z + 0.9 * size.z;
		//	float width = ( size.x + size.y ) / 2.0f;

		model->m_origin.x = size.z * .6f;

		if ( hdr->GetNumAttachments() > 0 )
		{
			for (int i = 0; i < hdr->GetNumAttachments(); i++)
			{
				const mstudioattachment_t &attachment = hdr->pAttachment( i );
				int iBone = hdr->GetAttachmentBone( i );

				if ( Q_stricmp( attachment.pszName(), "eyes" ) )
					continue;

				mstudiobone_t *bone = hdr->pBone( iBone );
				if ( !bone )
					continue;

				matrix3x4_t boneToPose;
				MatrixInvert( bone->poseToBone, boneToPose );

				matrix3x4_t attachmentPoseToLocal;
				ConcatTransforms( boneToPose, attachment.local, attachmentPoseToLocal );

				Vector localSpaceEyePosition;
				VectorITransform( vec3_origin, attachmentPoseToLocal, localSpaceEyePosition );

//.........这里部分代码省略.........
开发者ID:DeadZoneLuna,项目名称:SourceEngine2007,代码行数:101,代码来源:faceposer_models.cpp


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