//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef BONE_MERGE_CACHE_H #define BONE_MERGE_CACHE_H #ifdef _WIN32 #pragma once #endif class C_BaseAnimating; class CStudioHdr; class CBoneBitList; #include "mathlib/vector.h" class CBoneMergeCache { public: CBoneMergeCache(); void Init( C_BaseAnimating *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. virtual void MergeMatchingBones( int boneMask, CBoneBitList &boneComputed ); // 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 ); protected: // This is the entity that we're keeping the cache updated for. C_BaseAnimating *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. C_BaseAnimating *m_pFollow; CStudioHdr *m_pFollowHdr; 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 m_MergedBones; CVarBitVec 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.Get( iBone ); else return 0; } #endif // BONE_MERGE_CACHE_H