* Adds support for Visual Studio 2012 and 2013 * VR Mode: . Switches from headtrack.dll to sourcevr.dll . Improved readability of the UI in VR . Removed the IPD calibration tool. TF2 will now obey the Oculus configuration file. Use the Oculus calibration tool in your SDK or install and run "OpenVR" under Tools in Steam to calibrate your IPD. . Added dropdown to enable VR mode in the Video options. Removed the -vr command line option. . Added the ability to switch in and out of VR mode without quitting the game . By default VR mode will run full screen. To switch back to a borderless window set the vr_force_windowed convar. . Added support for VR mode on Linux * Many assorted bug fixes and other changes from Team Fortress in various shared files
450 lines
15 KiB
C++
450 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BONE_SETUP_H
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#define BONE_SETUP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "studio.h"
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#include "cmodel.h"
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#include "bitvec.h"
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class CBoneToWorld;
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class CIKContext;
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class CBoneAccessor;
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class IPoseDebugger;
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// This provides access to networked arrays, so if this code actually changes a value,
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// the entity is marked as changed.
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abstract_class IParameterAccess
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{
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public:
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virtual float GetParameter( int iParam ) = 0;
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virtual void SetParameter( int iParam, float flValue ) = 0;
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};
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class CBoneBitList : public CBitVec<MAXSTUDIOBONES>
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{
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public:
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inline void MarkBone(int iBone)
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{
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Set(iBone);
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}
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inline bool IsBoneMarked(int iBone)
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{
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return Get(iBone) != 0 ? true : false;
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}
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};
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class CBoneSetup;
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class IBoneSetup
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{
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public:
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IBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger = NULL );
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~IBoneSetup( void );
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void InitPose( Vector pos[], Quaternion[] );
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void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
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void CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext );
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void CalcBoneAdj( Vector pos[], Quaternion q[], const float controllers[] );
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CStudioHdr *GetStudioHdr();
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private:
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CBoneSetup *m_pBoneSetup;
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};
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//-----------------------------------------------------------------------------
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// Purpose: blends together all the bones from two p:q lists
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//
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// p1 = p1 * (1 - s) + p2 * s
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// q1 = q1 * (1 - s) + q2 * s
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//-----------------------------------------------------------------------------
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void SlerpBones(
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const CStudioHdr *pStudioHdr,
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Quaternion q1[MAXSTUDIOBONES],
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Vector pos1[MAXSTUDIOBONES],
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mstudioseqdesc_t &seqdesc, // source of q2 and pos2
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int sequence,
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const Quaternion q2[MAXSTUDIOBONES],
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const Vector pos2[MAXSTUDIOBONES],
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float s,
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int boneMask
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);
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// Given two samples of a bone separated in time by dt,
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// compute the velocity and angular velocity of that bone
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void CalcBoneDerivatives( Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &prev, const matrix3x4_t ¤t, float dt );
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// Give a derivative of a bone, compute the velocity & angular velocity of that bone
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void CalcBoneVelocityFromDerivative( const QAngle &vecAngles, Vector &velocity, AngularImpulse &angVel, const matrix3x4_t ¤t );
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// This function sets up the local transform for a single frame of animation. It doesn't handle
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// pose parameters or interpolation between frames.
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void SetupSingleBoneMatrix(
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CStudioHdr *pOwnerHdr,
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int nSequence,
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int iFrame,
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int iBone,
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matrix3x4_t &mBoneLocal );
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// Purpose: build boneToWorld transforms for a specific bone
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void BuildBoneChain(
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const CStudioHdr *pStudioHdr,
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const matrix3x4_t &rootxform,
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const Vector pos[],
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const Quaternion q[],
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int iBone,
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matrix3x4_t *pBoneToWorld );
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void BuildBoneChain(
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const CStudioHdr *pStudioHdr,
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const matrix3x4_t &rootxform,
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const Vector pos[],
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const Quaternion q[],
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int iBone,
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matrix3x4_t *pBoneToWorld,
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CBoneBitList &boneComputed );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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// ik info
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class CIKTarget
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{
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public:
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void SetOwner( int entindex, const Vector &pos, const QAngle &angles );
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void ClearOwner( void );
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int GetOwner( void );
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void UpdateOwner( int entindex, const Vector &pos, const QAngle &angles );
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void SetPos( const Vector &pos );
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void SetAngles( const QAngle &angles );
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void SetQuaternion( const Quaternion &q );
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void SetNormal( const Vector &normal );
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void SetPosWithNormalOffset( const Vector &pos, const Vector &normal );
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void SetOnWorld( bool bOnWorld = true );
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bool IsActive( void );
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void IKFailed( void );
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int chain;
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int type;
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void MoveReferenceFrame( Vector &deltaPos, QAngle &deltaAngles );
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// accumulated offset from ideal footplant location
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public:
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struct x2 {
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char *pAttachmentName;
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Vector pos;
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Quaternion q;
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} offset;
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private:
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struct x3 {
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Vector pos;
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Quaternion q;
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} ideal;
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public:
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struct x4 {
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float latched;
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float release;
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float height;
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float floor;
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float radius;
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float flTime;
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float flWeight;
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Vector pos;
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Quaternion q;
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bool onWorld;
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} est; // estimate contact position
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struct x5 {
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float hipToFoot; // distance from hip
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float hipToKnee; // distance from hip to knee
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float kneeToFoot; // distance from knee to foot
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Vector hip; // location of hip
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Vector closest; // closest valid location from hip to foot that the foot can move to
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Vector knee; // pre-ik location of knee
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Vector farthest; // farthest valid location from hip to foot that the foot can move to
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Vector lowest; // lowest position directly below hip that the foot can drop to
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} trace;
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private:
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// internally latched footset, position
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struct x1 {
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// matrix3x4_t worldTarget;
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bool bNeedsLatch;
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bool bHasLatch;
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float influence;
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int iFramecounter;
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int owner;
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Vector absOrigin;
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QAngle absAngles;
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Vector pos;
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Quaternion q;
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Vector deltaPos; // acculated error
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Quaternion deltaQ;
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Vector debouncePos;
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Quaternion debounceQ;
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} latched;
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struct x6 {
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float flTime; // time last error was detected
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float flErrorTime;
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float ramp;
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bool bInError;
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} error;
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friend class CIKContext;
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};
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struct ikchainresult_t
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{
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// accumulated offset from ideal footplant location
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int target;
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Vector pos;
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Quaternion q;
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float flWeight;
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};
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struct ikcontextikrule_t
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{
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int index;
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int type;
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int chain;
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int bone;
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int slot; // iktarget slot. Usually same as chain.
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float height;
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float radius;
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float floor;
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Vector pos;
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Quaternion q;
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float start; // beginning of influence
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float peak; // start of full influence
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float tail; // end of full influence
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float end; // end of all influence
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float top;
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float drop;
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float commit; // frame footstep target should be committed
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float release; // frame ankle should end rotation from latched orientation
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float flWeight; // processed version of start-end cycle
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float flRuleWeight; // blending weight
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float latched; // does the IK rule use a latched value?
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char *szLabel;
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Vector kneeDir;
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Vector kneePos;
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ikcontextikrule_t() {}
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private:
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// No copy constructors allowed
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ikcontextikrule_t(const ikcontextikrule_t& vOther);
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};
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void Studio_AlignIKMatrix( matrix3x4_t &mMat, const Vector &vAlignTo );
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bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4_t* pBoneToWorld );
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bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4_t* pBoneToWorld );
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class CIKContext
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{
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public:
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CIKContext( );
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void Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask );
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void AddDependencies( mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight = 1.0f );
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void ClearTargets( void );
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void UpdateTargets( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed );
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void AutoIKRelease( void );
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void SolveDependencies( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed );
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void AddAutoplayLocks( Vector pos[], Quaternion q[] );
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void SolveAutoplayLocks( Vector pos[], Quaternion q[] );
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void AddSequenceLocks( mstudioseqdesc_t &SeqDesc, Vector pos[], Quaternion q[] );
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void SolveSequenceLocks( mstudioseqdesc_t &SeqDesc, Vector pos[], Quaternion q[] );
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void AddAllLocks( Vector pos[], Quaternion q[] );
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void SolveAllLocks( Vector pos[], Quaternion q[] );
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void SolveLock( const mstudioiklock_t *plock, int i, Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed );
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CUtlVectorFixed< CIKTarget, 12 > m_target;
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private:
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CStudioHdr const *m_pStudioHdr;
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bool Estimate( int iSequence, float flCycle, int iTarget, const float poseParameter[], float flWeight = 1.0f );
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void BuildBoneChain( const Vector pos[], const Quaternion q[], int iBone, matrix3x4_t *pBoneToWorld, CBoneBitList &boneComputed );
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// virtual IK rules, filtered and combined from each sequence
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CUtlVector< CUtlVector< ikcontextikrule_t > > m_ikChainRule;
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CUtlVector< ikcontextikrule_t > m_ikLock;
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matrix3x4_t m_rootxform;
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int m_iFramecounter;
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float m_flTime;
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int m_boneMask;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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// replaces the bonetoworld transforms for all bones that are procedural
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bool CalcProceduralBone(
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const CStudioHdr *pStudioHdr,
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int iBone,
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CBoneAccessor &bonetoworld
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);
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void Studio_BuildMatrices(
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const CStudioHdr *pStudioHdr,
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const QAngle& angles,
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const Vector& origin,
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const Vector pos[],
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const Quaternion q[],
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int iBone,
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float flScale,
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matrix3x4_t bonetoworld[MAXSTUDIOBONES],
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int boneMask
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);
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// Get a bone->bone relative transform
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void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t &matrixOut );
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// Given a bone rotation value, figures out the value you need to give to the controller
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// to have the bone at that value.
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// [in] flValue = the desired bone rotation value
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// [out] ctlValue = the (0-1) value to set the controller t.
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// return value = flValue, unwrapped to lie between the controller's start and end.
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float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue );
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// Given a 0-1 controller value, maps it into the controller's start and end and returns the bone rotation angle.
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// [in] ctlValue = value in controller space (0-1).
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// return value = value in bone space
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float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue );
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void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[MAXSTUDIOPOSEPARAM], int nCount );
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float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue );
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float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue );
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// converts a global 0..1 pose parameter into the local sequences blending value
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void Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting, int &index );
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void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight );
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int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
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float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
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float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] );
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float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] );
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void Studio_MovementRate( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
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// void Studio_Movement( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], Vector *pVec );
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//void Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, Vector &vecAngle );
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//void Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity );
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//float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist );
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bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle );
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bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaMovement, QAngle &deltaAngle );
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bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity );
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float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist );
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float Studio_FindSeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flVelocity );
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int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
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int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
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int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName );
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const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr );
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float Studio_GetMass( CStudioHdr *pstudiohdr );
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const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence );
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FORWARD_DECLARE_HANDLE( memhandle_t );
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struct bonecacheparams_t
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{
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CStudioHdr *pStudioHdr;
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matrix3x4_t *pBoneToWorld;
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float curtime;
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int boneMask;
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};
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class CBoneCache
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{
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public:
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// you must implement these static functions for the ResourceManager
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// -----------------------------------------------------------
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static CBoneCache *CreateResource( const bonecacheparams_t ¶ms );
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static unsigned int EstimatedSize( const bonecacheparams_t ¶ms );
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// -----------------------------------------------------------
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// member functions that must be present for the ResourceManager
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void DestroyResource();
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CBoneCache *GetData() { return this; }
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unsigned int Size() { return m_size; }
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// -----------------------------------------------------------
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CBoneCache();
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// was constructor, but placement new is messy wrt memdebug - so cast & init instead
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void Init( const bonecacheparams_t ¶ms, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount );
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void UpdateBones( const matrix3x4_t *pBoneToWorld, int numbones, float curtime );
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matrix3x4_t *GetCachedBone( int studioIndex );
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void ReadCachedBones( matrix3x4_t *pBoneToWorld );
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void ReadCachedBonePointers( matrix3x4_t **bones, int numbones );
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bool IsValid( float curtime, float dt = 0.1f );
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public:
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float m_timeValid;
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int m_boneMask;
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private:
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matrix3x4_t *BoneArray();
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short *StudioToCached();
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short *CachedToStudio();
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unsigned int m_size;
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unsigned short m_cachedBoneCount;
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unsigned short m_matrixOffset;
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unsigned short m_cachedToStudioOffset;
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unsigned short m_boneOutOffset;
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};
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CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle );
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memhandle_t Studio_CreateBoneCache( bonecacheparams_t ¶ms );
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void Studio_DestroyBoneCache( memhandle_t cacheHandle );
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void Studio_InvalidateBoneCache( memhandle_t cacheHandle );
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// Given a ray, trace for an intersection with this studiomodel. Get the array of bones from StudioSetupHitboxBones
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bool TraceToStudio( class IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set, matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &trace );
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void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt );
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void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
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bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence );
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void Studio_RunBoneFlexDrivers( float *pFlexController, const CStudioHdr *pStudioHdr, const Vector *pPositions, const matrix3x4_t *pBoneToWorld, const matrix3x4_t &mRootToWorld );
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#endif // BONE_SETUP_H
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