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214 lines
5.0 KiB
214 lines
5.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ANIMATIONLAYER_H
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#define ANIMATIONLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "rangecheckedvar.h"
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#include "lerp_functions.h"
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#include "networkvar.h"
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class C_AnimationLayer
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{
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public:
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// This allows the datatables to access private members.
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ALLOW_DATATABLES_PRIVATE_ACCESS();
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C_AnimationLayer();
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void Reset();
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void SetOrder( int order );
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public:
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bool IsActive( void );
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CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
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CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
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CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
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int m_nOrder;
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// used for automatic crossfades between sequence changes
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CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
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CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
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float GetFadeout( float flCurTime );
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void BlendWeight();
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float m_flLayerAnimtime;
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float m_flLayerFadeOuttime;
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float m_flBlendIn;
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float m_flBlendOut;
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bool m_bClientBlend;
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};
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#ifdef CLIENT_DLL
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#define CAnimationLayer C_AnimationLayer
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#endif
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inline C_AnimationLayer::C_AnimationLayer()
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{
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Reset();
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}
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inline void C_AnimationLayer::Reset()
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{
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m_nSequence = 0;
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m_flPrevCycle = 0;
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m_flWeight = 0;
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m_flPlaybackRate = 0;
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m_flCycle = 0;
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m_flLayerAnimtime = 0;
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m_flLayerFadeOuttime = 0;
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m_flBlendIn = 0;
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m_flBlendOut = 0;
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m_bClientBlend = false;
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}
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inline void C_AnimationLayer::SetOrder( int order )
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{
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m_nOrder = order;
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}
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inline float C_AnimationLayer::GetFadeout( float flCurTime )
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{
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float s;
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if (m_flLayerFadeOuttime <= 0.0f)
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{
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s = 0;
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}
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else
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{
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// blend in over 0.2 seconds
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s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
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if (s > 0 && s <= 1.0)
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{
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// do a nice spline curve
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s = 3 * s * s - 2 * s * s * s;
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}
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else if ( s > 1.0f )
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{
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// Shouldn't happen, but maybe curtime is behind animtime?
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s = 1.0f;
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}
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}
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return s;
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}
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inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to )
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{
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = LoopingLerp( flPercent, (float)from.m_flCycle, (float)to.m_flCycle );
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to )
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{
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = Lerp( flPercent, from.m_flCycle, to.m_flCycle );
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
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{
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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// YWB: Specialization for interpolating euler angles via quaternions...
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inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
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{
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle );
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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inline void Lerp_Clamp( C_AnimationLayer &val )
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{
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Lerp_Clamp( val.m_nSequence );
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Lerp_Clamp( val.m_flCycle );
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Lerp_Clamp( val.m_flPrevCycle );
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Lerp_Clamp( val.m_flWeight );
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Lerp_Clamp( val.m_nOrder );
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Lerp_Clamp( val.m_flLayerAnimtime );
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Lerp_Clamp( val.m_flLayerFadeOuttime );
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}
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inline void C_AnimationLayer::BlendWeight()
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{
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if ( !m_bClientBlend )
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return;
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m_flWeight = 1;
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// blend in?
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if ( m_flBlendIn != 0.0f )
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{
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if (m_flCycle < m_flBlendIn)
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{
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m_flWeight = m_flCycle / m_flBlendIn;
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}
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}
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// blend out?
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if ( m_flBlendOut != 0.0f )
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{
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if (m_flCycle > 1.0 - m_flBlendOut)
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{
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m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
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}
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}
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m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
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if (m_nSequence == 0)
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m_flWeight = 0;
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}
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#endif // ANIMATIONLAYER_H
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