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197 lines
5.5 KiB
197 lines
5.5 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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#include "cbase.h"
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class C_PropScalable : public C_BaseAnimating
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{
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DECLARE_CLASS( C_PropScalable, C_BaseAnimating );
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DECLARE_CLIENTCLASS();
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DECLARE_DATADESC();
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public:
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C_PropScalable();
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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virtual void GetRenderBounds( Vector &theMins, Vector &theMaxs );
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// Must be available to proxy functions
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float m_flScaleX;
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float m_flScaleY;
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float m_flScaleZ;
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float m_flLerpTimeX;
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float m_flLerpTimeY;
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float m_flLerpTimeZ;
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float m_flGoalTimeX;
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float m_flGoalTimeY;
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float m_flGoalTimeZ;
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float m_flCurrentScale[3];
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bool m_bRunningScale[3];
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float m_flTargetScale[3];
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private:
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void CalculateScale( void );
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float m_nCalcFrame; // Frame the last calculation was made at
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};
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void RecvProxy_ScaleX( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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C_PropScalable *pCoreData = (C_PropScalable *) pStruct;
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pCoreData->m_flScaleX = pData->m_Value.m_Float;
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if ( pCoreData->m_bRunningScale[0] == true )
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{
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pCoreData->m_flTargetScale[0] = pCoreData->m_flCurrentScale[0];
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}
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}
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void RecvProxy_ScaleY( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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C_PropScalable *pCoreData = (C_PropScalable *) pStruct;
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pCoreData->m_flScaleY = pData->m_Value.m_Float;
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if ( pCoreData->m_bRunningScale[1] == true )
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{
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pCoreData->m_flTargetScale[1] = pCoreData->m_flCurrentScale[1];
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}
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}
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void RecvProxy_ScaleZ( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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C_PropScalable *pCoreData = (C_PropScalable *) pStruct;
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pCoreData->m_flScaleZ = pData->m_Value.m_Float;
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if ( pCoreData->m_bRunningScale[2] == true )
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{
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pCoreData->m_flTargetScale[2] = pCoreData->m_flCurrentScale[2];
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}
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}
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IMPLEMENT_CLIENTCLASS_DT( C_PropScalable, DT_PropScalable, CPropScalable )
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RecvPropFloat( RECVINFO( m_flScaleX ), 0, RecvProxy_ScaleX ),
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RecvPropFloat( RECVINFO( m_flScaleY ), 0, RecvProxy_ScaleY ),
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RecvPropFloat( RECVINFO( m_flScaleZ ), 0, RecvProxy_ScaleZ ),
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RecvPropFloat( RECVINFO( m_flLerpTimeX ) ),
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RecvPropFloat( RECVINFO( m_flLerpTimeY ) ),
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RecvPropFloat( RECVINFO( m_flLerpTimeZ ) ),
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RecvPropFloat( RECVINFO( m_flGoalTimeX ) ),
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RecvPropFloat( RECVINFO( m_flGoalTimeY ) ),
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RecvPropFloat( RECVINFO( m_flGoalTimeZ ) ),
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END_RECV_TABLE()
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BEGIN_DATADESC( C_PropScalable )
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DEFINE_AUTO_ARRAY( m_flTargetScale, FIELD_FLOAT ),
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DEFINE_AUTO_ARRAY( m_bRunningScale, FIELD_BOOLEAN ),
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END_DATADESC()
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C_PropScalable::C_PropScalable( void )
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{
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m_flTargetScale[0] = 1.0f;
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m_flTargetScale[1] = 1.0f;
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m_flTargetScale[2] = 1.0f;
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m_bRunningScale[0] = false;
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m_bRunningScale[1] = false;
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m_bRunningScale[2] = false;
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m_nCalcFrame = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculates the scake of the object once per frame
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//-----------------------------------------------------------------------------
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void C_PropScalable::CalculateScale( void )
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{
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// Don't bother to calculate this for a second time in the same frame
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if ( m_nCalcFrame == gpGlobals->framecount )
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return;
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// Mark that we cached this value for the frame
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m_nCalcFrame = gpGlobals->framecount;
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float flVal[3] = { m_flTargetScale[0], m_flTargetScale[1], m_flTargetScale[2] };
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float *flTargetScale[3] = { &m_flTargetScale[0], &m_flTargetScale[1], &m_flTargetScale[2] };
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float flScale[3] = { m_flScaleX, m_flScaleY, m_flScaleZ };
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float flLerpTime[3] = { m_flLerpTimeX, m_flLerpTimeY, m_flLerpTimeZ };
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float flGoalTime[3] = { m_flGoalTimeX, m_flGoalTimeY, m_flGoalTimeZ };
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bool *bRunning[3] = { &m_bRunningScale[0], &m_bRunningScale[1], &m_bRunningScale[2] };
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for ( int i = 0; i < 3; i++ )
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{
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if ( *flTargetScale[i] != flScale[i] )
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{
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float deltaTime = (float)( gpGlobals->curtime - flGoalTime[i]) / flLerpTime[i];
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float flRemapVal = SimpleSplineRemapValClamped( deltaTime, 0.0f, 1.0f, *flTargetScale[i], flScale[i] );
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*bRunning[i] = true;
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if ( deltaTime >= 1.0f )
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{
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*flTargetScale[i] = flScale[i];
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*bRunning[i] = false;
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}
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flVal[i] = flRemapVal;
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m_flCurrentScale[i] = flVal[i];
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}
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else
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{
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m_flCurrentScale[i] = m_flTargetScale[i];
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Scales the bones based on the current scales
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//-----------------------------------------------------------------------------
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void C_PropScalable::ApplyBoneMatrixTransform( matrix3x4_t& transform )
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{
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BaseClass::ApplyBoneMatrixTransform( transform );
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// Find the scale for this frame
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CalculateScale();
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VectorScale( transform[0], m_flCurrentScale[0], transform[0] );
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VectorScale( transform[1], m_flCurrentScale[1], transform[1] );
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VectorScale( transform[2], m_flCurrentScale[2], transform[2] );
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UpdateVisibility();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Ensures the render bounds match the scales
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//-----------------------------------------------------------------------------
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void C_PropScalable::GetRenderBounds( Vector &theMins, Vector &theMaxs )
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{
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BaseClass::GetRenderBounds( theMins, theMaxs );
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// Find the scale for this frame
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CalculateScale();
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// Extend our render bounds to encompass the scaled object
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theMins.x *= m_flCurrentScale[0];
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theMins.y *= m_flCurrentScale[1];
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theMins.z *= m_flCurrentScale[2];
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theMaxs.x *= m_flCurrentScale[0];
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theMaxs.y *= m_flCurrentScale[1];
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theMaxs.z *= m_flCurrentScale[2];
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Assert( theMins.IsValid() && theMaxs.IsValid() );
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}
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