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326 lines
8.4 KiB
326 lines
8.4 KiB
//===== Copyright © 1996-2005, 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 "tier1/lerp_functions.h" |
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#ifdef CLIENT_DLL |
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class C_BaseAnimatingOverlay; |
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#endif |
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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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#ifdef CLIENT_DLL |
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void SetOwner( C_BaseAnimatingOverlay *pOverlay ); |
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C_BaseAnimatingOverlay *GetOwner() const; |
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#endif |
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void SetOrder( int order ); |
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bool IsActive( void ); |
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float GetFadeout( float flCurTime ); |
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void SetSequence( int nSequence ); |
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void SetCycle( float flCycle ); |
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void SetPrevCycle( float flCycle ); |
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void SetPlaybackRate( float flPlaybackRate ); |
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void SetWeight( float flWeight ); |
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int GetOrder() const; |
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int GetSequence( ) const; |
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float GetCycle( ) const; |
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float GetPrevCycle( ) const; |
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float GetPlaybackRate( ) const; |
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float GetWeight( ) const; |
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#ifdef CLIENT_DLL |
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// If the weights, cycle or sequence #s changed due to interpolation then |
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// we'll need to recompute the bbox |
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int GetInvalidatePhysicsBits() const; |
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void SetInvalidatePhysicsBits( int iBit ) { m_nInvalidatePhysicsBits = iBit; } |
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#endif |
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public: |
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float m_flLayerAnimtime; |
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float m_flLayerFadeOuttime; |
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private: |
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int m_nOrder; |
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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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// 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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#ifdef CLIENT_DLL |
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C_BaseAnimatingOverlay *m_pOwner; |
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int m_nInvalidatePhysicsBits; |
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#endif |
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friend class C_BaseAnimatingOverlay; |
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friend C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to ); |
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friend C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to ); |
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friend C_AnimationLayer LoopingLerp_Hermite( const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to ); |
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friend C_AnimationLayer Lerp_Hermite( const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to ); |
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friend void Lerp_Clamp( C_AnimationLayer &val ); |
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friend int CheckForSequenceBoxChanges( const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer ); |
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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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#ifdef CLIENT_DLL |
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m_pOwner = NULL; |
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m_nInvalidatePhysicsBits = 0; |
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#endif |
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Reset(); |
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} |
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#ifdef GAME_DLL |
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inline void C_AnimationLayer::SetSequence( int nSequence ) |
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{ |
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m_nSequence = nSequence; |
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} |
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inline void C_AnimationLayer::SetCycle( float flCycle ) |
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{ |
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m_flCycle = flCycle; |
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} |
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inline void C_AnimationLayer::SetWeight( float flWeight ) |
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{ |
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m_flWeight = flWeight; |
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} |
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#endif // GAME_DLL |
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FORCEINLINE void C_AnimationLayer::SetPrevCycle( float flPrevCycle ) |
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{ |
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m_flPrevCycle = flPrevCycle; |
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} |
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FORCEINLINE void C_AnimationLayer::SetPlaybackRate( float flPlaybackRate ) |
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{ |
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m_flPlaybackRate = flPlaybackRate; |
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} |
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FORCEINLINE int C_AnimationLayer::GetSequence( ) const |
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{ |
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return m_nSequence; |
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} |
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FORCEINLINE float C_AnimationLayer::GetCycle( ) const |
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{ |
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return m_flCycle; |
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} |
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FORCEINLINE float C_AnimationLayer::GetPrevCycle( ) const |
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{ |
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return m_flPrevCycle; |
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} |
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FORCEINLINE float C_AnimationLayer::GetPlaybackRate( ) const |
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{ |
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return m_flPlaybackRate; |
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} |
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FORCEINLINE float C_AnimationLayer::GetWeight( ) const |
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{ |
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return m_flWeight; |
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} |
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FORCEINLINE int C_AnimationLayer::GetOrder() const |
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{ |
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return m_nOrder; |
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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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#ifdef CLIENT_DLL |
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FORCEINLINE int C_AnimationLayer::GetInvalidatePhysicsBits() const |
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{ |
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return m_nInvalidatePhysicsBits; |
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} |
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#endif |
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inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to ) |
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{ |
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#ifdef CLIENT_DLL |
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Assert( from.GetOwner() == to.GetOwner() ); |
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#endif |
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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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#ifdef CLIENT_DLL |
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output.SetOwner( to.GetOwner() ); |
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#endif |
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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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#ifdef CLIENT_DLL |
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Assert( from.GetOwner() == to.GetOwner() ); |
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#endif |
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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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#ifdef CLIENT_DLL |
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output.SetOwner( to.GetOwner() ); |
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#endif |
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return output; |
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} |
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inline int CheckForSequenceBoxChanges( const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer ) |
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{ |
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int nChangeFlags = 0; |
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bool bOldIsZero = ( oldLayer.GetWeight() == 0.0f ); |
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bool bNewIsZero = ( newLayer.GetWeight() == 0.0f ); |
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if ( ( newLayer.GetSequence() != oldLayer.GetSequence() ) || |
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( bNewIsZero != bOldIsZero ) ) |
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{ |
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nChangeFlags |= SEQUENCE_CHANGED | BOUNDS_CHANGED; |
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} |
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if ( newLayer.GetCycle() != oldLayer.GetCycle() ) |
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{ |
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nChangeFlags |= ANIMATION_CHANGED; |
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} |
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if ( newLayer.GetOrder() != oldLayer.GetOrder() ) |
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{ |
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nChangeFlags |= BOUNDS_CHANGED; |
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} |
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return nChangeFlags; |
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} |
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inline C_AnimationLayer LoopingLerp_Hermite( const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to ) |
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{ |
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#ifdef CLIENT_DLL |
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Assert( prev.GetOwner() == from.GetOwner() ); |
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Assert( from.GetOwner() == to.GetOwner() ); |
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#endif |
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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( (float)current.m_flCycle, 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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#ifdef CLIENT_DLL |
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output.SetOwner( to.GetOwner() ); |
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output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( output, current ); |
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#endif |
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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( const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to ) |
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{ |
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#ifdef CLIENT_DLL |
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Assert( prev.GetOwner() == from.GetOwner() ); |
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Assert( from.GetOwner() == to.GetOwner() ); |
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#endif |
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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( (float)current.m_flCycle, 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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#ifdef CLIENT_DLL |
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output.SetOwner( to.GetOwner() ); |
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output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( output, current ); |
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#endif |
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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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#endif // ANIMATIONLAYER_H
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