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213 lines
5.0 KiB
213 lines
5.0 KiB
//========= 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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