//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "filesystem.h" #include "viewangleanim.h" #include "KeyValues.h" #include "tier0/memdbgon.h" extern ConVar cl_pitchdown; extern ConVar cl_pitchup; // ConCommands useful for creating view animations CViewAngleAnimation *g_pTestAnimation = NULL; // create a view animation object to be used for creating an animation. parameter is flags CON_COMMAND( viewanim_create, "viewanim_create" ) { if ( g_pTestAnimation ) { delete g_pTestAnimation; g_pTestAnimation = NULL; } int flags = 0; if ( args.ArgC() > 1 ) { flags = atoi( args[1] ); } g_pTestAnimation = CREATE_ENTITY( CViewAngleAnimation, "viewangleanim" ); if ( g_pTestAnimation ) { g_pTestAnimation->Spawn(); } } // run the test animation void TestViewAnim( void ) { if ( g_pTestAnimation ) { QAngle angles; engine->GetViewAngles( angles ); g_pTestAnimation->RunAnimation( angles ); } else Msg( "No view anim created\n" ); } ConCommand viewanim_test( "viewanim_test", TestViewAnim, "test view animation" ); // set view angles to (0,0,0) void ResetViewAngles( void ) { // create a blank anim QAngle angles = vec3_angle; engine->SetViewAngles( angles ); } ConCommand viewanim_reset( "viewanim_reset", ResetViewAngles, "reset view angles!", FCVAR_CHEAT ); // add a key frame to the test animation. first parameter is the time taken to get to this keyframe CON_COMMAND_F( viewanim_addkeyframe, "", FCVAR_CHEAT ) { if ( g_pTestAnimation ) { QAngle vecTarget; engine->GetViewAngles( vecTarget ); float flDelay = 0.2; if (args.ArgC() > 1) { flDelay = atof( args[1] ); } int iFlags = 0; if (args.ArgC() > 1) { iFlags = atof( args[2] ); } g_pTestAnimation->AddKeyFrame( new CViewAngleKeyFrame( vecTarget, flDelay, iFlags ) ); } else Msg( "No view anim created, use viewanim_create" ); } // save the current test anim, pass filename CON_COMMAND( viewanim_save, "Save current animation to file" ) { if (args.ArgC() < 2) return; if ( g_pTestAnimation ) { g_pTestAnimation->SaveAsAnimFile( args[1] ); } else { Msg( "No view anim created\n" ); } } // load a view animation file into the test anim CON_COMMAND( viewanim_load, "load animation from file" ) { if (args.ArgC() < 2) return; if ( g_pTestAnimation ) { g_pTestAnimation->LoadViewAnimFile( args[1] ); } else Msg( "No view anim created\n" ); } LINK_ENTITY_TO_CLASS( viewangleanim, CViewAngleAnimation ); CViewAngleAnimation::CViewAngleAnimation() { } CViewAngleAnimation::~CViewAngleAnimation() { DeleteKeyFrames(); } void CViewAngleAnimation::Spawn( void ) { m_iFlags = 0; QAngle angles; engine->GetViewAngles( angles ); /* if ( m_iFlags & VIEWANIM_RELATIVE ) { AddKeyFrame( new CViewAngleKeyFrame( vec3_angle, 0.0, 0 ) ); // seed this so we can add keyframes and have them calc the delta properly m_vecBaseAngles = angles; } else { AddKeyFrame( new CViewAngleKeyFrame( angles, 0.0, 0 ) ); } */ m_bFinished = true; // don't run right away ClientEntityList().AddNonNetworkableEntity( this ); SetNextClientThink( CLIENT_THINK_ALWAYS ); } void CViewAngleAnimation::DeleteKeyFrames() { int i, c; c = m_KeyFrames.Count(); for ( i = c - 1; i >= 0 ; --i ) { delete m_KeyFrames[ i ]; } m_KeyFrames.RemoveAll(); } void CViewAngleAnimation::LoadViewAnimFile( const char *pKeyFrameFileName ) { DeleteKeyFrames(); // load keyvalues from this file and stuff them in as keyframes KeyValues *pData = new KeyValues( pKeyFrameFileName ); if ( false == pData->LoadFromFile( filesystem, pKeyFrameFileName, "GAME" ) ) { Warning( "CViewAngleAnimation::LoadViewAnimFile failed to load script %s\n", pKeyFrameFileName ); pData->deleteThis(); return; } QAngle angles; float flTime; int iFlags; KeyValues *pKey = pData->GetFirstSubKey(); while ( pKey ) { // angles const char *pszAngles = pKey->GetString( "angles", "0 0 0" ); sscanf( pszAngles, "%f %f %f", &angles[0], &angles[1], &angles[2] ); // time flTime = pKey->GetFloat( "time", 0.001 ); // flags iFlags = pKey->GetInt( "flags", 0 ); AddKeyFrame( new CViewAngleKeyFrame( angles, flTime, iFlags ) ); pKey = pKey->GetNextKey(); } pData->deleteThis(); } void CViewAngleAnimation::SaveAsAnimFile( const char *pKeyFrameFileName ) { // save all of our keyframes into the file KeyValues *pData = new KeyValues( pKeyFrameFileName ); pData->SetInt( "flags", m_iFlags ); KeyValues *pKey = new KeyValues( "keyframe" ); int i; int c = m_KeyFrames.Count(); char buf[64]; for ( i=0;iCreateNewKey(); Q_snprintf( buf, sizeof(buf), "%f %f %f", m_KeyFrames[i]->m_vecAngles[0], m_KeyFrames[i]->m_vecAngles[1], m_KeyFrames[i]->m_vecAngles[2] ); pKey->SetString( "angles", buf ); pKey->SetFloat( "time", m_KeyFrames[i]->m_flTime ); pKey->SetInt( "flags", m_KeyFrames[i]->m_iFlags ); } pData->SaveToFile( filesystem, pKeyFrameFileName, NULL ); pData->deleteThis(); } void CViewAngleAnimation::AddKeyFrame( CViewAngleKeyFrame *pKeyFrame ) { pKeyFrame->m_vecAngles -= m_vecBaseAngles; m_KeyFrames.AddToTail( pKeyFrame ); } bool CViewAngleAnimation::IsFinished( void ) { return m_bFinished; } void CViewAngleAnimation::RunAnimation( QAngle angles ) { if ( m_KeyFrames.Count() == 0 ) { Warning( "CViewAngleAnimation::RunAnimation called on an empty view animation\n" ); return; } m_flAnimStartTime = gpGlobals->curtime; m_bFinished = false; m_vecBaseAngles = angles; m_iFlags = m_KeyFrames[0]->m_iFlags; if ( !( m_iFlags & VIEWANIM_RELATIVE ) ) { m_KeyFrames[0]->m_vecAngles = angles; } } void CViewAngleAnimation::ClientThink() { if ( IsFinished() ) return; float flCurrentTime = gpGlobals->curtime - m_flAnimStartTime; if ( flCurrentTime < 0 ) flCurrentTime = 0.001; // find two nearest points int i, c; c = m_KeyFrames.Count(); float flTime = 0; for ( i=0;im_flTime > flCurrentTime ) { break; } flTime += m_KeyFrames[i]->m_flTime; } Assert( i > 0 ); if ( i >= c ) { if ( i > 0 ) { // animation complete, set to end point SetAngles( m_KeyFrames[i-1]->m_vecAngles ); } if ( m_pAnimCompleteCallback ) { m_pAnimCompleteCallback(); } m_bFinished = true; return; } if ( m_KeyFrames[i]->m_iFlags != m_iFlags ) { if ( ( m_KeyFrames[i]->m_iFlags & VIEWANIM_RELATIVE ) && !( m_iFlags & VIEWANIM_RELATIVE ) ) { // new relative position is current angles engine->GetViewAngles( m_vecBaseAngles ); } // copy the rest over m_iFlags = m_KeyFrames[i]->m_iFlags; } // previous frame is m_KeyFrames[i-1]; // next frame is m_KeyFrames[i]; float flFraction = ( flCurrentTime - flTime ) / ( m_KeyFrames[i]->m_flTime ); Vector v0, v1, v2, v3; if ( i-2 <= 0 ) { QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v0 ); } else { QAngleToVector( m_KeyFrames[i-2]->m_vecAngles, v0 ); } QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v1 ); QAngleToVector( m_KeyFrames[i]->m_vecAngles, v2 ); if ( i+1 >= c ) { QAngleToVector( m_KeyFrames[i]->m_vecAngles, v3 ); } else { QAngleToVector( m_KeyFrames[i+1]->m_vecAngles, v3 ); } Vector out; Catmull_Rom_Spline( v0, v1, v2, v3, flFraction, out ); QAngle vecCalculatedAngles; QAngleToVector( out, vecCalculatedAngles ); SetAngles( vecCalculatedAngles ); } void CViewAngleAnimation::SetAngles( QAngle vecCalculatedAngles ) { if ( m_iFlags & VIEWANIM_RELATIVE ) vecCalculatedAngles += m_vecBaseAngles; QAngle vecViewAngle; engine->GetViewAngles( vecViewAngle ); if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_X ) ) ) vecViewAngle[PITCH] = vecCalculatedAngles[PITCH]; if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Y ) ) ) vecViewAngle[YAW] = vecCalculatedAngles[YAW]; if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Z ) ) ) vecViewAngle[ROLL] = vecCalculatedAngles[ROLL]; // clamp pitch vecViewAngle[PITCH] = clamp( vecViewAngle[PITCH], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( vecViewAngle ); }