151 lines
4.7 KiB
C++
151 lines
4.7 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Controls the pose parameters of a model
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//
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//===========================================================================//
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#define MAX_POSE_CONTROLLED_PROPS 4 // Number of entities by the same name that can be controlled
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// Type of frequency modulations
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enum PoseController_FModType_t
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{
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POSECONTROLLER_FMODTYPE_NONE = 0,
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POSECONTROLLER_FMODTYPE_SINE,
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POSECONTROLLER_FMODTYPE_SQUARE,
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POSECONTROLLER_FMODTYPE_TRIANGLE,
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POSECONTROLLER_FMODTYPE_SAWTOOTH,
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POSECONTROLLER_FMODTYPE_NOISE,
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POSECONTROLLER_FMODTYPE_TOTAL,
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};
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#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// SERVER CLASS
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//-----------------------------------------------------------------------------
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#include "baseentity.h"
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class CPoseController : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CPoseController, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void Spawn( void );
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void Think( void );
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void BuildPropList( void );
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void BuildPoseIndexList( void );
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void SetPoseIndex( int i, int iValue );
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void SetCurrentPose( float fCurrentPoseValue );
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float GetPoseValue( void );
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void SetProp( CBaseAnimating *pProp );
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void SetPropName( const char *pName );
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void SetPoseParameterName( const char *pName );
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void SetPoseValue( float fValue );
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void SetInterpolationTime( float fValue );
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void SetInterpolationWrap( bool bWrap );
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void SetCycleFrequency( float fValue );
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void SetFModType( int nType );
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void SetFModTimeOffset( float fValue );
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void SetFModRate( float fValue );
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void SetFModAmplitude( float fValue );
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void RandomizeFMod( float fExtremeness );
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// Input handlers
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void InputSetPoseParameterName( inputdata_t &inputdata );
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void InputSetPoseValue( inputdata_t &inputdata );
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void InputSetInterpolationTime( inputdata_t &inputdata );
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void InputSetCycleFrequency( inputdata_t &inputdata );
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void InputSetFModType( inputdata_t &inputdata );
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void InputSetFModTimeOffset( inputdata_t &inputdata );
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void InputSetFModRate( inputdata_t &inputdata );
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void InputSetFModAmplitude( inputdata_t &inputdata );
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void InputRandomizeFMod( inputdata_t &inputdata );
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void InputGetFMod( inputdata_t &inputdata );
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private:
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CNetworkArray( EHANDLE, m_hProps, MAX_POSE_CONTROLLED_PROPS ); // Handles to controlled models
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CNetworkArray( unsigned char, m_chPoseIndex, MAX_POSE_CONTROLLED_PROPS ); // Pose parameter indices for each model
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bool m_bDisablePropLookup;
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CNetworkVar( bool, m_bPoseValueParity );
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string_t m_iszPropName; // Targetname of the models to control
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string_t m_iszPoseParameterName; // Pose parameter name to control
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CNetworkVar( float, m_fPoseValue ); // Normalized pose parameter value (maps to each pose parameter's min and max range)
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CNetworkVar( float, m_fInterpolationTime ); // Interpolation speed for client matching absolute pose values
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CNetworkVar( bool, m_bInterpolationWrap ); // Interpolation for the client wraps 0 to 1.
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CNetworkVar( float, m_fCycleFrequency ); // Cycles per second
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// Frequency modulation variables
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CNetworkVar( PoseController_FModType_t, m_nFModType );
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CNetworkVar( float, m_fFModTimeOffset );
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CNetworkVar( float, m_fFModRate );
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CNetworkVar( float, m_fFModAmplitude );
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};
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#else //#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// CLIENT CLASS
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//-----------------------------------------------------------------------------
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#include "c_baseentity.h"
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#include "fx_interpvalue.h"
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class C_PoseController : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_PoseController, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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virtual void Spawn( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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private:
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void UpdateModulation( void );
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void UpdatePoseCycle( float fCycleAmount );
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void SetCurrentPose( float fCurrentPoseValue );
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// Networked variables
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EHANDLE m_hProps[MAX_POSE_CONTROLLED_PROPS];
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unsigned char m_chPoseIndex[MAX_POSE_CONTROLLED_PROPS];
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bool m_bPoseValueParity;
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float m_fPoseValue;
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float m_fInterpolationTime;
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bool m_bInterpolationWrap;
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float m_fCycleFrequency;
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PoseController_FModType_t m_nFModType;
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float m_fFModTimeOffset;
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float m_fFModRate;
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float m_fFModAmplitude;
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bool m_bOldPoseValueParity;
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float m_fCurrentPoseValue; // Actual pose value cycled by the frequency and modulation
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float m_fCurrentFMod; // The current fequency modulation amount (stored for noise walk)
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CInterpolatedValue m_PoseTransitionValue;
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};
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#endif //#ifndef CLIENT_DLL
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