134 lines
3.6 KiB
C++
134 lines
3.6 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "sequence_transitioner.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#include "studio.h"
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// CSequenceTransitioner implementation.
|
|
// -----------------------------------------------------------------------------
|
|
|
|
void CSequenceTransitioner::CheckForSequenceChange(
|
|
CStudioHdr *hdr,
|
|
int nCurSequence,
|
|
bool bForceNewSequence,
|
|
bool bInterpolate )
|
|
{
|
|
// sequence may be set before model is initialized
|
|
if ( hdr == NULL)
|
|
return;
|
|
|
|
// FIXME?: this should detect that what's been asked to be drawn isn't what was expected
|
|
// due to not only sequence change, by frame index, rate, or whatever. When that happens,
|
|
// it should insert the previous rules.
|
|
|
|
if (m_animationQueue.Count() == 0)
|
|
{
|
|
m_animationQueue.AddToTail();
|
|
#ifdef CLIENT_DLL
|
|
m_animationQueue[0].SetOwner( NULL );
|
|
#endif
|
|
}
|
|
|
|
CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
|
|
|
|
if (currentblend->m_flLayerAnimtime &&
|
|
(currentblend->GetSequence() != nCurSequence || bForceNewSequence ))
|
|
{
|
|
if ( nCurSequence < 0 || nCurSequence >= hdr->GetNumSeq() )
|
|
{
|
|
// remove all entries
|
|
m_animationQueue.RemoveAll();
|
|
}
|
|
else
|
|
{
|
|
mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence );
|
|
// sequence changed
|
|
if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate )
|
|
{
|
|
// remove all entries
|
|
m_animationQueue.RemoveAll();
|
|
}
|
|
else
|
|
{
|
|
mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->GetSequence() );
|
|
currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime );
|
|
/*
|
|
// clip blends to time remaining
|
|
if ( !IsSequenceLooping(hdr, currentblend->GetSequence()) )
|
|
{
|
|
float length = Studio_Duration( hdr, currentblend->GetSequence(), flPoseParameter ) / currentblend->GetPlaybackRate();
|
|
float timeLeft = (1.0 - currentblend->GetCycle()) * length;
|
|
if (timeLeft < currentblend->m_flLayerFadeOuttime)
|
|
currentblend->m_flLayerFadeOuttime = timeLeft;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
// push previously set sequence
|
|
m_animationQueue.AddToTail();
|
|
currentblend = &m_animationQueue[m_animationQueue.Count()-1];
|
|
#ifdef CLIENT_DLL
|
|
currentblend->SetOwner( NULL );
|
|
#endif
|
|
}
|
|
|
|
currentblend->SetSequence( -1 );
|
|
currentblend->m_flLayerAnimtime = 0.0;
|
|
currentblend->m_flLayerFadeOuttime = 0.0;
|
|
}
|
|
|
|
|
|
void CSequenceTransitioner::UpdateCurrent(
|
|
CStudioHdr *hdr,
|
|
int nCurSequence,
|
|
float flCurCycle,
|
|
float flCurPlaybackRate,
|
|
float flCurTime )
|
|
{
|
|
// sequence may be set before model is initialized
|
|
if ( hdr == NULL)
|
|
return;
|
|
|
|
if (m_animationQueue.Count() == 0)
|
|
{
|
|
m_animationQueue.AddToTail();
|
|
#ifdef CLIENT_DLL
|
|
m_animationQueue[0].SetOwner( NULL );
|
|
#endif
|
|
}
|
|
|
|
CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
|
|
|
|
// keep track of current sequence
|
|
currentblend->SetSequence( nCurSequence );
|
|
currentblend->m_flLayerAnimtime = flCurTime;
|
|
currentblend->SetCycle( flCurCycle );
|
|
currentblend->SetPlaybackRate( flCurPlaybackRate );
|
|
|
|
// calc blending weights for previous sequences
|
|
int i;
|
|
for (i = 0; i < m_animationQueue.Count() - 1;)
|
|
{
|
|
float s = m_animationQueue[i].GetFadeout( flCurTime );
|
|
|
|
if (s > 0)
|
|
{
|
|
m_animationQueue[i].SetWeight( s );
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
m_animationQueue.Remove( i );
|
|
}
|
|
}
|
|
}
|