327 lines
8.7 KiB
C++
327 lines
8.7 KiB
C++
//===== 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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