diff options
Diffstat (limited to 'game/client/animationlayer.h')
| -rw-r--r-- | game/client/animationlayer.h | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/game/client/animationlayer.h b/game/client/animationlayer.h new file mode 100644 index 0000000..4ac3563 --- /dev/null +++ b/game/client/animationlayer.h @@ -0,0 +1,213 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef ANIMATIONLAYER_H +#define ANIMATIONLAYER_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "rangecheckedvar.h" +#include "lerp_functions.h" +#include "networkvar.h" + +class C_AnimationLayer +{ +public: + + // This allows the datatables to access private members. + ALLOW_DATATABLES_PRIVATE_ACCESS(); + + C_AnimationLayer(); + void Reset(); + + void SetOrder( int order ); + +public: + + bool IsActive( void ); + + CRangeCheckedVar<int, -1, 65535, 0> m_nSequence; + CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle; + CRangeCheckedVar<float, -5, 5, 0> m_flWeight; + int m_nOrder; + + // used for automatic crossfades between sequence changes + CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate; + CRangeCheckedVar<float, -2, 2, 0> m_flCycle; + + float GetFadeout( float flCurTime ); + + void BlendWeight(); + + float m_flLayerAnimtime; + float m_flLayerFadeOuttime; + + float m_flBlendIn; + float m_flBlendOut; + + bool m_bClientBlend; +}; +#ifdef CLIENT_DLL + #define CAnimationLayer C_AnimationLayer +#endif + +inline C_AnimationLayer::C_AnimationLayer() +{ + Reset(); +} + +inline void C_AnimationLayer::Reset() +{ + m_nSequence = 0; + m_flPrevCycle = 0; + m_flWeight = 0; + m_flPlaybackRate = 0; + m_flCycle = 0; + m_flLayerAnimtime = 0; + m_flLayerFadeOuttime = 0; + m_flBlendIn = 0; + m_flBlendOut = 0; + m_bClientBlend = false; +} + + +inline void C_AnimationLayer::SetOrder( int order ) +{ + m_nOrder = order; +} + +inline float C_AnimationLayer::GetFadeout( float flCurTime ) +{ + float s; + + if (m_flLayerFadeOuttime <= 0.0f) + { + s = 0; + } + else + { + // blend in over 0.2 seconds + s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime; + if (s > 0 && s <= 1.0) + { + // do a nice spline curve + s = 3 * s * s - 2 * s * s * s; + } + else if ( s > 1.0f ) + { + // Shouldn't happen, but maybe curtime is behind animtime? + s = 1.0f; + } + } + return s; +} + + +inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to ) +{ + C_AnimationLayer output; + + output.m_nSequence = to.m_nSequence; + output.m_flCycle = LoopingLerp( flPercent, (float)from.m_flCycle, (float)to.m_flCycle ); + output.m_flPrevCycle = to.m_flPrevCycle; + output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight ); + output.m_nOrder = to.m_nOrder; + + output.m_flLayerAnimtime = to.m_flLayerAnimtime; + output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime; + return output; +} + +inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to ) +{ + C_AnimationLayer output; + + output.m_nSequence = to.m_nSequence; + output.m_flCycle = Lerp( flPercent, from.m_flCycle, to.m_flCycle ); + output.m_flPrevCycle = to.m_flPrevCycle; + output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight ); + output.m_nOrder = to.m_nOrder; + + output.m_flLayerAnimtime = to.m_flLayerAnimtime; + output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime; + return output; +} + +inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to ) +{ + C_AnimationLayer output; + + output.m_nSequence = to.m_nSequence; + output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle ); + output.m_flPrevCycle = to.m_flPrevCycle; + output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight ); + output.m_nOrder = to.m_nOrder; + + output.m_flLayerAnimtime = to.m_flLayerAnimtime; + output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime; + return output; +} + +// YWB: Specialization for interpolating euler angles via quaternions... +inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to ) +{ + C_AnimationLayer output; + + output.m_nSequence = to.m_nSequence; + output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle ); + output.m_flPrevCycle = to.m_flPrevCycle; + output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight ); + output.m_nOrder = to.m_nOrder; + + output.m_flLayerAnimtime = to.m_flLayerAnimtime; + output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime; + return output; +} + +inline void Lerp_Clamp( C_AnimationLayer &val ) +{ + Lerp_Clamp( val.m_nSequence ); + Lerp_Clamp( val.m_flCycle ); + Lerp_Clamp( val.m_flPrevCycle ); + Lerp_Clamp( val.m_flWeight ); + Lerp_Clamp( val.m_nOrder ); + Lerp_Clamp( val.m_flLayerAnimtime ); + Lerp_Clamp( val.m_flLayerFadeOuttime ); +} + +inline void C_AnimationLayer::BlendWeight() +{ + if ( !m_bClientBlend ) + return; + + m_flWeight = 1; + + // blend in? + if ( m_flBlendIn != 0.0f ) + { + if (m_flCycle < m_flBlendIn) + { + m_flWeight = m_flCycle / m_flBlendIn; + } + } + + // blend out? + if ( m_flBlendOut != 0.0f ) + { + if (m_flCycle > 1.0 - m_flBlendOut) + { + m_flWeight = (1.0 - m_flCycle) / m_flBlendOut; + } + } + + m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight; + if (m_nSequence == 0) + m_flWeight = 0; +} + +#endif // ANIMATIONLAYER_H |