diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/animationlayer.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/animationlayer.h')
| -rw-r--r-- | mp/src/game/client/animationlayer.h | 426 |
1 files changed, 213 insertions, 213 deletions
diff --git a/mp/src/game/client/animationlayer.h b/mp/src/game/client/animationlayer.h index cb4974d3..4ac35634 100644 --- a/mp/src/game/client/animationlayer.h +++ b/mp/src/game/client/animationlayer.h @@ -1,213 +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
+//========= 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 |