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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/viewangleanim.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/viewangleanim.cpp')
| -rw-r--r-- | mp/src/game/client/viewangleanim.cpp | 386 |
1 files changed, 386 insertions, 0 deletions
diff --git a/mp/src/game/client/viewangleanim.cpp b/mp/src/game/client/viewangleanim.cpp new file mode 100644 index 00000000..293be102 --- /dev/null +++ b/mp/src/game/client/viewangleanim.cpp @@ -0,0 +1,386 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "filesystem.h"
+#include "viewangleanim.h"
+#include "KeyValues.h"
+
+#include "tier0/memdbgon.h"
+
+extern ConVar cl_pitchdown;
+extern ConVar cl_pitchup;
+
+
+// ConCommands useful for creating view animations
+CViewAngleAnimation *g_pTestAnimation = NULL;
+
+// create a view animation object to be used for creating an animation. parameter is flags
+CON_COMMAND( viewanim_create, "viewanim_create" )
+{
+ if ( g_pTestAnimation )
+ {
+ delete g_pTestAnimation;
+ g_pTestAnimation = NULL;
+ }
+
+ int flags = 0;
+ if ( args.ArgC() > 1 )
+ {
+ flags = atoi( args[1] );
+ }
+
+ g_pTestAnimation = CREATE_ENTITY( CViewAngleAnimation, "viewangleanim" );
+
+ if ( g_pTestAnimation )
+ {
+ g_pTestAnimation->Spawn();
+ }
+}
+
+// run the test animation
+void TestViewAnim( void )
+{
+ if ( g_pTestAnimation )
+ {
+ QAngle angles;
+ engine->GetViewAngles( angles );
+
+ g_pTestAnimation->RunAnimation( angles );
+ }
+ else
+ Msg( "No view anim created\n" );
+}
+ConCommand viewanim_test( "viewanim_test", TestViewAnim, "test view animation" );
+
+// set view angles to (0,0,0)
+void ResetViewAngles( void )
+{
+ // create a blank anim
+ QAngle angles = vec3_angle;
+ engine->SetViewAngles( angles );
+}
+ConCommand viewanim_reset( "viewanim_reset", ResetViewAngles, "reset view angles!", FCVAR_CHEAT );
+
+// add a key frame to the test animation. first parameter is the time taken to get to this keyframe
+CON_COMMAND_F( viewanim_addkeyframe, "", FCVAR_CHEAT )
+{
+ if ( g_pTestAnimation )
+ {
+ QAngle vecTarget;
+ engine->GetViewAngles( vecTarget );
+
+ float flDelay = 0.2;
+ if (args.ArgC() > 1)
+ {
+ flDelay = atof( args[1] );
+ }
+
+ int iFlags = 0;
+ if (args.ArgC() > 1)
+ {
+ iFlags = atof( args[2] );
+ }
+
+ g_pTestAnimation->AddKeyFrame( new CViewAngleKeyFrame( vecTarget, flDelay, iFlags ) );
+ }
+ else
+ Msg( "No view anim created, use viewanim_create" );
+}
+
+
+// save the current test anim, pass filename
+CON_COMMAND( viewanim_save, "Save current animation to file" )
+{
+ if (args.ArgC() < 2)
+ return;
+
+ if ( g_pTestAnimation )
+ {
+ g_pTestAnimation->SaveAsAnimFile( args[1] );
+ }
+ else
+ {
+ Msg( "No view anim created\n" );
+ }
+}
+
+// load a view animation file into the test anim
+CON_COMMAND( viewanim_load, "load animation from file" )
+{
+ if (args.ArgC() < 2)
+ return;
+
+ if ( g_pTestAnimation )
+ {
+ g_pTestAnimation->LoadViewAnimFile( args[1] );
+ }
+ else
+ Msg( "No view anim created\n" );
+}
+
+LINK_ENTITY_TO_CLASS( viewangleanim, CViewAngleAnimation );
+
+CViewAngleAnimation::CViewAngleAnimation()
+{
+}
+
+CViewAngleAnimation::~CViewAngleAnimation()
+{
+ DeleteKeyFrames();
+}
+
+void CViewAngleAnimation::Spawn( void )
+{
+ m_iFlags = 0;
+ QAngle angles;
+ engine->GetViewAngles( angles );
+
+ /*
+ if ( m_iFlags & VIEWANIM_RELATIVE )
+ {
+ AddKeyFrame( new CViewAngleKeyFrame( vec3_angle, 0.0, 0 ) );
+
+ // seed this so we can add keyframes and have them calc the delta properly
+ m_vecBaseAngles = angles;
+ }
+ else
+ {
+ AddKeyFrame( new CViewAngleKeyFrame( angles, 0.0, 0 ) );
+ }
+ */
+
+ m_bFinished = true; // don't run right away
+
+ ClientEntityList().AddNonNetworkableEntity( this );
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+}
+
+void CViewAngleAnimation::DeleteKeyFrames()
+{
+ int i, c;
+
+ c = m_KeyFrames.Count();
+ for ( i = c - 1; i >= 0 ; --i )
+ {
+ delete m_KeyFrames[ i ];
+ }
+ m_KeyFrames.RemoveAll();
+}
+
+void CViewAngleAnimation::LoadViewAnimFile( const char *pKeyFrameFileName )
+{
+ DeleteKeyFrames();
+
+ // load keyvalues from this file and stuff them in as keyframes
+ KeyValues *pData = new KeyValues( pKeyFrameFileName );
+
+ if ( false == pData->LoadFromFile( filesystem, pKeyFrameFileName, "GAME" ) )
+ {
+ Warning( "CViewAngleAnimation::LoadViewAnimFile failed to load script %s\n", pKeyFrameFileName );
+ pData->deleteThis();
+ return;
+ }
+
+ QAngle angles;
+ float flTime;
+ int iFlags;
+
+ KeyValues *pKey = pData->GetFirstSubKey();
+
+ while ( pKey )
+ {
+ // angles
+ const char *pszAngles = pKey->GetString( "angles", "0 0 0" );
+ sscanf( pszAngles, "%f %f %f", &angles[0], &angles[1], &angles[2] );
+
+ // time
+ flTime = pKey->GetFloat( "time", 0.001 );
+
+ // flags
+ iFlags = pKey->GetInt( "flags", 0 );
+
+ AddKeyFrame( new CViewAngleKeyFrame( angles, flTime, iFlags ) );
+
+ pKey = pKey->GetNextKey();
+ }
+
+ pData->deleteThis();
+}
+
+void CViewAngleAnimation::SaveAsAnimFile( const char *pKeyFrameFileName )
+{
+ // save all of our keyframes into the file
+ KeyValues *pData = new KeyValues( pKeyFrameFileName );
+
+ pData->SetInt( "flags", m_iFlags );
+
+ KeyValues *pKey = new KeyValues( "keyframe" );
+ int i;
+ int c = m_KeyFrames.Count();
+ char buf[64];
+ for ( i=0;i<c;i++ )
+ {
+ pKey = pData->CreateNewKey();
+
+ Q_snprintf( buf, sizeof(buf), "%f %f %f",
+ m_KeyFrames[i]->m_vecAngles[0],
+ m_KeyFrames[i]->m_vecAngles[1],
+ m_KeyFrames[i]->m_vecAngles[2] );
+
+ pKey->SetString( "angles", buf );
+ pKey->SetFloat( "time", m_KeyFrames[i]->m_flTime );
+ pKey->SetInt( "flags", m_KeyFrames[i]->m_iFlags );
+ }
+
+ pData->SaveToFile( filesystem, pKeyFrameFileName, NULL );
+ pData->deleteThis();
+}
+
+void CViewAngleAnimation::AddKeyFrame( CViewAngleKeyFrame *pKeyFrame )
+{
+ pKeyFrame->m_vecAngles -= m_vecBaseAngles;
+ m_KeyFrames.AddToTail( pKeyFrame );
+}
+
+bool CViewAngleAnimation::IsFinished( void )
+{
+ return m_bFinished;
+}
+
+void CViewAngleAnimation::RunAnimation( QAngle angles )
+{
+ if ( m_KeyFrames.Count() == 0 )
+ {
+ Warning( "CViewAngleAnimation::RunAnimation called on an empty view animation\n" );
+ return;
+ }
+
+ m_flAnimStartTime = gpGlobals->curtime;
+ m_bFinished = false;
+ m_vecBaseAngles = angles;
+
+ m_iFlags = m_KeyFrames[0]->m_iFlags;
+
+ if ( !( m_iFlags & VIEWANIM_RELATIVE ) )
+ {
+ m_KeyFrames[0]->m_vecAngles = angles;
+ }
+}
+
+void CViewAngleAnimation::ClientThink()
+{
+ if ( IsFinished() )
+ return;
+
+ float flCurrentTime = gpGlobals->curtime - m_flAnimStartTime;
+
+ if ( flCurrentTime < 0 )
+ flCurrentTime = 0.001;
+
+ // find two nearest points
+ int i, c;
+ c = m_KeyFrames.Count();
+ float flTime = 0;
+ for ( i=0;i<c;i++ )
+ {
+ if ( flTime + m_KeyFrames[i]->m_flTime > flCurrentTime )
+ {
+ break;
+ }
+
+ flTime += m_KeyFrames[i]->m_flTime;
+ }
+
+ Assert( i > 0 );
+
+ if ( i >= c )
+ {
+ if ( i > 0 )
+ {
+ // animation complete, set to end point
+ SetAngles( m_KeyFrames[i-1]->m_vecAngles );
+ }
+
+ if ( m_pAnimCompleteCallback )
+ {
+ m_pAnimCompleteCallback();
+ }
+
+ m_bFinished = true;
+ return;
+ }
+
+ if ( m_KeyFrames[i]->m_iFlags != m_iFlags )
+ {
+ if ( ( m_KeyFrames[i]->m_iFlags & VIEWANIM_RELATIVE ) && !( m_iFlags & VIEWANIM_RELATIVE ) )
+ {
+ // new relative position is current angles
+ engine->GetViewAngles( m_vecBaseAngles );
+ }
+
+ // copy the rest over
+ m_iFlags = m_KeyFrames[i]->m_iFlags;
+ }
+
+ // previous frame is m_KeyFrames[i-1];
+ // next frame is m_KeyFrames[i];
+ float flFraction = ( flCurrentTime - flTime ) / ( m_KeyFrames[i]->m_flTime );
+
+ Vector v0, v1, v2, v3;
+
+ if ( i-2 <= 0 )
+ {
+ QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v0 );
+ }
+ else
+ {
+ QAngleToVector( m_KeyFrames[i-2]->m_vecAngles, v0 );
+ }
+
+ QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v1 );
+ QAngleToVector( m_KeyFrames[i]->m_vecAngles, v2 );
+
+ if ( i+1 >= c )
+ {
+ QAngleToVector( m_KeyFrames[i]->m_vecAngles, v3 );
+ }
+ else
+ {
+ QAngleToVector( m_KeyFrames[i+1]->m_vecAngles, v3 );
+ }
+
+ Vector out;
+ Catmull_Rom_Spline( v0, v1, v2, v3, flFraction, out );
+
+ QAngle vecCalculatedAngles;
+ QAngleToVector( out, vecCalculatedAngles );
+ SetAngles( vecCalculatedAngles );
+}
+
+void CViewAngleAnimation::SetAngles( QAngle vecCalculatedAngles )
+{
+ if ( m_iFlags & VIEWANIM_RELATIVE )
+ vecCalculatedAngles += m_vecBaseAngles;
+
+ QAngle vecViewAngle;
+ engine->GetViewAngles( vecViewAngle );
+
+ if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_X ) ) )
+ vecViewAngle[PITCH] = vecCalculatedAngles[PITCH];
+
+ if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Y ) ) )
+ vecViewAngle[YAW] = vecCalculatedAngles[YAW];
+
+ if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Z ) ) )
+ vecViewAngle[ROLL] = vecCalculatedAngles[ROLL];
+
+ // clamp pitch
+ vecViewAngle[PITCH] = clamp( vecViewAngle[PITCH], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
+
+ engine->SetViewAngles( vecViewAngle );
+}
+
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