From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/client/viewangleanim.cpp | 386 +++++++++++++++++++++++++++++++++++ 1 file changed, 386 insertions(+) create mode 100644 mp/src/game/client/viewangleanim.cpp (limited to 'mp/src/game/client/viewangleanim.cpp') 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;iCreateNewKey(); + + 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;im_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 ); +} + -- cgit v1.2.3