From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/shared/base_playeranimstate.cpp | 2158 +++++++++++++-------------- 1 file changed, 1079 insertions(+), 1079 deletions(-) (limited to 'mp/src/game/shared/base_playeranimstate.cpp') diff --git a/mp/src/game/shared/base_playeranimstate.cpp b/mp/src/game/shared/base_playeranimstate.cpp index 411d764f..a25d773c 100644 --- a/mp/src/game/shared/base_playeranimstate.cpp +++ b/mp/src/game/shared/base_playeranimstate.cpp @@ -1,1079 +1,1079 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//=============================================================================// - -#include "cbase.h" -#include "base_playeranimstate.h" -#include "tier0/vprof.h" -#include "animation.h" -#include "studio.h" -#include "apparent_velocity_helper.h" -#include "utldict.h" -#include "filesystem.h" - - -#ifdef CLIENT_DLL - #include "c_baseplayer.h" - #include "engine/ivdebugoverlay.h" - - ConVar cl_showanimstate( "cl_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." ); - ConVar showanimstate_log( "cl_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both." ); -#else - #include "player.h" - ConVar sv_showanimstate( "sv_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (server) animation state for the specified entity (-1 for none)." ); - ConVar showanimstate_log( "sv_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." ); -#endif - - -// Below this many degrees, slow down turning rate linearly -#define FADE_TURN_DEGREES 45.0f - -// After this, need to start turning feet -#define MAX_TORSO_ANGLE 70.0f - -// Below this amount, don't play a turning animation/perform IK -#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f - - -ConVar mp_feetyawrate( - "mp_feetyawrate", - "720", - FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, - "How many degrees per second that we can turn our feet or upper body." ); - -ConVar mp_facefronttime( - "mp_facefronttime", - "3", - FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, - "After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." ); - -ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Use IK on in-place turns." ); - -// Pose parameters stored for debugging. -float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw; - - -// ------------------------------------------------------------------------------------------------ // -// CBasePlayerAnimState implementation. -// ------------------------------------------------------------------------------------------------ // - -CBasePlayerAnimState::CBasePlayerAnimState() -{ - m_flEyeYaw = 0.0f; - m_flEyePitch = 0.0f; - m_bCurrentFeetYawInitialized = false; - m_flCurrentTorsoYaw = 0.0f; - m_flCurrentTorsoYaw = TURN_NONE; - m_flMaxGroundSpeed = 0.0f; - m_flStoredCycle = 0.0f; - - m_flGaitYaw = 0.0f; - m_flGoalFeetYaw = 0.0f; - m_flCurrentFeetYaw = 0.0f; - m_flLastYaw = 0.0f; - m_flLastTurnTime = 0.0f; - m_angRender.Init(); - m_vLastMovePose.Init(); - m_iCurrent8WayIdleSequence = -1; - m_iCurrent8WayCrouchIdleSequence = -1; - - m_pOuter = NULL; - m_eCurrentMainSequenceActivity = ACT_IDLE; - m_flLastAnimationStateClearTime = 0.0f; -} - - -CBasePlayerAnimState::~CBasePlayerAnimState() -{ -} - - -void CBasePlayerAnimState::Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config ) -{ - m_pOuter = pPlayer; - m_AnimConfig = config; - ClearAnimationState(); -} - - -void CBasePlayerAnimState::Release() -{ - delete this; -} - - -void CBasePlayerAnimState::ClearAnimationState() -{ - ClearAnimationLayers(); - m_bCurrentFeetYawInitialized = false; - m_flLastAnimationStateClearTime = gpGlobals->curtime; -} - - -float CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const -{ - return gpGlobals->curtime - m_flLastAnimationStateClearTime; -} - - -void CBasePlayerAnimState::Update( float eyeYaw, float eyePitch ) -{ - VPROF( "CBasePlayerAnimState::Update" ); - - // Clear animation overlays because we're about to completely reconstruct them. - ClearAnimationLayers(); - - // Some mods don't want to update the player's animation state if they're dead and ragdolled. - if ( !ShouldUpdateAnimState() ) - { - ClearAnimationState(); - return; - } - - - CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr(); - // Store these. All the calculations are based on them. - m_flEyeYaw = AngleNormalize( eyeYaw ); - m_flEyePitch = AngleNormalize( eyePitch ); - - // Compute sequences for all the layers. - ComputeSequences( pStudioHdr ); - - - // Compute all the pose params. - ComputePoseParam_BodyPitch( pStudioHdr ); // Look up/down. - ComputePoseParam_BodyYaw(); // Torso rotation. - ComputePoseParam_MoveYaw( pStudioHdr ); // What direction his legs are running in. - - - ComputePlaybackRate(); - - -#ifdef CLIENT_DLL - if ( cl_showanimstate.GetInt() == m_pOuter->entindex() ) - { - DebugShowAnimStateFull( 5 ); - } - else if ( cl_showanimstate.GetInt() == -2 ) - { - C_BasePlayer *targetPlayer = C_BasePlayer::GetLocalPlayer(); - - if( targetPlayer && ( targetPlayer->GetObserverMode() == OBS_MODE_IN_EYE || targetPlayer->GetObserverMode() == OBS_MODE_CHASE ) ) - { - C_BaseEntity *target = targetPlayer->GetObserverTarget(); - - if( target && target->IsPlayer() ) - { - targetPlayer = ToBasePlayer( target ); - } - } - - if ( m_pOuter == targetPlayer ) - { - DebugShowAnimStateFull( 6 ); - } - } -#else - if ( sv_showanimstate.GetInt() == m_pOuter->entindex() ) - { - DebugShowAnimState( 20 ); - } -#endif -} - - -bool CBasePlayerAnimState::ShouldUpdateAnimState() -{ - // By default, don't update their animation state when they're dead because they're - // either a ragdoll or they're not drawn. - return GetOuter()->IsAlive(); -} - - -bool CBasePlayerAnimState::ShouldChangeSequences( void ) const -{ - return true; -} - - -void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float flValue ) -{ - // Make sure to set all the history values too, otherwise the server can overwrite them. - GetOuter()->SetPoseParameter( iParam, flValue ); -} - - -void CBasePlayerAnimState::ClearAnimationLayers() -{ - VPROF( "CBasePlayerAnimState::ClearAnimationLayers" ); - if ( !m_pOuter ) - return; - - m_pOuter->SetNumAnimOverlays( AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS ); - for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) - { - m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); -#ifndef CLIENT_DLL - m_pOuter->GetAnimOverlay( i )->m_fFlags = 0; -#endif - } -} - - -void CBasePlayerAnimState::RestartMainSequence() -{ - CBaseAnimatingOverlay *pPlayer = GetOuter(); - - pPlayer->m_flAnimTime = gpGlobals->curtime; - pPlayer->SetCycle( 0 ); -} - - -void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) -{ - VPROF( "CBasePlayerAnimState::ComputeSequences" ); - - ComputeMainSequence(); // Lower body (walk/run/idle). - UpdateInterpolators(); // The groundspeed interpolator uses the main sequence info. - - if ( m_AnimConfig.m_bUseAimSequences ) - { - ComputeAimSequence(); // Upper body, based on weapon type. - } -} - -void CBasePlayerAnimState::ResetGroundSpeed( void ) -{ - m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed(); -} - -void CBasePlayerAnimState::ComputeMainSequence() -{ - VPROF( "CBasePlayerAnimState::ComputeMainSequence" ); - - CBaseAnimatingOverlay *pPlayer = GetOuter(); - - // Have our class or the mod-specific class determine what the current activity is. - Activity idealActivity = CalcMainActivity(); - -#ifdef CLIENT_DLL - Activity oldActivity = m_eCurrentMainSequenceActivity; -#endif - - // Store our current activity so the aim and fire layers know what to do. - m_eCurrentMainSequenceActivity = idealActivity; - - // Export to our outer class.. - int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) ); - -#if !defined( HL1_CLIENT_DLL ) && !defined ( HL1_DLL ) - if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) ) - return; -#endif - - if ( animDesired < 0 ) - animDesired = 0; - - pPlayer->ResetSequence( animDesired ); - -#ifdef CLIENT_DLL - // If we went from idle to walk, reset the interpolation history. - // Kind of hacky putting this here.. it might belong outside the base class. - if ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE) && - (idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH) ) - { - ResetGroundSpeed(); - } -#endif -} - - - - - -void CBasePlayerAnimState::UpdateAimSequenceLayers( - float flCycle, - int iFirstLayer, - bool bForceIdle, - CSequenceTransitioner *pTransitioner, - float flWeightScale - ) -{ - float flAimSequenceWeight = 1; - int iAimSequence = CalcAimLayerSequence( &flCycle, &flAimSequenceWeight, bForceIdle ); - if ( iAimSequence == -1 ) - iAimSequence = 0; - - // Feed the current state of the animation parameters to the sequence transitioner. - // It will hand back either 1 or 2 animations in the queue to set, depending on whether - // it's transitioning or not. We just dump those into the animation layers. - pTransitioner->CheckForSequenceChange( - m_pOuter->GetModelPtr(), - iAimSequence, - false, // don't force transitions on the same anim - true // yes, interpolate when transitioning - ); - - pTransitioner->UpdateCurrent( - m_pOuter->GetModelPtr(), - iAimSequence, - flCycle, - GetOuter()->GetPlaybackRate(), - gpGlobals->curtime - ); - - CAnimationLayer *pDest0 = m_pOuter->GetAnimOverlay( iFirstLayer ); - CAnimationLayer *pDest1 = m_pOuter->GetAnimOverlay( iFirstLayer+1 ); - - if ( pTransitioner->m_animationQueue.Count() == 1 ) - { - // If only 1 animation, then blend it in fully. - CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0]; - *pDest0 = *pSource0; - - pDest0->m_flWeight = 1; - pDest1->m_flWeight = 0; - pDest0->m_nOrder = iFirstLayer; - -#ifndef CLIENT_DLL - pDest0->m_fFlags |= ANIM_LAYER_ACTIVE; -#endif - } - else if ( pTransitioner->m_animationQueue.Count() >= 2 ) - { - // The first one should be fading out. Fade in the new one inversely. - CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0]; - CAnimationLayer *pSource1 = &pTransitioner->m_animationQueue[1]; - - *pDest0 = *pSource0; - *pDest1 = *pSource1; - Assert( pDest0->m_flWeight >= 0.0f && pDest0->m_flWeight <= 1.0f ); - pDest1->m_flWeight = 1 - pDest0->m_flWeight; // This layer just mirrors the other layer's weight (one fades in while the other fades out). - - pDest0->m_nOrder = iFirstLayer; - pDest1->m_nOrder = iFirstLayer+1; - -#ifndef CLIENT_DLL - pDest0->m_fFlags |= ANIM_LAYER_ACTIVE; - pDest1->m_fFlags |= ANIM_LAYER_ACTIVE; -#endif - } - - pDest0->m_flWeight *= flWeightScale * flAimSequenceWeight; - pDest0->m_flWeight = clamp( (float)pDest0->m_flWeight, 0.0f, 1.0f ); - - pDest1->m_flWeight *= flWeightScale * flAimSequenceWeight; - pDest1->m_flWeight = clamp( (float)pDest1->m_flWeight, 0.0f, 1.0f ); - - pDest0->m_flCycle = pDest1->m_flCycle = flCycle; -} - - -void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers ) -{ - int i; - - // Find the total weight of the blended layers, not including the idle layer (iFirstLayer) - float totalWeight = 0.0f; - for ( i=1; i < nLayers; i++ ) - { - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); - if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f ) - { - totalWeight += pLayer->m_flWeight; - } - } - - // Set the idle layer's weight to be 1 minus the sum of other layer weights - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer ); - if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f ) - { - pLayer->m_flWeight = 1.0f - totalWeight; - pLayer->m_flWeight = MAX( (float)pLayer->m_flWeight, 0.0f); - } - - // This part is just an optimization. Since we have the walk/run animations weighted on top of - // the idle animations, all this does is disable the idle animations if the walk/runs are at - // full weighting, which is whenever a guy is at full speed. - // - // So it saves us blending a couple animation layers whenever a guy is walking or running full speed. - int iLastOne = -1; - for ( i=0; i < nLayers; i++ ) - { - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); - if ( pLayer->IsActive() && pLayer->m_flWeight > 0.99 ) - iLastOne = i; - } - - if ( iLastOne != -1 ) - { - for ( int i=iLastOne-1; i >= 0; i-- ) - { - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); -#ifdef CLIENT_DLL - pLayer->m_nOrder = CBaseAnimatingOverlay::MAX_OVERLAYS; -#else - pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); - pLayer->m_fFlags = 0; -#endif - } - } -} - -bool CBasePlayerAnimState::ShouldBlendAimSequenceToIdle() -{ - Activity act = GetCurrentMainSequenceActivity(); - - return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH); -} - -void CBasePlayerAnimState::ComputeAimSequence() -{ - VPROF( "CBasePlayerAnimState::ComputeAimSequence" ); - - // Synchronize the lower and upper body cycles. - float flCycle = m_pOuter->GetCycle(); - - // Figure out the new cycle time. - UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER, true, &m_IdleSequenceTransitioner, 1 ); - - if ( ShouldBlendAimSequenceToIdle() ) - { - // What we do here is blend between the idle upper body animation (like where he's got the dual elites - // held out in front of him but he's not moving) and his walk/run/crouchrun upper body animation, - // weighting it based on how fast he's moving. That way, when he's moving slowly, his upper - // body doesn't jiggle all around. - bool bIsMoving; - float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); - if ( bIsMoving ) - UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER+2, false, &m_SequenceTransitioner, flPlaybackRate ); - } - - OptimizeLayerWeights( AIMSEQUENCE_LAYER, NUM_AIMSEQUENCE_LAYERS ); -} - - -int CBasePlayerAnimState::CalcSequenceIndex( const char *pBaseName, ... ) -{ - char szFullName[512]; - va_list marker; - va_start( marker, pBaseName ); - Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker ); - va_end( marker ); - int iSequence = GetOuter()->LookupSequence( szFullName ); - - // Show warnings if we can't find anything here. - if ( iSequence == -1 ) - { - static CUtlDict dict; - if ( dict.Find( szFullName ) == -1 ) - { - dict.Insert( szFullName, 0 ); - Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName ); - } - - iSequence = 0; - } - - return iSequence; -} - - - -void CBasePlayerAnimState::UpdateInterpolators() -{ - VPROF( "CBasePlayerAnimState::UpdateInterpolators" ); - - // First, figure out their current max speed based on their current activity. - float flCurMaxSpeed = GetCurrentMaxGroundSpeed(); - m_flMaxGroundSpeed = flCurMaxSpeed; -} - - -float CBasePlayerAnimState::GetInterpolatedGroundSpeed() -{ - return m_flMaxGroundSpeed; -} - - -float CBasePlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) -{ - // Determine ideal playback rate - Vector vel; - GetOuterAbsVelocity( vel ); - - float speed = vel.Length2D(); - bool isMoving = ( speed > MOVING_MINIMUM_SPEED ); - - *bIsMoving = false; - float flReturnValue = 1; - - if ( isMoving && CanThePlayerMove() ) - { - float flGroundSpeed = GetInterpolatedGroundSpeed(); - if ( flGroundSpeed < 0.001f ) - { - flReturnValue = 0.01; - } - else - { - // Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below - flReturnValue = speed / flGroundSpeed; - flReturnValue = clamp( flReturnValue, 0.01f, 10.f ); // don't go nuts here. - } - *bIsMoving = true; - } - - return flReturnValue; -} - - -bool CBasePlayerAnimState::CanThePlayerMove() -{ - return true; -} - - -void CBasePlayerAnimState::ComputePlaybackRate() -{ - VPROF( "CBasePlayerAnimState::ComputePlaybackRate" ); - if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) - { - // When using a 9-way blend, playback rate is always 1 and we just scale the pose params - // to speed up or slow down the animation. - bool bIsMoving; - float flRate = CalcMovementPlaybackRate( &bIsMoving ); - if ( bIsMoving ) - GetOuter()->SetPlaybackRate( flRate ); - else - GetOuter()->SetPlaybackRate( 1 ); - } -} - - -//----------------------------------------------------------------------------- -// Purpose: -// Output : CBasePlayer -//----------------------------------------------------------------------------- -CBaseAnimatingOverlay *CBasePlayerAnimState::GetOuter() const -{ - return m_pOuter; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : dt - -//----------------------------------------------------------------------------- -void CBasePlayerAnimState::EstimateYaw() -{ - Vector est_velocity; - GetOuterAbsVelocity( est_velocity ); - - float flLength = est_velocity.Length2D(); - if ( flLength > MOVING_MINIMUM_SPEED ) - { - m_flGaitYaw = atan2( est_velocity[1], est_velocity[0] ); - m_flGaitYaw = RAD2DEG( m_flGaitYaw ); - m_flGaitYaw = AngleNormalize( m_flGaitYaw ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: Override for backpeddling -// Input : dt - -//----------------------------------------------------------------------------- -void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) -{ - VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" ); - - //Matt: Goldsrc style animations need to not rotate the model - if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC ) - { -#ifndef CLIENT_DLL - //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. - GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); -#endif - } - - // If using goldsrc-style animations where he's moving in the direction that his feet are facing, - // we don't use move yaw. - if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) - return; - - // view direction relative to movement - float flYaw; - - EstimateYaw(); - - float ang = m_flEyeYaw; - if ( ang > 180.0f ) - { - ang -= 360.0f; - } - else if ( ang < -180.0f ) - { - ang += 360.0f; - } - - // calc side to side turning - flYaw = ang - m_flGaitYaw; - // Invert for mapping into 8way blend - flYaw = -flYaw; - flYaw = flYaw - (int)(flYaw / 360) * 360; - - if (flYaw < -180) - { - flYaw = flYaw + 360; - } - else if (flYaw > 180) - { - flYaw = flYaw - 360; - } - - - if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) - { -#ifndef CLIENT_DLL - //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. - GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); -#endif - - int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" ); - int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" ); - if ( iMoveX < 0 || iMoveY < 0 ) - return; - - bool bIsMoving; - float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); - - // Setup the 9-way blend parameters based on our speed and direction. - Vector2D vCurMovePose( 0, 0 ); - - if ( bIsMoving ) - { - vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; - vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; - } - - GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); - GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y ); - - m_vLastMovePose = vCurMovePose; - } - else - { - int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" ); - if ( iMoveYaw >= 0 ) - { - GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw ); - m_flLastMoveYaw = flYaw; - - // Now blend in his idle animation. - // This makes the 8-way blend act like a 9-way blend by blending to - // an idle sequence as he slows down. -#if defined(CLIENT_DLL) - bool bIsMoving; - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); - - pLayer->m_flWeight = 1 - CalcMovementPlaybackRate( &bIsMoving ); - if ( !bIsMoving ) - { - pLayer->m_flWeight = 1; - } - - if ( ShouldChangeSequences() ) - { - // Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he - // doesn't always use the same idle. - if ( pLayer->m_flWeight < 0.02f || m_iCurrent8WayIdleSequence == -1 ) - { - m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE ); - m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE ); - } - - if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH ) - pLayer->m_nSequence = m_iCurrent8WayCrouchIdleSequence; - else - pLayer->m_nSequence = m_iCurrent8WayIdleSequence; - } - - pLayer->m_flPlaybackRate = 1; - pLayer->m_flCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->m_nSequence ) * gpGlobals->frametime; - pLayer->m_flCycle = fmod( pLayer->m_flCycle, 1 ); - pLayer->m_nOrder = MAIN_IDLE_SEQUENCE_LAYER; -#endif - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CBasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr ) -{ - VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" ); - - // Get pitch from v_angle - float flPitch = m_flEyePitch; - if ( flPitch > 180.0f ) - { - flPitch -= 360.0f; - } - flPitch = clamp( flPitch, -90.f, 90.f ); - - // See if we have a blender for pitch - int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" ); - if ( pitch < 0 ) - return; - - GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch ); - g_flLastBodyPitch = flPitch; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : goal - -// maxrate - -// dt - -// current - -// Output : int -//----------------------------------------------------------------------------- -int CBasePlayerAnimState::ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current ) -{ - int direction = TURN_NONE; - - float anglediff = goal - current; - anglediff = AngleNormalize( anglediff ); - - float anglediffabs = fabs( anglediff ); - - float scale = 1.0f; - if ( anglediffabs <= FADE_TURN_DEGREES ) - { - scale = anglediffabs / FADE_TURN_DEGREES; - // Always do at least a bit of the turn ( 1% ) - scale = clamp( scale, 0.01f, 1.0f ); - } - - float maxmove = maxrate * dt * scale; - - if ( anglediffabs > maxgap ) - { - // gap is too big, jump - maxmove = (anglediffabs - maxgap); - } - - if ( anglediffabs < maxmove ) - { - // we are close enought, just set the final value - current = goal; - } - else - { - // adjust value up or down - if ( anglediff > 0 ) - { - current += maxmove; - direction = TURN_LEFT; - } - else - { - current -= maxmove; - direction = TURN_RIGHT; - } - } - - current = AngleNormalize( current ); - - return direction; -} - -void CBasePlayerAnimState::ComputePoseParam_BodyYaw() -{ - VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyYaw" ); - - // Find out which way he's running (m_flEyeYaw is the way he's looking). - Vector vel; - GetOuterAbsVelocity( vel ); - bool bIsMoving = vel.Length2D() > MOVING_MINIMUM_SPEED; - - // If we just initialized this guy (maybe he just came into the PVS), then immediately - // set his feet in the right direction, otherwise they'll spin around from 0 to the - // right direction every time someone switches spectator targets. - if ( !m_bCurrentFeetYawInitialized ) - { - m_bCurrentFeetYawInitialized = true; - m_flGoalFeetYaw = m_flCurrentFeetYaw = m_flEyeYaw; - m_flLastTurnTime = 0.0f; - } - else if ( bIsMoving ) - { - // player is moving, feet yaw = aiming yaw - if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY || m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) - { - // His feet point in the direction his eyes are, but they can run in any direction. - m_flGoalFeetYaw = m_flEyeYaw; - } - else - { - m_flGoalFeetYaw = RAD2DEG( atan2( vel.y, vel.x ) ); - - // If he's running backwards, flip his feet backwards. - Vector vEyeYaw( cos( DEG2RAD( m_flEyeYaw ) ), sin( DEG2RAD( m_flEyeYaw ) ), 0 ); - Vector vFeetYaw( cos( DEG2RAD( m_flGoalFeetYaw ) ), sin( DEG2RAD( m_flGoalFeetYaw ) ), 0 ); - if ( vEyeYaw.Dot( vFeetYaw ) < -0.01 ) - { - m_flGoalFeetYaw += 180; - } - } - - } - else if ( (gpGlobals->curtime - m_flLastTurnTime) > mp_facefronttime.GetFloat() ) - { - // player didn't move & turn for quite some time - m_flGoalFeetYaw = m_flEyeYaw; - } - else - { - // If he's rotated his view further than the model can turn, make him face forward. - float flDiff = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw ); - - if ( fabs(flDiff) > m_AnimConfig.m_flMaxBodyYawDegrees ) - { - if ( flDiff > 0 ) - m_flGoalFeetYaw -= m_AnimConfig.m_flMaxBodyYawDegrees; - else - m_flGoalFeetYaw += m_AnimConfig.m_flMaxBodyYawDegrees; - } - } - - m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw ); - - if ( m_flCurrentFeetYaw != m_flGoalFeetYaw ) - { - ConvergeAngles( m_flGoalFeetYaw, mp_feetyawrate.GetFloat(), m_AnimConfig.m_flMaxBodyYawDegrees, - gpGlobals->frametime, m_flCurrentFeetYaw ); - - m_flLastTurnTime = gpGlobals->curtime; - } - - float flCurrentTorsoYaw = AngleNormalize( m_flEyeYaw - m_flCurrentFeetYaw ); - - // Rotate entire body into position - m_angRender[YAW] = m_flCurrentFeetYaw; - m_angRender[PITCH] = m_angRender[ROLL] = 0; - - SetOuterBodyYaw( flCurrentTorsoYaw ); - g_flLastBodyYaw = flCurrentTorsoYaw; -} - - - -float CBasePlayerAnimState::SetOuterBodyYaw( float flValue ) -{ - int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" ); - if ( body_yaw < 0 ) - { - return 0; - } - - SetOuterPoseParameter( body_yaw, flValue ); - return flValue; -} - - -//----------------------------------------------------------------------------- -// Purpose: -// Input : activity - -// Output : Activity -//----------------------------------------------------------------------------- -Activity CBasePlayerAnimState::BodyYawTranslateActivity( Activity activity ) -{ - // Not even standing still, sigh - if ( activity != ACT_IDLE ) - return activity; - - // Not turning - switch ( m_nTurningInPlace ) - { - default: - case TURN_NONE: - return activity; - case TURN_RIGHT: - case TURN_LEFT: - return mp_ik.GetBool() ? ACT_TURN : activity; - } - - Assert( 0 ); - return activity; -} - -const QAngle& CBasePlayerAnimState::GetRenderAngles() -{ - return m_angRender; -} - - -void CBasePlayerAnimState::GetOuterAbsVelocity( Vector& vel ) const -{ -#if defined( CLIENT_DLL ) - GetOuter()->EstimateAbsVelocity( vel ); -#else - vel = GetOuter()->GetAbsVelocity(); -#endif -} - - -float CBasePlayerAnimState::GetOuterXYSpeed() const -{ - Vector vel; - GetOuterAbsVelocity( vel ); - return vel.Length2D(); -} - -// ----------------------------------------------------------------------------- -void CBasePlayerAnimState::AnimStateLog( const char *pMsg, ... ) -{ - // Format the string. - char str[4096]; - va_list marker; - va_start( marker, pMsg ); - Q_vsnprintf( str, sizeof( str ), pMsg, marker ); - va_end( marker ); - - // Log it? - if ( showanimstate_log.GetInt() == 1 || showanimstate_log.GetInt() == 3 ) - { - Msg( "%s", str ); - } - - if ( showanimstate_log.GetInt() > 1 ) - { -#ifdef CLIENT_DLL - const char *fname = "AnimStateClient.log"; -#else - const char *fname = "AnimStateServer.log"; -#endif - static FileHandle_t hFile = filesystem->Open( fname, "wt" ); - filesystem->FPrintf( hFile, "%s", str ); - filesystem->Flush( hFile ); - } -} - - -// ----------------------------------------------------------------------------- -void CBasePlayerAnimState::AnimStatePrintf( int iLine, const char *pMsg, ... ) -{ - // Format the string. - char str[4096]; - va_list marker; - va_start( marker, pMsg ); - Q_vsnprintf( str, sizeof( str ), pMsg, marker ); - va_end( marker ); - - // Show it with Con_NPrintf. - engine->Con_NPrintf( iLine, "%s", str ); - - // Log it. - AnimStateLog( "%s\n", str ); -} - - -// ----------------------------------------------------------------------------- -void CBasePlayerAnimState::DebugShowAnimState( int iStartLine ) -{ - Vector vOuterVel; - GetOuterAbsVelocity( vOuterVel ); - - int iLine = iStartLine; - AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", - GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ), - m_pOuter->GetSequence(), - m_pOuter->GetCycle(), - m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()), - m_pOuter->GetPlaybackRate() - ); - - if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) - { - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); - - AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n", - GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ), - (float)pLayer->m_flWeight ); - } - - for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ ) - { - CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i ); -#ifdef CLIENT_DLL - AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", - !pLayer->IsActive() ? "-- ": (pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ), - !pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence, - !pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight, - !pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle, - !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, - i - ); -#else - AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", - !pLayer->IsActive() ? "-- " : ( pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ), - !pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence, - !pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client - !pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight, - !pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle, - !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, - i - ); -#endif - } - - AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f", - vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) ); - - if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) - { - AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f", - m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch ); - } - else - { - AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", - m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y ); - } - - // Draw a red triangle on the ground for the eye yaw. - float flBaseSize = 10; - float flHeight = 80; - Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 ); - QAngle angles( 0, 0, 0 ); - angles[YAW] = m_flEyeYaw; - Vector vForward, vRight, vUp; - AngleVectors( angles, &vForward, &vRight, &vUp ); - debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 ); - - // Draw a blue triangle on the ground for the body yaw. - angles[YAW] = m_angRender[YAW]; - AngleVectors( angles, &vForward, &vRight, &vUp ); - debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 ); - -} - -// ----------------------------------------------------------------------------- -void CBasePlayerAnimState::DebugShowAnimStateFull( int iStartLine ) -{ - AnimStateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount ); - - DebugShowAnimState( iStartLine ); - - AnimStateLog( "--------------------------------------------\n\n" ); -} - -// ----------------------------------------------------------------------------- -int CBasePlayerAnimState::SelectWeightedSequence( Activity activity ) -{ - return GetOuter()->SelectWeightedSequence( activity ); -} - +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "base_playeranimstate.h" +#include "tier0/vprof.h" +#include "animation.h" +#include "studio.h" +#include "apparent_velocity_helper.h" +#include "utldict.h" +#include "filesystem.h" + + +#ifdef CLIENT_DLL + #include "c_baseplayer.h" + #include "engine/ivdebugoverlay.h" + + ConVar cl_showanimstate( "cl_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." ); + ConVar showanimstate_log( "cl_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both." ); +#else + #include "player.h" + ConVar sv_showanimstate( "sv_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (server) animation state for the specified entity (-1 for none)." ); + ConVar showanimstate_log( "sv_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." ); +#endif + + +// Below this many degrees, slow down turning rate linearly +#define FADE_TURN_DEGREES 45.0f + +// After this, need to start turning feet +#define MAX_TORSO_ANGLE 70.0f + +// Below this amount, don't play a turning animation/perform IK +#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f + + +ConVar mp_feetyawrate( + "mp_feetyawrate", + "720", + FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, + "How many degrees per second that we can turn our feet or upper body." ); + +ConVar mp_facefronttime( + "mp_facefronttime", + "3", + FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, + "After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." ); + +ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Use IK on in-place turns." ); + +// Pose parameters stored for debugging. +float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw; + + +// ------------------------------------------------------------------------------------------------ // +// CBasePlayerAnimState implementation. +// ------------------------------------------------------------------------------------------------ // + +CBasePlayerAnimState::CBasePlayerAnimState() +{ + m_flEyeYaw = 0.0f; + m_flEyePitch = 0.0f; + m_bCurrentFeetYawInitialized = false; + m_flCurrentTorsoYaw = 0.0f; + m_flCurrentTorsoYaw = TURN_NONE; + m_flMaxGroundSpeed = 0.0f; + m_flStoredCycle = 0.0f; + + m_flGaitYaw = 0.0f; + m_flGoalFeetYaw = 0.0f; + m_flCurrentFeetYaw = 0.0f; + m_flLastYaw = 0.0f; + m_flLastTurnTime = 0.0f; + m_angRender.Init(); + m_vLastMovePose.Init(); + m_iCurrent8WayIdleSequence = -1; + m_iCurrent8WayCrouchIdleSequence = -1; + + m_pOuter = NULL; + m_eCurrentMainSequenceActivity = ACT_IDLE; + m_flLastAnimationStateClearTime = 0.0f; +} + + +CBasePlayerAnimState::~CBasePlayerAnimState() +{ +} + + +void CBasePlayerAnimState::Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config ) +{ + m_pOuter = pPlayer; + m_AnimConfig = config; + ClearAnimationState(); +} + + +void CBasePlayerAnimState::Release() +{ + delete this; +} + + +void CBasePlayerAnimState::ClearAnimationState() +{ + ClearAnimationLayers(); + m_bCurrentFeetYawInitialized = false; + m_flLastAnimationStateClearTime = gpGlobals->curtime; +} + + +float CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const +{ + return gpGlobals->curtime - m_flLastAnimationStateClearTime; +} + + +void CBasePlayerAnimState::Update( float eyeYaw, float eyePitch ) +{ + VPROF( "CBasePlayerAnimState::Update" ); + + // Clear animation overlays because we're about to completely reconstruct them. + ClearAnimationLayers(); + + // Some mods don't want to update the player's animation state if they're dead and ragdolled. + if ( !ShouldUpdateAnimState() ) + { + ClearAnimationState(); + return; + } + + + CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr(); + // Store these. All the calculations are based on them. + m_flEyeYaw = AngleNormalize( eyeYaw ); + m_flEyePitch = AngleNormalize( eyePitch ); + + // Compute sequences for all the layers. + ComputeSequences( pStudioHdr ); + + + // Compute all the pose params. + ComputePoseParam_BodyPitch( pStudioHdr ); // Look up/down. + ComputePoseParam_BodyYaw(); // Torso rotation. + ComputePoseParam_MoveYaw( pStudioHdr ); // What direction his legs are running in. + + + ComputePlaybackRate(); + + +#ifdef CLIENT_DLL + if ( cl_showanimstate.GetInt() == m_pOuter->entindex() ) + { + DebugShowAnimStateFull( 5 ); + } + else if ( cl_showanimstate.GetInt() == -2 ) + { + C_BasePlayer *targetPlayer = C_BasePlayer::GetLocalPlayer(); + + if( targetPlayer && ( targetPlayer->GetObserverMode() == OBS_MODE_IN_EYE || targetPlayer->GetObserverMode() == OBS_MODE_CHASE ) ) + { + C_BaseEntity *target = targetPlayer->GetObserverTarget(); + + if( target && target->IsPlayer() ) + { + targetPlayer = ToBasePlayer( target ); + } + } + + if ( m_pOuter == targetPlayer ) + { + DebugShowAnimStateFull( 6 ); + } + } +#else + if ( sv_showanimstate.GetInt() == m_pOuter->entindex() ) + { + DebugShowAnimState( 20 ); + } +#endif +} + + +bool CBasePlayerAnimState::ShouldUpdateAnimState() +{ + // By default, don't update their animation state when they're dead because they're + // either a ragdoll or they're not drawn. + return GetOuter()->IsAlive(); +} + + +bool CBasePlayerAnimState::ShouldChangeSequences( void ) const +{ + return true; +} + + +void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float flValue ) +{ + // Make sure to set all the history values too, otherwise the server can overwrite them. + GetOuter()->SetPoseParameter( iParam, flValue ); +} + + +void CBasePlayerAnimState::ClearAnimationLayers() +{ + VPROF( "CBasePlayerAnimState::ClearAnimationLayers" ); + if ( !m_pOuter ) + return; + + m_pOuter->SetNumAnimOverlays( AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS ); + for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) + { + m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); +#ifndef CLIENT_DLL + m_pOuter->GetAnimOverlay( i )->m_fFlags = 0; +#endif + } +} + + +void CBasePlayerAnimState::RestartMainSequence() +{ + CBaseAnimatingOverlay *pPlayer = GetOuter(); + + pPlayer->m_flAnimTime = gpGlobals->curtime; + pPlayer->SetCycle( 0 ); +} + + +void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) +{ + VPROF( "CBasePlayerAnimState::ComputeSequences" ); + + ComputeMainSequence(); // Lower body (walk/run/idle). + UpdateInterpolators(); // The groundspeed interpolator uses the main sequence info. + + if ( m_AnimConfig.m_bUseAimSequences ) + { + ComputeAimSequence(); // Upper body, based on weapon type. + } +} + +void CBasePlayerAnimState::ResetGroundSpeed( void ) +{ + m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed(); +} + +void CBasePlayerAnimState::ComputeMainSequence() +{ + VPROF( "CBasePlayerAnimState::ComputeMainSequence" ); + + CBaseAnimatingOverlay *pPlayer = GetOuter(); + + // Have our class or the mod-specific class determine what the current activity is. + Activity idealActivity = CalcMainActivity(); + +#ifdef CLIENT_DLL + Activity oldActivity = m_eCurrentMainSequenceActivity; +#endif + + // Store our current activity so the aim and fire layers know what to do. + m_eCurrentMainSequenceActivity = idealActivity; + + // Export to our outer class.. + int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) ); + +#if !defined( HL1_CLIENT_DLL ) && !defined ( HL1_DLL ) + if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) ) + return; +#endif + + if ( animDesired < 0 ) + animDesired = 0; + + pPlayer->ResetSequence( animDesired ); + +#ifdef CLIENT_DLL + // If we went from idle to walk, reset the interpolation history. + // Kind of hacky putting this here.. it might belong outside the base class. + if ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE) && + (idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH) ) + { + ResetGroundSpeed(); + } +#endif +} + + + + + +void CBasePlayerAnimState::UpdateAimSequenceLayers( + float flCycle, + int iFirstLayer, + bool bForceIdle, + CSequenceTransitioner *pTransitioner, + float flWeightScale + ) +{ + float flAimSequenceWeight = 1; + int iAimSequence = CalcAimLayerSequence( &flCycle, &flAimSequenceWeight, bForceIdle ); + if ( iAimSequence == -1 ) + iAimSequence = 0; + + // Feed the current state of the animation parameters to the sequence transitioner. + // It will hand back either 1 or 2 animations in the queue to set, depending on whether + // it's transitioning or not. We just dump those into the animation layers. + pTransitioner->CheckForSequenceChange( + m_pOuter->GetModelPtr(), + iAimSequence, + false, // don't force transitions on the same anim + true // yes, interpolate when transitioning + ); + + pTransitioner->UpdateCurrent( + m_pOuter->GetModelPtr(), + iAimSequence, + flCycle, + GetOuter()->GetPlaybackRate(), + gpGlobals->curtime + ); + + CAnimationLayer *pDest0 = m_pOuter->GetAnimOverlay( iFirstLayer ); + CAnimationLayer *pDest1 = m_pOuter->GetAnimOverlay( iFirstLayer+1 ); + + if ( pTransitioner->m_animationQueue.Count() == 1 ) + { + // If only 1 animation, then blend it in fully. + CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0]; + *pDest0 = *pSource0; + + pDest0->m_flWeight = 1; + pDest1->m_flWeight = 0; + pDest0->m_nOrder = iFirstLayer; + +#ifndef CLIENT_DLL + pDest0->m_fFlags |= ANIM_LAYER_ACTIVE; +#endif + } + else if ( pTransitioner->m_animationQueue.Count() >= 2 ) + { + // The first one should be fading out. Fade in the new one inversely. + CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0]; + CAnimationLayer *pSource1 = &pTransitioner->m_animationQueue[1]; + + *pDest0 = *pSource0; + *pDest1 = *pSource1; + Assert( pDest0->m_flWeight >= 0.0f && pDest0->m_flWeight <= 1.0f ); + pDest1->m_flWeight = 1 - pDest0->m_flWeight; // This layer just mirrors the other layer's weight (one fades in while the other fades out). + + pDest0->m_nOrder = iFirstLayer; + pDest1->m_nOrder = iFirstLayer+1; + +#ifndef CLIENT_DLL + pDest0->m_fFlags |= ANIM_LAYER_ACTIVE; + pDest1->m_fFlags |= ANIM_LAYER_ACTIVE; +#endif + } + + pDest0->m_flWeight *= flWeightScale * flAimSequenceWeight; + pDest0->m_flWeight = clamp( (float)pDest0->m_flWeight, 0.0f, 1.0f ); + + pDest1->m_flWeight *= flWeightScale * flAimSequenceWeight; + pDest1->m_flWeight = clamp( (float)pDest1->m_flWeight, 0.0f, 1.0f ); + + pDest0->m_flCycle = pDest1->m_flCycle = flCycle; +} + + +void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers ) +{ + int i; + + // Find the total weight of the blended layers, not including the idle layer (iFirstLayer) + float totalWeight = 0.0f; + for ( i=1; i < nLayers; i++ ) + { + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); + if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f ) + { + totalWeight += pLayer->m_flWeight; + } + } + + // Set the idle layer's weight to be 1 minus the sum of other layer weights + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer ); + if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f ) + { + pLayer->m_flWeight = 1.0f - totalWeight; + pLayer->m_flWeight = MAX( (float)pLayer->m_flWeight, 0.0f); + } + + // This part is just an optimization. Since we have the walk/run animations weighted on top of + // the idle animations, all this does is disable the idle animations if the walk/runs are at + // full weighting, which is whenever a guy is at full speed. + // + // So it saves us blending a couple animation layers whenever a guy is walking or running full speed. + int iLastOne = -1; + for ( i=0; i < nLayers; i++ ) + { + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); + if ( pLayer->IsActive() && pLayer->m_flWeight > 0.99 ) + iLastOne = i; + } + + if ( iLastOne != -1 ) + { + for ( int i=iLastOne-1; i >= 0; i-- ) + { + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); +#ifdef CLIENT_DLL + pLayer->m_nOrder = CBaseAnimatingOverlay::MAX_OVERLAYS; +#else + pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); + pLayer->m_fFlags = 0; +#endif + } + } +} + +bool CBasePlayerAnimState::ShouldBlendAimSequenceToIdle() +{ + Activity act = GetCurrentMainSequenceActivity(); + + return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH); +} + +void CBasePlayerAnimState::ComputeAimSequence() +{ + VPROF( "CBasePlayerAnimState::ComputeAimSequence" ); + + // Synchronize the lower and upper body cycles. + float flCycle = m_pOuter->GetCycle(); + + // Figure out the new cycle time. + UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER, true, &m_IdleSequenceTransitioner, 1 ); + + if ( ShouldBlendAimSequenceToIdle() ) + { + // What we do here is blend between the idle upper body animation (like where he's got the dual elites + // held out in front of him but he's not moving) and his walk/run/crouchrun upper body animation, + // weighting it based on how fast he's moving. That way, when he's moving slowly, his upper + // body doesn't jiggle all around. + bool bIsMoving; + float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); + if ( bIsMoving ) + UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER+2, false, &m_SequenceTransitioner, flPlaybackRate ); + } + + OptimizeLayerWeights( AIMSEQUENCE_LAYER, NUM_AIMSEQUENCE_LAYERS ); +} + + +int CBasePlayerAnimState::CalcSequenceIndex( const char *pBaseName, ... ) +{ + char szFullName[512]; + va_list marker; + va_start( marker, pBaseName ); + Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker ); + va_end( marker ); + int iSequence = GetOuter()->LookupSequence( szFullName ); + + // Show warnings if we can't find anything here. + if ( iSequence == -1 ) + { + static CUtlDict dict; + if ( dict.Find( szFullName ) == -1 ) + { + dict.Insert( szFullName, 0 ); + Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName ); + } + + iSequence = 0; + } + + return iSequence; +} + + + +void CBasePlayerAnimState::UpdateInterpolators() +{ + VPROF( "CBasePlayerAnimState::UpdateInterpolators" ); + + // First, figure out their current max speed based on their current activity. + float flCurMaxSpeed = GetCurrentMaxGroundSpeed(); + m_flMaxGroundSpeed = flCurMaxSpeed; +} + + +float CBasePlayerAnimState::GetInterpolatedGroundSpeed() +{ + return m_flMaxGroundSpeed; +} + + +float CBasePlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) +{ + // Determine ideal playback rate + Vector vel; + GetOuterAbsVelocity( vel ); + + float speed = vel.Length2D(); + bool isMoving = ( speed > MOVING_MINIMUM_SPEED ); + + *bIsMoving = false; + float flReturnValue = 1; + + if ( isMoving && CanThePlayerMove() ) + { + float flGroundSpeed = GetInterpolatedGroundSpeed(); + if ( flGroundSpeed < 0.001f ) + { + flReturnValue = 0.01; + } + else + { + // Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below + flReturnValue = speed / flGroundSpeed; + flReturnValue = clamp( flReturnValue, 0.01f, 10.f ); // don't go nuts here. + } + *bIsMoving = true; + } + + return flReturnValue; +} + + +bool CBasePlayerAnimState::CanThePlayerMove() +{ + return true; +} + + +void CBasePlayerAnimState::ComputePlaybackRate() +{ + VPROF( "CBasePlayerAnimState::ComputePlaybackRate" ); + if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) + { + // When using a 9-way blend, playback rate is always 1 and we just scale the pose params + // to speed up or slow down the animation. + bool bIsMoving; + float flRate = CalcMovementPlaybackRate( &bIsMoving ); + if ( bIsMoving ) + GetOuter()->SetPlaybackRate( flRate ); + else + GetOuter()->SetPlaybackRate( 1 ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : CBasePlayer +//----------------------------------------------------------------------------- +CBaseAnimatingOverlay *CBasePlayerAnimState::GetOuter() const +{ + return m_pOuter; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : dt - +//----------------------------------------------------------------------------- +void CBasePlayerAnimState::EstimateYaw() +{ + Vector est_velocity; + GetOuterAbsVelocity( est_velocity ); + + float flLength = est_velocity.Length2D(); + if ( flLength > MOVING_MINIMUM_SPEED ) + { + m_flGaitYaw = atan2( est_velocity[1], est_velocity[0] ); + m_flGaitYaw = RAD2DEG( m_flGaitYaw ); + m_flGaitYaw = AngleNormalize( m_flGaitYaw ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Override for backpeddling +// Input : dt - +//----------------------------------------------------------------------------- +void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) +{ + VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" ); + + //Matt: Goldsrc style animations need to not rotate the model + if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC ) + { +#ifndef CLIENT_DLL + //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. + GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); +#endif + } + + // If using goldsrc-style animations where he's moving in the direction that his feet are facing, + // we don't use move yaw. + if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) + return; + + // view direction relative to movement + float flYaw; + + EstimateYaw(); + + float ang = m_flEyeYaw; + if ( ang > 180.0f ) + { + ang -= 360.0f; + } + else if ( ang < -180.0f ) + { + ang += 360.0f; + } + + // calc side to side turning + flYaw = ang - m_flGaitYaw; + // Invert for mapping into 8way blend + flYaw = -flYaw; + flYaw = flYaw - (int)(flYaw / 360) * 360; + + if (flYaw < -180) + { + flYaw = flYaw + 360; + } + else if (flYaw > 180) + { + flYaw = flYaw - 360; + } + + + if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) + { +#ifndef CLIENT_DLL + //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. + GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); +#endif + + int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" ); + int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" ); + if ( iMoveX < 0 || iMoveY < 0 ) + return; + + bool bIsMoving; + float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); + + // Setup the 9-way blend parameters based on our speed and direction. + Vector2D vCurMovePose( 0, 0 ); + + if ( bIsMoving ) + { + vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; + vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; + } + + GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); + GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y ); + + m_vLastMovePose = vCurMovePose; + } + else + { + int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" ); + if ( iMoveYaw >= 0 ) + { + GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw ); + m_flLastMoveYaw = flYaw; + + // Now blend in his idle animation. + // This makes the 8-way blend act like a 9-way blend by blending to + // an idle sequence as he slows down. +#if defined(CLIENT_DLL) + bool bIsMoving; + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); + + pLayer->m_flWeight = 1 - CalcMovementPlaybackRate( &bIsMoving ); + if ( !bIsMoving ) + { + pLayer->m_flWeight = 1; + } + + if ( ShouldChangeSequences() ) + { + // Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he + // doesn't always use the same idle. + if ( pLayer->m_flWeight < 0.02f || m_iCurrent8WayIdleSequence == -1 ) + { + m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE ); + m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE ); + } + + if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH ) + pLayer->m_nSequence = m_iCurrent8WayCrouchIdleSequence; + else + pLayer->m_nSequence = m_iCurrent8WayIdleSequence; + } + + pLayer->m_flPlaybackRate = 1; + pLayer->m_flCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->m_nSequence ) * gpGlobals->frametime; + pLayer->m_flCycle = fmod( pLayer->m_flCycle, 1 ); + pLayer->m_nOrder = MAIN_IDLE_SEQUENCE_LAYER; +#endif + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr ) +{ + VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" ); + + // Get pitch from v_angle + float flPitch = m_flEyePitch; + if ( flPitch > 180.0f ) + { + flPitch -= 360.0f; + } + flPitch = clamp( flPitch, -90.f, 90.f ); + + // See if we have a blender for pitch + int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" ); + if ( pitch < 0 ) + return; + + GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch ); + g_flLastBodyPitch = flPitch; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : goal - +// maxrate - +// dt - +// current - +// Output : int +//----------------------------------------------------------------------------- +int CBasePlayerAnimState::ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current ) +{ + int direction = TURN_NONE; + + float anglediff = goal - current; + anglediff = AngleNormalize( anglediff ); + + float anglediffabs = fabs( anglediff ); + + float scale = 1.0f; + if ( anglediffabs <= FADE_TURN_DEGREES ) + { + scale = anglediffabs / FADE_TURN_DEGREES; + // Always do at least a bit of the turn ( 1% ) + scale = clamp( scale, 0.01f, 1.0f ); + } + + float maxmove = maxrate * dt * scale; + + if ( anglediffabs > maxgap ) + { + // gap is too big, jump + maxmove = (anglediffabs - maxgap); + } + + if ( anglediffabs < maxmove ) + { + // we are close enought, just set the final value + current = goal; + } + else + { + // adjust value up or down + if ( anglediff > 0 ) + { + current += maxmove; + direction = TURN_LEFT; + } + else + { + current -= maxmove; + direction = TURN_RIGHT; + } + } + + current = AngleNormalize( current ); + + return direction; +} + +void CBasePlayerAnimState::ComputePoseParam_BodyYaw() +{ + VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyYaw" ); + + // Find out which way he's running (m_flEyeYaw is the way he's looking). + Vector vel; + GetOuterAbsVelocity( vel ); + bool bIsMoving = vel.Length2D() > MOVING_MINIMUM_SPEED; + + // If we just initialized this guy (maybe he just came into the PVS), then immediately + // set his feet in the right direction, otherwise they'll spin around from 0 to the + // right direction every time someone switches spectator targets. + if ( !m_bCurrentFeetYawInitialized ) + { + m_bCurrentFeetYawInitialized = true; + m_flGoalFeetYaw = m_flCurrentFeetYaw = m_flEyeYaw; + m_flLastTurnTime = 0.0f; + } + else if ( bIsMoving ) + { + // player is moving, feet yaw = aiming yaw + if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY || m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) + { + // His feet point in the direction his eyes are, but they can run in any direction. + m_flGoalFeetYaw = m_flEyeYaw; + } + else + { + m_flGoalFeetYaw = RAD2DEG( atan2( vel.y, vel.x ) ); + + // If he's running backwards, flip his feet backwards. + Vector vEyeYaw( cos( DEG2RAD( m_flEyeYaw ) ), sin( DEG2RAD( m_flEyeYaw ) ), 0 ); + Vector vFeetYaw( cos( DEG2RAD( m_flGoalFeetYaw ) ), sin( DEG2RAD( m_flGoalFeetYaw ) ), 0 ); + if ( vEyeYaw.Dot( vFeetYaw ) < -0.01 ) + { + m_flGoalFeetYaw += 180; + } + } + + } + else if ( (gpGlobals->curtime - m_flLastTurnTime) > mp_facefronttime.GetFloat() ) + { + // player didn't move & turn for quite some time + m_flGoalFeetYaw = m_flEyeYaw; + } + else + { + // If he's rotated his view further than the model can turn, make him face forward. + float flDiff = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw ); + + if ( fabs(flDiff) > m_AnimConfig.m_flMaxBodyYawDegrees ) + { + if ( flDiff > 0 ) + m_flGoalFeetYaw -= m_AnimConfig.m_flMaxBodyYawDegrees; + else + m_flGoalFeetYaw += m_AnimConfig.m_flMaxBodyYawDegrees; + } + } + + m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw ); + + if ( m_flCurrentFeetYaw != m_flGoalFeetYaw ) + { + ConvergeAngles( m_flGoalFeetYaw, mp_feetyawrate.GetFloat(), m_AnimConfig.m_flMaxBodyYawDegrees, + gpGlobals->frametime, m_flCurrentFeetYaw ); + + m_flLastTurnTime = gpGlobals->curtime; + } + + float flCurrentTorsoYaw = AngleNormalize( m_flEyeYaw - m_flCurrentFeetYaw ); + + // Rotate entire body into position + m_angRender[YAW] = m_flCurrentFeetYaw; + m_angRender[PITCH] = m_angRender[ROLL] = 0; + + SetOuterBodyYaw( flCurrentTorsoYaw ); + g_flLastBodyYaw = flCurrentTorsoYaw; +} + + + +float CBasePlayerAnimState::SetOuterBodyYaw( float flValue ) +{ + int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" ); + if ( body_yaw < 0 ) + { + return 0; + } + + SetOuterPoseParameter( body_yaw, flValue ); + return flValue; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +// Output : Activity +//----------------------------------------------------------------------------- +Activity CBasePlayerAnimState::BodyYawTranslateActivity( Activity activity ) +{ + // Not even standing still, sigh + if ( activity != ACT_IDLE ) + return activity; + + // Not turning + switch ( m_nTurningInPlace ) + { + default: + case TURN_NONE: + return activity; + case TURN_RIGHT: + case TURN_LEFT: + return mp_ik.GetBool() ? ACT_TURN : activity; + } + + Assert( 0 ); + return activity; +} + +const QAngle& CBasePlayerAnimState::GetRenderAngles() +{ + return m_angRender; +} + + +void CBasePlayerAnimState::GetOuterAbsVelocity( Vector& vel ) const +{ +#if defined( CLIENT_DLL ) + GetOuter()->EstimateAbsVelocity( vel ); +#else + vel = GetOuter()->GetAbsVelocity(); +#endif +} + + +float CBasePlayerAnimState::GetOuterXYSpeed() const +{ + Vector vel; + GetOuterAbsVelocity( vel ); + return vel.Length2D(); +} + +// ----------------------------------------------------------------------------- +void CBasePlayerAnimState::AnimStateLog( const char *pMsg, ... ) +{ + // Format the string. + char str[4096]; + va_list marker; + va_start( marker, pMsg ); + Q_vsnprintf( str, sizeof( str ), pMsg, marker ); + va_end( marker ); + + // Log it? + if ( showanimstate_log.GetInt() == 1 || showanimstate_log.GetInt() == 3 ) + { + Msg( "%s", str ); + } + + if ( showanimstate_log.GetInt() > 1 ) + { +#ifdef CLIENT_DLL + const char *fname = "AnimStateClient.log"; +#else + const char *fname = "AnimStateServer.log"; +#endif + static FileHandle_t hFile = filesystem->Open( fname, "wt" ); + filesystem->FPrintf( hFile, "%s", str ); + filesystem->Flush( hFile ); + } +} + + +// ----------------------------------------------------------------------------- +void CBasePlayerAnimState::AnimStatePrintf( int iLine, const char *pMsg, ... ) +{ + // Format the string. + char str[4096]; + va_list marker; + va_start( marker, pMsg ); + Q_vsnprintf( str, sizeof( str ), pMsg, marker ); + va_end( marker ); + + // Show it with Con_NPrintf. + engine->Con_NPrintf( iLine, "%s", str ); + + // Log it. + AnimStateLog( "%s\n", str ); +} + + +// ----------------------------------------------------------------------------- +void CBasePlayerAnimState::DebugShowAnimState( int iStartLine ) +{ + Vector vOuterVel; + GetOuterAbsVelocity( vOuterVel ); + + int iLine = iStartLine; + AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", + GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ), + m_pOuter->GetSequence(), + m_pOuter->GetCycle(), + m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()), + m_pOuter->GetPlaybackRate() + ); + + if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) + { + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); + + AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n", + GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ), + (float)pLayer->m_flWeight ); + } + + for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ ) + { + CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i ); +#ifdef CLIENT_DLL + AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", + !pLayer->IsActive() ? "-- ": (pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ), + !pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence, + !pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight, + !pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle, + !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, + i + ); +#else + AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", + !pLayer->IsActive() ? "-- " : ( pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ), + !pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence, + !pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client + !pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight, + !pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle, + !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, + i + ); +#endif + } + + AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f", + vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) ); + + if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) + { + AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f", + m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch ); + } + else + { + AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", + m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y ); + } + + // Draw a red triangle on the ground for the eye yaw. + float flBaseSize = 10; + float flHeight = 80; + Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 ); + QAngle angles( 0, 0, 0 ); + angles[YAW] = m_flEyeYaw; + Vector vForward, vRight, vUp; + AngleVectors( angles, &vForward, &vRight, &vUp ); + debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 ); + + // Draw a blue triangle on the ground for the body yaw. + angles[YAW] = m_angRender[YAW]; + AngleVectors( angles, &vForward, &vRight, &vUp ); + debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 ); + +} + +// ----------------------------------------------------------------------------- +void CBasePlayerAnimState::DebugShowAnimStateFull( int iStartLine ) +{ + AnimStateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount ); + + DebugShowAnimState( iStartLine ); + + AnimStateLog( "--------------------------------------------\n\n" ); +} + +// ----------------------------------------------------------------------------- +int CBasePlayerAnimState::SelectWeightedSequence( Activity activity ) +{ + return GetOuter()->SelectWeightedSequence( activity ); +} + -- cgit v1.2.3