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 --- sp/src/game/shared/sequence_Transitioner.cpp | 115 +++++++++++++++++++++++++++ 1 file changed, 115 insertions(+) create mode 100644 sp/src/game/shared/sequence_Transitioner.cpp (limited to 'sp/src/game/shared/sequence_Transitioner.cpp') diff --git a/sp/src/game/shared/sequence_Transitioner.cpp b/sp/src/game/shared/sequence_Transitioner.cpp new file mode 100644 index 00000000..b2b1531b --- /dev/null +++ b/sp/src/game/shared/sequence_Transitioner.cpp @@ -0,0 +1,115 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "sequence_Transitioner.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// ----------------------------------------------------------------------------- +// CSequenceTransitioner implementation. +// ----------------------------------------------------------------------------- + +void CSequenceTransitioner::CheckForSequenceChange( + CStudioHdr *hdr, + int nCurSequence, + bool bForceNewSequence, + bool bInterpolate ) +{ + // sequence may be set before model is initialized + if ( hdr == NULL) + return; + + // FIXME?: this should detect that what's been asked to be drawn isn't what was expected + // due to not only sequence change, by frame index, rate, or whatever. When that happens, + // it should insert the previous rules. + + if (m_animationQueue.Count() == 0) + { + m_animationQueue.AddToTail(); + } + + CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1]; + + if (currentblend->m_flLayerAnimtime && + (currentblend->m_nSequence != nCurSequence || bForceNewSequence )) + { + mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence ); + // sequence changed + if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate ) + { + // remove all entries + m_animationQueue.RemoveAll(); + } + else + { + mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence ); + currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime ); + /* + // clip blends to time remaining + if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) ) + { + float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate; + float timeLeft = (1.0 - currentblend->m_flCycle) * length; + if (timeLeft < currentblend->m_flLayerFadeOuttime) + currentblend->m_flLayerFadeOuttime = timeLeft; + } + */ + } + // push previously set sequence + m_animationQueue.AddToTail(); + currentblend = &m_animationQueue[m_animationQueue.Count()-1]; + + } + + currentblend->m_nSequence = -1; + currentblend->m_flLayerAnimtime = 0.0; + currentblend->m_flLayerFadeOuttime = 0.0; +} + + +void CSequenceTransitioner::UpdateCurrent( + CStudioHdr *hdr, + int nCurSequence, + float flCurCycle, + float flCurPlaybackRate, + float flCurTime ) +{ + // sequence may be set before model is initialized + if ( hdr == NULL) + return; + + if (m_animationQueue.Count() == 0) + { + m_animationQueue.AddToTail(); + } + + CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1]; + + // keep track of current sequence + currentblend->m_nSequence = nCurSequence; + currentblend->m_flLayerAnimtime = flCurTime; + currentblend->m_flCycle = flCurCycle; + currentblend->m_flPlaybackRate = flCurPlaybackRate; + + // calc blending weights for previous sequences + int i; + for (i = 0; i < m_animationQueue.Count() - 1;) + { + float s = m_animationQueue[i].GetFadeout( flCurTime ); + + if (s > 0) + { + m_animationQueue[i].m_flWeight = s; + i++; + } + else + { + m_animationQueue.Remove( i ); + } + } +} -- cgit v1.2.3