Files
HL2Overcharged/game/shared/overcharged/hl2_player_body.cpp
2025-05-21 21:20:08 +03:00

532 lines
14 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Single Player animation state 'handler'. This utility is used
// to evaluate the pose parameter value based on the direction
// and speed of the player.
//
//====================================================================================//
#include "cbase.h"
#include "hl2_player_body.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "filesystem.h"
#include "datacache/imdlcache.h"
#include "tier0/icommandline.h"
#include "tier0/memdbgon.h"
extern ConVar mp_facefronttime, mp_feetyawrate, mp_ik;
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
CSinglePlayerAnimState *CreatePlayerAnimationState(CBasePlayer *pPlayer)
{
MDLCACHE_CRITICAL_SECTION();
CSinglePlayerAnimState *pState = new CSinglePlayerAnimState(pPlayer);
pState->Init(pPlayer);
return pState;
}
// 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 90.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
//static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
//extern ConVar sv_backspeed;
extern ConVar mp_feetyawrate;
extern ConVar mp_facefronttime;
extern ConVar mp_ik;
CSinglePlayerAnimState::CSinglePlayerAnimState(CBasePlayer *pPlayer) : m_pPlayer(pPlayer)
{
m_flGaitYaw = 0.0f;
m_flGoalFeetYaw = 0.0f;
m_flCurrentFeetYaw = 0.0f;
m_flCurrentTorsoYaw = 0.0f;
m_flLastYaw = 0.0f;
m_flLastTurnTime = 0.0f;
m_flTurnCorrectionTime = 0.0f;
m_pPlayer = NULL;
};
void CSinglePlayerAnimState::Init(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::Update()
{
//m_angRender = m_pPlayer->GetLocalAngles();
ComputePoseParam_BodyYaw();
ComputePoseParam_BodyPitch(m_pPlayer->GetModelPtr());
//ComputePoseParam_BodyLookYaw();
ComputePoseParam_HeadPitch(GetBasePlayer()->GetModelPtr());
//ComputePlaybackRate();
}
void CSinglePlayerAnimState::Release()
{
delete this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePlaybackRate()
{
// Determine ideal playback rate
Vector vel;
GetOuterAbsVelocity(vel);
float speed = vel.Length2D();
bool isMoving = (speed > 0.5f) ? true : false;
float maxspeed = GetBasePlayer()->GetSequenceGroundSpeed(GetBasePlayer()->GetSequence());
if (isMoving && (maxspeed > 0.0f))
{
float flFactor = 1.0f;
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
GetBasePlayer()->SetPlaybackRate((speed * flFactor) / maxspeed);
// BUG BUG:
// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
}
else
{
GetBasePlayer()->SetPlaybackRate(1.0f);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBasePlayer *CSinglePlayerAnimState::GetBasePlayer()
{
return m_pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::EstimateYaw(void)
{
float dt = gpGlobals->frametime;
if (!dt)
{
return;
}
Vector est_velocity;
QAngle angles;
GetOuterAbsVelocity(est_velocity);
angles = GetBasePlayer()->GetLocalAngles();
if (est_velocity[1] == 0 && est_velocity[0] == 0)
{
float flYawDiff = angles[YAW] - m_flGaitYaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_flGaitYaw += flYawDiff;
m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
}
else
{
m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_flGaitYaw > 180)
m_flGaitYaw = 180;
else if (m_flGaitYaw < -180)
m_flGaitYaw = -180;
}
}
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_BodyYaw(void)
{
int iYaw = GetBasePlayer()->LookupPoseParameter("move_yaw");
if (iYaw < 0)
return;
// view direction relative to movement
float flYaw;
EstimateYaw();
QAngle angles = GetBasePlayer()->GetLocalAngles();
float ang = angles[YAW];
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 - (flYaw / 360) * 360;
flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180)
{
flYaw = flYaw + 360;
}
else if (flYaw > 180)
{
flYaw = flYaw - 360;
}
GetBasePlayer()->SetPoseParameter(iYaw, flYaw);
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
//GetBasePlayer()->SetLocalAngles(QAngle(GetBasePlayer()->EyeAngles().x, m_flCurrentFeetYaw, 0));
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_BodyPitch(CStudioHdr *pStudioHdr)
{
// Get pitch from v_angle
float flPitch = m_pPlayer->GetLocalAngles()[PITCH];
if (flPitch > 180.0f)
{
flPitch -= 360.0f;
}
//flPitch = clamp(flPitch, -90, 90);
m_pPlayer->SetPoseParameter(pStudioHdr, "aim_pitch", flPitch);
/*QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;*/
// See if we have a blender for pitch
#ifndef CLIENT_DLL
//GetBasePlayer()->SetBoneTransform
/*CBasePlayer *pPlayer = ToBasePlayer(GetBasePlayer());
matrix3x4_t& bone = GetBasePlayer()->GetBoneForWrite(1);
Vector vBonePos;
Vector orig = pPlayer->EyePosition();
MatrixGetTranslation(bone, vBonePos);
vBonePos = orig;
MatrixSetTranslation(vBonePos, bone);*/
#endif
/*C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
matrix3x4_t& bone = GetBasePlayer()->GetBoneForWrite(1);
Vector vBonePos;
Vector orig = pPlayer->EyePosition();
MatrixGetTranslation(bone, vBonePos);
vBonePos = orig;
MatrixSetTranslation(vBonePos, bone);*/
//GetBasePlayer()->SetPoseParameter(pStudioHdr, "aim_pitch", flPitch);
//GetBasePlayer()->SetPoseParameter(1, flPitch);
/*#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer(GetBasePlayer());
Vector fwd;
pPlayer->EyeVectors(&fwd);
Vector orig = pPlayer->EyePosition();
matrix3x4_t matRotate;
QAngle vecAngles;
VectorAngles(fwd, vecAngles);
//vecAngles[PITCH] += 90.0f;
AngleMatrix(vecAngles, orig, matRotate);
Vector vecFinal;
VectorRotate(fwd, matRotate, vecFinal);
VectorNormalize(vecFinal);
int poseParam = GetBasePlayer()->LookupPoseParameter(pStudioHdr, "aim_pitch");
//pStudioHdr->pBone(poseParam)->pos = vecFinal;
//pStudioHdr->pBone(poseParam)->poseToBone.matRotate;//->rotscale = Vector(10, 10, 10);
pStudioHdr->pBone(poseParam)->rot.Init(flPitch);
//pStudioHdr->pBone(5)->rot.x = flPitch;
#endif*/
//GetBasePlayer()->SetNonThresholdPoseParameter(pStudioHdr, "body_pitch", flPitch);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CSinglePlayerAnimState::ConvergeAngles(float goal, float maxrate, float dt, float& current)
{
int direction = TURN_NONE;
float anglediff = goal - current;
float anglediffabs = fabs(anglediff);
anglediff = AngleNormalize(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 (fabs(anglediff) < maxmove)
{
current = goal;
}
else
{
if (anglediff > 0)
{
current += maxmove;
direction = TURN_LEFT;
}
else
{
current -= maxmove;
direction = TURN_RIGHT;
}
}
current = AngleNormalize(current);
return direction;
}
void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw(void)
{
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.y = AngleNormalize(absangles.y);
m_angRender = absangles;
// See if we even have a blender for pitch
int upper_body_yaw = GetBasePlayer()->LookupPoseParameter("aim_yaw");
if (upper_body_yaw < 0)
{
return;
}
// Assume upper and lower bodies are aligned and that we're not turning
float flGoalTorsoYaw = 0.0f;
int turning = TURN_NONE;
float turnrate = 360.0f;
Vector vel;
GetOuterAbsVelocity(vel);
bool isMoving = (vel.Length() > 1.0f) ? true : false;
if (!isMoving)
{
// Just stopped moving, try and clamp feet
if (m_flLastTurnTime <= 0.0f)
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetBasePlayer()->EyeAngles().y;
// Snap feet to be perfectly aligned with torso/eyes
m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
m_flCurrentFeetYaw = m_flGoalFeetYaw;
m_nTurningInPlace = TURN_NONE;
}
// If rotating in place, update stasis timer
if (m_flLastYaw != GetBasePlayer()->EyeAngles().y)
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetBasePlayer()->EyeAngles().y;
}
if (m_flGoalFeetYaw != m_flCurrentFeetYaw)
{
m_flLastTurnTime = gpGlobals->curtime;
}
turning = ConvergeAngles(m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw);
QAngle eyeAngles = GetBasePlayer()->EyeAngles();
QAngle vAngle = GetBasePlayer()->GetLocalAngles();
// See how far off current feetyaw is from true yaw
float yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
yawdelta = AngleNormalize(yawdelta);
bool rotated_too_far = false;
float yawmagnitude = fabs(yawdelta);
// If too far, then need to turn in place
if (yawmagnitude > 45)
{
rotated_too_far = true;
}
// Standing still for a while, rotate feet around to face forward
// Or rotated too far
// FIXME: Play an in place turning animation
if (rotated_too_far ||
(gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat()))
{
m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
m_flLastTurnTime = gpGlobals->curtime;
}
// Snap upper body into position since the delta is already smoothed for the feet
flGoalTorsoYaw = yawdelta;
m_flCurrentTorsoYaw = flGoalTorsoYaw;
}
else
{
m_flLastTurnTime = 0.0f;
m_nTurningInPlace = TURN_NONE;
m_flCurrentFeetYaw = m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
flGoalTorsoYaw = 0.0f;
m_flCurrentTorsoYaw = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
}
if (turning == TURN_NONE)
{
m_nTurningInPlace = turning;
}
if (m_nTurningInPlace != TURN_NONE)
{
// If we're close to finishing the turn, then turn off the turning animation
if (fabs(m_flCurrentFeetYaw - m_flGoalFeetYaw) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION)
{
m_nTurningInPlace = TURN_NONE;
}
}
// Rotate entire body into position
absangles = GetBasePlayer()->GetAbsAngles();
absangles.y = m_flCurrentFeetYaw;
m_angRender = absangles;
GetBasePlayer()->SetPoseParameter(upper_body_yaw, clamp(m_flCurrentTorsoYaw, -60.0f, 60.0f));
DevMsg("m_flCurrentFeetYaw: %.2f \n", m_flCurrentFeetYaw);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_HeadPitch(CStudioHdr *pStudioHdr)
{
// Get pitch from v_angle
int iHeadPitch = GetBasePlayer()->LookupPoseParameter("head_pitch");
float flPitch = GetBasePlayer()->EyeAngles()[PITCH];
if (flPitch > 180.0f)
{
flPitch -= 360.0f;
}
//flPitch = clamp(flPitch, -90, 90);
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
GetBasePlayer()->SetPoseParameter(pStudioHdr, iHeadPitch, flPitch);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CSinglePlayerAnimState::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:
return ACT_TURNRIGHT45;
case TURN_LEFT:
return ACT_TURNLEFT45;
*/
case TURN_RIGHT:
case TURN_LEFT:
return mp_ik.GetBool() ? ACT_TURN : activity;
}
Assert(0);
return activity;
}
const QAngle& CSinglePlayerAnimState::GetRenderAngles()
{
return m_angRender;
}
void CSinglePlayerAnimState::GetOuterAbsVelocity(Vector& vel)
{
#if defined( CLIENT_DLL )
GetBasePlayer()->EstimateAbsVelocity(vel);
#else
vel = GetBasePlayer()->GetAbsVelocity();
#endif
}