mirror of
https://github.com/celisej567/source-engine.git
synced 2026-01-04 18:09:53 +03:00
1
This commit is contained in:
213
game/client/animationlayer.h
Normal file
213
game/client/animationlayer.h
Normal file
@@ -0,0 +1,213 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#ifndef ANIMATIONLAYER_H
|
||||
#define ANIMATIONLAYER_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
|
||||
#include "rangecheckedvar.h"
|
||||
#include "lerp_functions.h"
|
||||
#include "networkvar.h"
|
||||
|
||||
class C_AnimationLayer
|
||||
{
|
||||
public:
|
||||
|
||||
// This allows the datatables to access private members.
|
||||
ALLOW_DATATABLES_PRIVATE_ACCESS();
|
||||
|
||||
C_AnimationLayer();
|
||||
void Reset();
|
||||
|
||||
void SetOrder( int order );
|
||||
|
||||
public:
|
||||
|
||||
bool IsActive( void );
|
||||
|
||||
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
|
||||
CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
|
||||
CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
|
||||
int m_nOrder;
|
||||
|
||||
// used for automatic crossfades between sequence changes
|
||||
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
|
||||
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
|
||||
|
||||
float GetFadeout( float flCurTime );
|
||||
|
||||
void BlendWeight();
|
||||
|
||||
float m_flLayerAnimtime;
|
||||
float m_flLayerFadeOuttime;
|
||||
|
||||
float m_flBlendIn;
|
||||
float m_flBlendOut;
|
||||
|
||||
bool m_bClientBlend;
|
||||
};
|
||||
#ifdef CLIENT_DLL
|
||||
#define CAnimationLayer C_AnimationLayer
|
||||
#endif
|
||||
|
||||
inline C_AnimationLayer::C_AnimationLayer()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
inline void C_AnimationLayer::Reset()
|
||||
{
|
||||
m_nSequence = 0;
|
||||
m_flPrevCycle = 0;
|
||||
m_flWeight = 0;
|
||||
m_flPlaybackRate = 0;
|
||||
m_flCycle = 0;
|
||||
m_flLayerAnimtime = 0;
|
||||
m_flLayerFadeOuttime = 0;
|
||||
m_flBlendIn = 0;
|
||||
m_flBlendOut = 0;
|
||||
m_bClientBlend = false;
|
||||
}
|
||||
|
||||
|
||||
inline void C_AnimationLayer::SetOrder( int order )
|
||||
{
|
||||
m_nOrder = order;
|
||||
}
|
||||
|
||||
inline float C_AnimationLayer::GetFadeout( float flCurTime )
|
||||
{
|
||||
float s;
|
||||
|
||||
if (m_flLayerFadeOuttime <= 0.0f)
|
||||
{
|
||||
s = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// blend in over 0.2 seconds
|
||||
s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
|
||||
if (s > 0 && s <= 1.0)
|
||||
{
|
||||
// do a nice spline curve
|
||||
s = 3 * s * s - 2 * s * s * s;
|
||||
}
|
||||
else if ( s > 1.0f )
|
||||
{
|
||||
// Shouldn't happen, but maybe curtime is behind animtime?
|
||||
s = 1.0f;
|
||||
}
|
||||
}
|
||||
return s;
|
||||
}
|
||||
|
||||
|
||||
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to )
|
||||
{
|
||||
C_AnimationLayer output;
|
||||
|
||||
output.m_nSequence = to.m_nSequence;
|
||||
output.m_flCycle = LoopingLerp( flPercent, (float)from.m_flCycle, (float)to.m_flCycle );
|
||||
output.m_flPrevCycle = to.m_flPrevCycle;
|
||||
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
|
||||
output.m_nOrder = to.m_nOrder;
|
||||
|
||||
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
|
||||
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
|
||||
return output;
|
||||
}
|
||||
|
||||
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to )
|
||||
{
|
||||
C_AnimationLayer output;
|
||||
|
||||
output.m_nSequence = to.m_nSequence;
|
||||
output.m_flCycle = Lerp( flPercent, from.m_flCycle, to.m_flCycle );
|
||||
output.m_flPrevCycle = to.m_flPrevCycle;
|
||||
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
|
||||
output.m_nOrder = to.m_nOrder;
|
||||
|
||||
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
|
||||
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
|
||||
return output;
|
||||
}
|
||||
|
||||
inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
|
||||
{
|
||||
C_AnimationLayer output;
|
||||
|
||||
output.m_nSequence = to.m_nSequence;
|
||||
output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
|
||||
output.m_flPrevCycle = to.m_flPrevCycle;
|
||||
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
|
||||
output.m_nOrder = to.m_nOrder;
|
||||
|
||||
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
|
||||
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
|
||||
return output;
|
||||
}
|
||||
|
||||
// YWB: Specialization for interpolating euler angles via quaternions...
|
||||
inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
|
||||
{
|
||||
C_AnimationLayer output;
|
||||
|
||||
output.m_nSequence = to.m_nSequence;
|
||||
output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle );
|
||||
output.m_flPrevCycle = to.m_flPrevCycle;
|
||||
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
|
||||
output.m_nOrder = to.m_nOrder;
|
||||
|
||||
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
|
||||
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
|
||||
return output;
|
||||
}
|
||||
|
||||
inline void Lerp_Clamp( C_AnimationLayer &val )
|
||||
{
|
||||
Lerp_Clamp( val.m_nSequence );
|
||||
Lerp_Clamp( val.m_flCycle );
|
||||
Lerp_Clamp( val.m_flPrevCycle );
|
||||
Lerp_Clamp( val.m_flWeight );
|
||||
Lerp_Clamp( val.m_nOrder );
|
||||
Lerp_Clamp( val.m_flLayerAnimtime );
|
||||
Lerp_Clamp( val.m_flLayerFadeOuttime );
|
||||
}
|
||||
|
||||
inline void C_AnimationLayer::BlendWeight()
|
||||
{
|
||||
if ( !m_bClientBlend )
|
||||
return;
|
||||
|
||||
m_flWeight = 1;
|
||||
|
||||
// blend in?
|
||||
if ( m_flBlendIn != 0.0f )
|
||||
{
|
||||
if (m_flCycle < m_flBlendIn)
|
||||
{
|
||||
m_flWeight = m_flCycle / m_flBlendIn;
|
||||
}
|
||||
}
|
||||
|
||||
// blend out?
|
||||
if ( m_flBlendOut != 0.0f )
|
||||
{
|
||||
if (m_flCycle > 1.0 - m_flBlendOut)
|
||||
{
|
||||
m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
|
||||
}
|
||||
}
|
||||
|
||||
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
|
||||
if (m_nSequence == 0)
|
||||
m_flWeight = 0;
|
||||
}
|
||||
|
||||
#endif // ANIMATIONLAYER_H
|
||||
Reference in New Issue
Block a user