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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "../../public/networkvar.h"
#include "../../public/tier1/rangecheckedvar.h"
#include "lerp_functions.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