195 lines
5.7 KiB
C++
195 lines
5.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ANIMATIONLAYER_H
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#define ANIMATIONLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "../../public/networkvar.h"
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#include "../../public/tier1/rangecheckedvar.h"
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#include "lerp_functions.h"
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class C_AnimationLayer {
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public:
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// This allows the datatables to access private members.
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ALLOW_DATATABLES_PRIVATE_ACCESS();
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C_AnimationLayer();
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void Reset();
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void SetOrder(int order);
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public:
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bool IsActive(void);
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CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
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CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
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CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
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int m_nOrder;
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// used for automatic crossfades between sequence changes
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CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
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CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
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float GetFadeout(float flCurTime);
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void BlendWeight();
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float m_flLayerAnimtime;
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float m_flLayerFadeOuttime;
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float m_flBlendIn;
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float m_flBlendOut;
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bool m_bClientBlend;
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};
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#ifdef CLIENT_DLL
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#define CAnimationLayer C_AnimationLayer
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#endif
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inline C_AnimationLayer::C_AnimationLayer() { Reset(); }
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inline void C_AnimationLayer::Reset() {
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m_nSequence = 0;
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m_flPrevCycle = 0;
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m_flWeight = 0;
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m_flPlaybackRate = 0;
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m_flCycle = 0;
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m_flLayerAnimtime = 0;
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m_flLayerFadeOuttime = 0;
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m_flBlendIn = 0;
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m_flBlendOut = 0;
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m_bClientBlend = false;
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}
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inline void C_AnimationLayer::SetOrder(int order) { m_nOrder = order; }
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inline float C_AnimationLayer::GetFadeout(float flCurTime) {
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float s;
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if (m_flLayerFadeOuttime <= 0.0f) {
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s = 0;
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} else {
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// blend in over 0.2 seconds
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s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
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if (s > 0 && s <= 1.0) {
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// do a nice spline curve
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s = 3 * s * s - 2 * s * s * s;
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} else if (s > 1.0f) {
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// Shouldn't happen, but maybe curtime is behind animtime?
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s = 1.0f;
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}
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}
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return s;
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}
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inline C_AnimationLayer LoopingLerp(float flPercent, C_AnimationLayer& from,
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C_AnimationLayer& to) {
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle =
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LoopingLerp(flPercent, (float)from.m_flCycle, (float)to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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inline C_AnimationLayer Lerp(float flPercent, const C_AnimationLayer& from,
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const C_AnimationLayer& to) {
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = Lerp(flPercent, from.m_flCycle, to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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inline C_AnimationLayer LoopingLerp_Hermite(float flPercent,
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C_AnimationLayer& prev,
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C_AnimationLayer& from,
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C_AnimationLayer& to) {
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle =
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LoopingLerp_Hermite(flPercent, (float)prev.m_flCycle,
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(float)from.m_flCycle, (float)to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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// YWB: Specialization for interpolating euler angles via quaternions...
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inline C_AnimationLayer Lerp_Hermite(float flPercent,
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const C_AnimationLayer& prev,
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const C_AnimationLayer& from,
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const C_AnimationLayer& to) {
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle =
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Lerp_Hermite(flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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return output;
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}
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inline void Lerp_Clamp(C_AnimationLayer& val) {
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Lerp_Clamp(val.m_nSequence);
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Lerp_Clamp(val.m_flCycle);
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Lerp_Clamp(val.m_flPrevCycle);
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Lerp_Clamp(val.m_flWeight);
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Lerp_Clamp(val.m_nOrder);
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Lerp_Clamp(val.m_flLayerAnimtime);
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Lerp_Clamp(val.m_flLayerFadeOuttime);
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}
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inline void C_AnimationLayer::BlendWeight() {
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if (!m_bClientBlend) return;
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m_flWeight = 1;
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// blend in?
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if (m_flBlendIn != 0.0f) {
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if (m_flCycle < m_flBlendIn) {
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m_flWeight = m_flCycle / m_flBlendIn;
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}
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}
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// blend out?
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if (m_flBlendOut != 0.0f) {
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if (m_flCycle > 1.0 - m_flBlendOut) {
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m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
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}
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}
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m_flWeight = 3.0 * m_flWeight * m_flWeight -
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2.0 * m_flWeight * m_flWeight * m_flWeight;
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if (m_nSequence == 0) m_flWeight = 0;
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}
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#endif // ANIMATIONLAYER_H
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