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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Controls the pose parameters of a model
//
//===========================================================================//
#define MAX_POSE_CONTROLLED_PROPS 4 // Number of entities by the same name that can be controlled
// Type of frequency modulations
enum PoseController_FModType_t { POSECONTROLLER_FMODTYPE_NONE = 0, POSECONTROLLER_FMODTYPE_SINE, POSECONTROLLER_FMODTYPE_SQUARE, POSECONTROLLER_FMODTYPE_TRIANGLE, POSECONTROLLER_FMODTYPE_SAWTOOTH, POSECONTROLLER_FMODTYPE_NOISE,
POSECONTROLLER_FMODTYPE_TOTAL, };
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// SERVER CLASS
//-----------------------------------------------------------------------------
#include "baseentity.h"
class CPoseController : public CBaseEntity { public: DECLARE_CLASS( CPoseController, CBaseEntity ); DECLARE_SERVERCLASS(); DECLARE_DATADESC();
virtual void Spawn( void );
void Think( void );
void BuildPropList( void ); void BuildPoseIndexList( void ); void SetPoseIndex( int i, int iValue ); void SetCurrentPose( float fCurrentPoseValue );
float GetPoseValue( void );
void SetProp( CBaseAnimating *pProp ); void SetPropName( const char *pName ); void SetPoseParameterName( const char *pName ); void SetPoseValue( float fValue ); void SetInterpolationTime( float fValue ); void SetInterpolationWrap( bool bWrap ); void SetCycleFrequency( float fValue ); void SetFModType( int nType ); void SetFModTimeOffset( float fValue ); void SetFModRate( float fValue ); void SetFModAmplitude( float fValue ); void RandomizeFMod( float fExtremeness );
// Input handlers
void InputSetPoseParameterName( inputdata_t &inputdata ); void InputSetPoseValue( inputdata_t &inputdata ); void InputSetInterpolationTime( inputdata_t &inputdata ); void InputSetCycleFrequency( inputdata_t &inputdata ); void InputSetFModType( inputdata_t &inputdata ); void InputSetFModTimeOffset( inputdata_t &inputdata ); void InputSetFModRate( inputdata_t &inputdata ); void InputSetFModAmplitude( inputdata_t &inputdata ); void InputRandomizeFMod( inputdata_t &inputdata ); void InputGetFMod( inputdata_t &inputdata );
private:
CNetworkArray( EHANDLE, m_hProps, MAX_POSE_CONTROLLED_PROPS ); // Handles to controlled models
CNetworkArray( unsigned char, m_chPoseIndex, MAX_POSE_CONTROLLED_PROPS ); // Pose parameter indices for each model
bool m_bDisablePropLookup;
CNetworkVar( bool, m_bPoseValueParity );
string_t m_iszPropName; // Targetname of the models to control
string_t m_iszPoseParameterName; // Pose parameter name to control
CNetworkVar( float, m_fPoseValue ); // Normalized pose parameter value (maps to each pose parameter's min and max range)
CNetworkVar( float, m_fInterpolationTime ); // Interpolation speed for client matching absolute pose values
CNetworkVar( bool, m_bInterpolationWrap ); // Interpolation for the client wraps 0 to 1.
CNetworkVar( float, m_fCycleFrequency ); // Cycles per second
// Frequency modulation variables
CNetworkVar( PoseController_FModType_t, m_nFModType ); CNetworkVar( float, m_fFModTimeOffset ); CNetworkVar( float, m_fFModRate ); CNetworkVar( float, m_fFModAmplitude ); };
#else //#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// CLIENT CLASS
//-----------------------------------------------------------------------------
#include "c_baseentity.h"
#include "fx_interpvalue.h"
class C_PoseController : public C_BaseEntity { public: DECLARE_CLASS( C_PoseController, C_BaseEntity ); DECLARE_CLIENTCLASS();
virtual void Spawn( void ); virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
private:
void UpdateModulation( void ); void UpdatePoseCycle( float fCycleAmount ); void SetCurrentPose( float fCurrentPoseValue );
// Networked variables
EHANDLE m_hProps[MAX_POSE_CONTROLLED_PROPS]; unsigned char m_chPoseIndex[MAX_POSE_CONTROLLED_PROPS]; bool m_bPoseValueParity; float m_fPoseValue; float m_fInterpolationTime; bool m_bInterpolationWrap; float m_fCycleFrequency; PoseController_FModType_t m_nFModType; float m_fFModTimeOffset; float m_fFModRate; float m_fFModAmplitude; bool m_bOldPoseValueParity;
float m_fCurrentPoseValue; // Actual pose value cycled by the frequency and modulation
float m_fCurrentFMod; // The current fequency modulation amount (stored for noise walk)
CInterpolatedValue m_PoseTransitionValue; };
#endif //#ifndef CLIENT_DLL
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