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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "rangecheckedvar.h"
#include "tier1/lerp_functions.h"
#ifdef CLIENT_DLL
class C_BaseAnimatingOverlay; #endif
class C_AnimationLayer { public:
// This allows the datatables to access private members.
ALLOW_DATATABLES_PRIVATE_ACCESS();
C_AnimationLayer(); void Reset();
#ifdef CLIENT_DLL
void SetOwner( C_BaseAnimatingOverlay *pOverlay ); C_BaseAnimatingOverlay *GetOwner() const; #endif
void SetOrder( int order ); bool IsActive( void ); float GetFadeout( float flCurTime );
void SetSequence( int nSequence ); void SetCycle( float flCycle ); void SetPrevCycle( float flCycle ); void SetPlaybackRate( float flPlaybackRate ); void SetWeight( float flWeight ); void SetWeightDeltaRate( float flDelta );
int GetOrder() const; int GetSequence( ) const; float GetCycle( ) const; float GetPrevCycle( ) const; float GetPlaybackRate( ) const; float GetWeight( ) const; float GetWeightDeltaRate( ) const;
#ifdef CLIENT_DLL
// If the weights, cycle or sequence #s changed due to interpolation then
// we'll need to recompute the bbox
int GetInvalidatePhysicsBits() const; void SetInvalidatePhysicsBits( int iBit ) { m_nInvalidatePhysicsBits = iBit; } #endif
public: float m_flLayerAnimtime; float m_flLayerFadeOuttime;
// dispatch flags
CStudioHdr *m_pDispatchedStudioHdr; int m_nDispatchedSrc; int m_nDispatchedDst;
private: int m_nOrder; CRangeCheckedVar<int, -1, 65535, 0> m_nSequence; CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle; CRangeCheckedVar<float, -5, 5, 0> m_flWeight; CRangeCheckedVar<float, -5, 5, 0> m_flWeightDeltaRate;
// used for automatic crossfades between sequence changes
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate; CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
#ifdef CLIENT_DLL
C_BaseAnimatingOverlay *m_pOwner; int m_nInvalidatePhysicsBits; #endif
friend class C_BaseAnimatingOverlay; friend C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to ); friend C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to ); friend C_AnimationLayer LoopingLerp_Hermite( const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to ); friend C_AnimationLayer Lerp_Hermite( const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to ); friend void Lerp_Clamp( C_AnimationLayer &val ); friend int CheckForSequenceBoxChanges( const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer ); };
#ifdef CLIENT_DLL
#define CAnimationLayer C_AnimationLayer
#endif
inline C_AnimationLayer::C_AnimationLayer() { #ifdef CLIENT_DLL
m_pOwner = NULL; m_nInvalidatePhysicsBits = 0; #endif
m_pDispatchedStudioHdr = NULL; m_nDispatchedSrc = ACT_INVALID; m_nDispatchedDst = ACT_INVALID;
Reset(); }
#ifdef GAME_DLL
inline void C_AnimationLayer::SetSequence( int nSequence ) { m_nSequence = nSequence; }
inline void C_AnimationLayer::SetCycle( float flCycle ) { m_flCycle = flCycle; }
inline void C_AnimationLayer::SetWeight( float flWeight ) { m_flWeight = flWeight; }
#endif // GAME_DLL
FORCEINLINE void C_AnimationLayer::SetPrevCycle( float flPrevCycle ) { m_flPrevCycle = flPrevCycle; }
FORCEINLINE void C_AnimationLayer::SetPlaybackRate( float flPlaybackRate ) { m_flPlaybackRate = flPlaybackRate; }
FORCEINLINE void C_AnimationLayer::SetWeightDeltaRate( float flDelta ) { m_flWeightDeltaRate = flDelta; }
FORCEINLINE int C_AnimationLayer::GetSequence( ) const { return m_nSequence; }
FORCEINLINE float C_AnimationLayer::GetCycle( ) const { return m_flCycle; }
FORCEINLINE float C_AnimationLayer::GetPrevCycle( ) const { return m_flPrevCycle; }
FORCEINLINE float C_AnimationLayer::GetPlaybackRate( ) const { return m_flPlaybackRate; }
FORCEINLINE float C_AnimationLayer::GetWeight( ) const { return m_flWeight; }
FORCEINLINE float C_AnimationLayer::GetWeightDeltaRate( ) const { return m_flWeightDeltaRate; }
FORCEINLINE int C_AnimationLayer::GetOrder() const { return m_nOrder; }
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; }
#ifdef CLIENT_DLL
FORCEINLINE int C_AnimationLayer::GetInvalidatePhysicsBits() const { return m_nInvalidatePhysicsBits; } #endif
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to ) { #ifdef CLIENT_DLL
Assert( from.GetOwner() == to.GetOwner() ); #endif
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; #ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() ); #endif
return output; }
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to ) { #ifdef CLIENT_DLL
Assert( from.GetOwner() == to.GetOwner() ); #endif
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; #ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() ); #endif
return output; }
inline int CheckForSequenceBoxChanges( const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer ) { int nChangeFlags = 0;
bool bOldIsZero = ( oldLayer.GetWeight() == 0.0f ); bool bNewIsZero = ( newLayer.GetWeight() == 0.0f );
if ( ( newLayer.GetSequence() != oldLayer.GetSequence() ) || ( bNewIsZero != bOldIsZero ) ) { nChangeFlags |= SEQUENCE_CHANGED | BOUNDS_CHANGED; }
if ( newLayer.GetCycle() != oldLayer.GetCycle() ) { nChangeFlags |= ANIMATION_CHANGED; }
if ( newLayer.GetOrder() != oldLayer.GetOrder() ) { nChangeFlags |= BOUNDS_CHANGED; }
return nChangeFlags; }
inline C_AnimationLayer LoopingLerp_Hermite( const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to ) { #ifdef CLIENT_DLL
Assert( prev.GetOwner() == from.GetOwner() ); Assert( from.GetOwner() == to.GetOwner() ); #endif
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence; output.m_flCycle = LoopingLerp_Hermite( (float)current.m_flCycle, 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;
#ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() ); output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( output, current ); #endif
return output; }
// YWB: Specialization for interpolating euler angles via quaternions...
inline C_AnimationLayer Lerp_Hermite( const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to ) { #ifdef CLIENT_DLL
Assert( prev.GetOwner() == from.GetOwner() ); Assert( from.GetOwner() == to.GetOwner() ); #endif
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence; output.m_flCycle = Lerp_Hermite( (float)current.m_flCycle, 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; #ifdef CLIENT_DLL
output.SetOwner( to.GetOwner() ); output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges( output, current ); #endif
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 ); }
#endif // ANIMATIONLAYER_H
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