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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "base_playeranimstate.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "filesystem.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#include "engine/ivdebugoverlay.h"
ConVar cl_showanimstate( "cl_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." ); ConVar showanimstate_log( "cl_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both." ); ConVar showanimstate_activities( "cl_showanimstate_activities", "0", FCVAR_CHEAT, "Show activities in the (client) animation state display." ); #else
#include "player.h"
ConVar sv_showanimstate( "sv_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (server) animation state for the specified entity (-1 for none)." ); ConVar showanimstate_log( "sv_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." ); ConVar showanimstate_activities( "sv_showanimstate_activities", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show activities in the (server) animation state display." ); #endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
// Below this many degrees, slow down turning rate linearly
#define FADE_TURN_DEGREES 15.0f
// After this, need to start turning feet
#define MAX_TORSO_ANGLE 70.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
#define POSE_PARAM_DELTA_DAMPEN 4.0f
ConVar mp_feetyawrate( "mp_feetyawrate", "400", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How many degrees per second that we can turn our feet or upper body." );
ConVar mp_facefronttime( "mp_facefronttime", "2", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." );
ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Use IK on in-place turns." );
// Pose parameters stored for debugging.
float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
// ------------------------------------------------------------------------------------------------ //
// CBasePlayerAnimState implementation.
// ------------------------------------------------------------------------------------------------ //
CBasePlayerAnimState::CBasePlayerAnimState() { m_flEyeYaw = 0.0f; m_flEyePitch = 0.0f; m_bCurrentFeetYawInitialized = false; m_flCurrentTorsoYaw = 0.0f; m_flCurrentTorsoYaw = TURN_NONE; m_flMaxGroundSpeed = 0.0f; m_flStoredCycle = 0.0f;
m_flGaitYaw = 0.0f; m_flGoalFeetYaw = 0.0f; m_flCurrentFeetYaw = 0.0f; m_bForceAimYaw = false; m_flLastYaw = 0.0f; m_flLastTurnTime = 0.0f; m_angRender.Init(); m_vLastMovePose.Init(); m_iCurrent8WayIdleSequence = -1; m_iCurrent8WayCrouchIdleSequence = -1;
m_pOuter = NULL; m_eCurrentMainSequenceActivity = ACT_IDLE; m_flLastAnimationStateClearTime = 0.0f; m_bInFootPlantIdleTurn = false; m_flFootPlantIdleTurnCycle = 0.0f; m_bFootPlantIdleNeedToLiftFeet = false;
m_flPoseParamTargetDampenedScaleIdeal = 0.0f; }
CBasePlayerAnimState::~CBasePlayerAnimState() { }
void CBasePlayerAnimState::Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config ) { m_pOuter = pPlayer; m_AnimConfig = config; ClearAnimationState(); }
void CBasePlayerAnimState::Release() { delete this; }
void CBasePlayerAnimState::ClearAnimationState() { ClearAnimationLayers(); m_bCurrentFeetYawInitialized = false; m_flLastAnimationStateClearTime = gpGlobals->curtime; }
float CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const { return gpGlobals->curtime - m_flLastAnimationStateClearTime; }
void CBasePlayerAnimState::Update( float eyeYaw, float eyePitch ) { VPROF( "CBasePlayerAnimState::Update" );
// Clear animation overlays because we're about to completely reconstruct them.
ClearAnimationLayers();
// Some mods don't want to update the player's animation state if they're dead and ragdolled.
if ( !ShouldUpdateAnimState() ) { ClearAnimationState(); return; } CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr(); // Store these. All the calculations are based on them.
m_flEyeYaw = AngleNormalize( eyeYaw ); m_flEyePitch = AngleNormalize( eyePitch );
// Compute sequences for all the layers.
ComputeSequences( pStudioHdr ); // Compute all the pose params.
ComputePoseParam_BodyPitch( pStudioHdr ); // Look up/down.
ComputePoseParam_BodyYaw(); // Torso rotation.
ComputePoseParam_MoveYaw( pStudioHdr ); // What direction his legs are running in.
ComputePlaybackRate();
#ifdef CLIENT_DLL
if ( cl_showanimstate.GetInt() == m_pOuter->entindex() ) { DebugShowAnimStateFull( 5 ); } else if ( cl_showanimstate.GetInt() == -2 ) { C_BasePlayer *targetPlayer = C_BasePlayer::GetLocalPlayer();
if( targetPlayer && ( targetPlayer->GetObserverMode() == OBS_MODE_IN_EYE || targetPlayer->GetObserverMode() == OBS_MODE_CHASE ) ) { C_BaseEntity *target = targetPlayer->GetObserverTarget();
if( target && target->IsPlayer() ) { targetPlayer = ToBasePlayer( target ); } }
if ( m_pOuter == targetPlayer ) { DebugShowAnimStateFull( 6 ); } } #else
if ( sv_showanimstate.GetInt() == m_pOuter->entindex() ) { DebugShowAnimState( 20 ); } #endif
}
bool CBasePlayerAnimState::ShouldUpdateAnimState() { // By default, don't update their animation state when they're dead because they're
// either a ragdoll or they're not drawn.
return GetOuter()->IsAlive(); }
bool CBasePlayerAnimState::ShouldChangeSequences( void ) const { return true; }
void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float flValue ) { // Make sure to set all the history values too, otherwise the server can overwrite them.
GetOuter()->SetPoseParameter( iParam, flValue ); }
void CBasePlayerAnimState::ClearAnimationLayers() { Assert( 0 ); // unused?
VPROF( "CBasePlayerAnimState::ClearAnimationLayers" ); if ( !m_pOuter ) return;
m_pOuter->SetNumAnimOverlays( AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS ); for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) { m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #ifndef CLIENT_DLL
m_pOuter->GetAnimOverlay( i )->m_fFlags = 0; #endif
} }
void CBasePlayerAnimState::RestartMainSequence() { CBaseAnimatingOverlay *pPlayer = GetOuter();
pPlayer->m_flAnimTime = gpGlobals->curtime; pPlayer->SetCycle( 0 ); }
void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputeSequences" );
ComputeMainSequence(); // Lower body (walk/run/idle).
UpdateInterpolators(); // The groundspeed interpolator uses the main sequence info.
if ( m_AnimConfig.m_bUseAimSequences ) { ComputeAimSequence(); // Upper body, based on weapon type.
} }
void CBasePlayerAnimState::ResetGroundSpeed( void ) { m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed(); }
void CBasePlayerAnimState::ComputeMainSequence() { VPROF( "CBasePlayerAnimState::ComputeMainSequence" );
CBaseAnimatingOverlay *pPlayer = GetOuter();
// Have our class or the mod-specific class determine what the current activity is.
Activity idealActivity = CalcMainActivity();
Activity oldActivity = m_eCurrentMainSequenceActivity; // Store our current activity so the aim and fire layers know what to do.
m_eCurrentMainSequenceActivity = idealActivity;
// Export to our outer class..
int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) );
#if !defined ( CSTRIKE_DLL )
if ( !ShouldResetMainSequence( pPlayer->GetSequence(), animDesired ) ) return; #endif
ResetCycleAcrossCustomActivityChange( oldActivity, idealActivity );
if ( animDesired < 0 ) animDesired = 0;
pPlayer->ResetSequence( animDesired );
#ifdef CLIENT_DLL
if ( ShouldResetGroundSpeed( oldActivity, idealActivity ) ) { ResetGroundSpeed(); } #endif
}
void CBasePlayerAnimState::ResetCycleAcrossCustomActivityChange( Activity iCurrent, Activity iNew ) { if ( !GetOuter() ) return;
if ( iCurrent == ACT_CROUCHIDLE && iNew != ACT_CROUCHIDLE ) { GetOuter()->SetCycle(0); } }
bool CBasePlayerAnimState::ShouldResetMainSequence( int iCurrentSequence, int iNewSequence ) { if ( !GetOuter() ) return false;
return GetOuter()->GetSequenceActivity( iCurrentSequence ) == GetOuter()->GetSequenceActivity( iNewSequence ); }
bool CBasePlayerAnimState::ShouldResetGroundSpeed( Activity oldActivity, Activity idealActivity ) { // If we went from idle to walk, reset the interpolation history.
return ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE || oldActivity == ACT_TURN || oldActivity == ACT_STEP_FORE ) && (idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH || idealActivity == ACT_WALK_CROUCH || idealActivity == ACT_RUN ) ); }
void CBasePlayerAnimState::UpdateAimSequenceLayers( float flCycle, int iFirstLayer, bool bForceIdle, CSequenceTransitioner *pTransitioner, float flWeightScale ) { float flAimSequenceWeight = 1; int iAimSequence = CalcAimLayerSequence( &flCycle, &flAimSequenceWeight, bForceIdle ); if ( iAimSequence == -1 ) iAimSequence = 0;
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer );
pLayer->SetSequence( iAimSequence ); pLayer->SetCycle( flCycle ); pLayer->SetWeight( clamp( flWeightScale, 0.0f, 1.0f ) );
pLayer->SetOrder( iFirstLayer ); // should already be set
#ifndef CLIENT_DLL
pLayer->m_fFlags |= ANIM_LAYER_ACTIVE; #endif
}
void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers ) { int i;
// Find the total weight of the blended layers, not including the idle layer (iFirstLayer)
float totalWeight = 0.0f; for ( i=1; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.0f ) { totalWeight += pLayer->GetWeight(); } }
// Set the idle layer's weight to be 1 minus the sum of other layer weights
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.0f ) { float flWeight = 1.0f - totalWeight; flWeight = MAX( flWeight, 0.0f ); pLayer->SetWeight( flWeight ); }
// This part is just an optimization. Since we have the walk/run animations weighted on top of
// the idle animations, all this does is disable the idle animations if the walk/runs are at
// full weighting, which is whenever a guy is at full speed.
//
// So it saves us blending a couple animation layers whenever a guy is walking or running full speed.
int iLastOne = -1; for ( i=0; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.99 ) iLastOne = i; }
if ( iLastOne != -1 ) { for ( int i=iLastOne-1; i >= 0; i-- ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); #ifdef CLIENT_DLL
pLayer->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #else
pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); pLayer->m_fFlags = 0; #endif
} } }
bool CBasePlayerAnimState::ShouldBlendAimSequenceToIdle() { Activity act = GetCurrentMainSequenceActivity();
return (act == ACT_RUN || act == ACT_LEAP || act == ACT_WALK || act == ACT_JUMP || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH || act == ACT_WALK_CROUCH ); }
void CBasePlayerAnimState::ComputeAimSequence() { VPROF( "CBasePlayerAnimState::ComputeAimSequence" );
// Synchronize the lower and upper body cycles.
float flCycle = m_pOuter->GetCycle();
//[msmith]
bool bIsMoving = false; float flPlaybackRate = 0.0f;
if ( ShouldBlendAimSequenceToIdle() ) { // See how much the player should weigh in the motion vs. the idle layers.
flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); }
// Set the idle layers to full (blend between different idle layers only and do NOT consider movement layers).
UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER, true, &m_HighAimSequenceTransitioner, 1.0f );
if ( bIsMoving ) { // Blend the run / walk layers together.
UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER+1, false, &m_LowAimSequenceTransitioner, flPlaybackRate ); }
OptimizeLayerWeights( AIMSEQUENCE_LAYER, NUM_AIMSEQUENCE_LAYERS ); }
int CBasePlayerAnimState::CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... ) { char szFullName[512]; va_list marker; va_start( marker, pBaseName ); Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker ); va_end( marker ); int iSequence = GetOuter()->LookupSequence( szFullName ); // Show warnings if we can't find anything here.
if ( iSequence == -1 ) { static CUtlDict<int,int> dict; if ( dict.Find( szFullName ) == dict.InvalidIndex() ) { dict.Insert( szFullName, 0 ); Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName ); }
iSequence = 0; }
return iSequence; }
void CBasePlayerAnimState::UpdateInterpolators() { VPROF( "CBasePlayerAnimState::UpdateInterpolators" );
// First, figure out their current max speed based on their current activity.
float flCurMaxSpeed = GetCurrentMaxGroundSpeed(); m_flMaxGroundSpeed = flCurMaxSpeed; }
float CBasePlayerAnimState::GetInterpolatedGroundSpeed() { return m_flMaxGroundSpeed; }
float CBasePlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) { // Determine ideal playback rate
Vector vel; GetOuterAbsVelocity( vel );
float speed = vel.Length2D(); bool isMoving = ( speed > MOVING_MINIMUM_SPEED );
*bIsMoving = false; float flReturnValue = 1;
if ( isMoving && CanThePlayerMove() ) { float flGroundSpeed = GetInterpolatedGroundSpeed(); if ( flGroundSpeed < 0.001f ) { flReturnValue = 0.01; } else { flReturnValue = speed / flGroundSpeed; flReturnValue = clamp( flReturnValue, 0.01, 10 ); // don't go nuts here.
} *bIsMoving = true; } return flReturnValue; }
bool CBasePlayerAnimState::CanThePlayerMove() { return true; }
void CBasePlayerAnimState::ComputePlaybackRate() { VPROF( "CBasePlayerAnimState::ComputePlaybackRate" ); if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) { // When using a 9-way blend, playback rate is always 1 and we just scale the pose params
// to speed up or slow down the animation.
bool bIsMoving; float flRate = CalcMovementPlaybackRate( &bIsMoving ); if ( bIsMoving ) GetOuter()->SetPlaybackRate( flRate ); else GetOuter()->SetPlaybackRate( 1 ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBaseAnimatingOverlay *CBasePlayerAnimState::GetOuter() const { return m_pOuter; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CBasePlayerAnimState::EstimateYaw() { Vector est_velocity; GetOuterAbsVelocity( est_velocity );
float flLength = est_velocity.Length2D(); if ( flLength > MOVING_MINIMUM_SPEED ) { m_flGaitYaw = atan2( est_velocity[1], est_velocity[0] ); m_flGaitYaw = RAD2DEG( m_flGaitYaw ); m_flGaitYaw = AngleNormalize( m_flGaitYaw ); } }
#define MOVEMENT_MINIMUM_ANIMATED_SPEED 10.0f
#define MOVEMENT_MAXIMUM_PLAYBACK_RATE 1.3f
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" );
//Matt: Goldsrc style animations need to not rotate the model
if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC ) { #ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); #endif
}
// If using goldsrc-style animations where he's moving in the direction that his feet are facing,
// we don't use move yaw.
if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) return;
// view direction relative to movement
float flYaw;
EstimateYaw();
float ang = m_flEyeYaw; if ( ang > 180.0f ) { ang -= 360.0f; } else if ( ang < -180.0f ) { ang += 360.0f; }
// calc side to side turning
flYaw = ang - m_flGaitYaw; // Invert for mapping into 8way blend
flYaw = -flYaw; flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180) { flYaw = flYaw + 360; } else if (flYaw > 180) { flYaw = flYaw - 360; }
if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) { //Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
//[msmith]: Since bounding box code uses the entities local angle, we need the local angle to match
// the render angle on both the server AND the client. The server for hit tests, the client
// for proper visibility culling.
GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) );
int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" ); int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" ); if ( iMoveX < 0 || iMoveY < 0 ) return;
bool bIsMoving; float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving );
#ifdef CLIENT_DLL
Vector vel; GetOuterAbsVelocity( vel ); bIsMoving = ( vel.Length2D() > 0 ); #endif
// Setup the 9-way blend parameters based on our speed and direction.
Vector2D vCurMovePose( 0, 0 );
m_flPoseParamTargetDampenedScaleIdeal = Approach( flPlaybackRate, m_flPoseParamTargetDampenedScaleIdeal, gpGlobals->frametime * POSE_PARAM_DELTA_DAMPEN );
if ( bIsMoving ) { vCurMovePose.x = cos( DEG2RAD( flYaw ) ); vCurMovePose.y = -sin( DEG2RAD( flYaw ) ); // movement pose parameters on the diagonals are encoded at 1 instead of 0.707 (cos 45)
// scale to the outside of a box instead of the outside of a circle.
float scale = fabs( vCurMovePose.x ); float scale2 = fabs( vCurMovePose.y ); if ( scale2 > scale ) scale = scale2; if ( scale > 0.01f ) { scale = 1.0f / scale; vCurMovePose.x *= scale; vCurMovePose.y *= scale; }
#ifdef CLIENT_DLL
// find the max speed the animation will move in the current direction
//If these aren't applied here, the legs stutter. Even though they're re-applied in a sec
GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y );
Vector vecAnimatedVel; GetOuter()->GetBlendedLinearVelocity( &vecAnimatedVel ); float flAnimatedSpeed = vecAnimatedVel.Length2D();
// find how to scale the current animation down to the desired speed
Vector vel; GetOuterAbsVelocity( vel ); float flMovementSpeed = vel.Length2D();
if ( flAnimatedSpeed > CS_PLAYER_SPEED_RUN ) flAnimatedSpeed = flMovementSpeed;
if ( flAnimatedSpeed < MOVEMENT_MINIMUM_ANIMATED_SPEED ) { // we're moving so slowly (either just starting or just stopping) that current playback rate is almost nothing.
flPlaybackRate = flMovementSpeed / ( MOVEMENT_MINIMUM_ANIMATED_SPEED * 2.0f ); } else { flPlaybackRate = flMovementSpeed / flAnimatedSpeed; }
// player is moving less than what's animated, scale pose parameters back towards 0,0
if ( flPlaybackRate < 1.0f ) { if ( flPlaybackRate > 0.08f ) { vCurMovePose.x *= flPlaybackRate; vCurMovePose.y *= flPlaybackRate; GetOuter()->SetPlaybackRate( flPlaybackRate ); } else { vCurMovePose.x *= 0.08f; vCurMovePose.y *= 0.08f; GetOuter()->SetPlaybackRate( 1.0f ); } } else { // speed up the animation to match the needed motion, but only so far
flPlaybackRate = clamp( flPlaybackRate, 1.0f, MOVEMENT_MAXIMUM_PLAYBACK_RATE ); GetOuter()->SetPlaybackRate( flPlaybackRate ); } #endif
vCurMovePose.x *= m_flPoseParamTargetDampenedScaleIdeal; vCurMovePose.y *= m_flPoseParamTargetDampenedScaleIdeal;
}
GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y );
m_vLastMovePose = vCurMovePose; } else { int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" ); if ( iMoveYaw >= 0 ) { GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw ); m_flLastMoveYaw = flYaw;
// Now blend in his idle animation.
// This makes the 8-way blend act like a 9-way blend by blending to
// an idle sequence as he slows down.
#if defined(CLIENT_DLL)
#ifndef INFESTED_DLL
bool bIsMoving; CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); pLayer->SetWeight( 1 - CalcMovementPlaybackRate( &bIsMoving ) ); if ( !bIsMoving ) { pLayer->SetWeight( 1 ); }
if ( ShouldChangeSequences() ) { // Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he
// doesn't always use the same idle.
if ( pLayer->GetWeight() < 0.02f || m_iCurrent8WayIdleSequence == -1 ) { m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE ); m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE ); }
if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH ) pLayer->SetSequence( m_iCurrent8WayCrouchIdleSequence ); else pLayer->SetSequence( m_iCurrent8WayIdleSequence ); } pLayer->SetPlaybackRate( 1 ); pLayer->SetCycle( pLayer->GetCycle() + m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->GetSequence() ) * gpGlobals->frametime ); pLayer->SetCycle( fmod( pLayer->GetCycle(), 1 ) ); pLayer->SetOrder( MAIN_IDLE_SEQUENCE_LAYER ); #endif
#endif
} } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" );
// Get pitch from v_angle
float flPitch = m_flEyePitch; if ( flPitch > 180.0f ) { flPitch -= 360.0f; } flPitch = clamp( flPitch, -90, 90 );
// See if we have a blender for pitch
int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" ); if ( pitch < 0 ) return;
GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch ); g_flLastBodyPitch = flPitch; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayerAnimState::ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current ) { int direction = TURN_NONE;
float anglediff = goal - current; anglediff = AngleNormalize( anglediff ); float anglediffabs = fabs( anglediff );
float scale = 1.0f; if ( anglediffabs <= FADE_TURN_DEGREES ) { scale = anglediffabs / FADE_TURN_DEGREES; // Always do at least a bit of the turn ( 1% )
scale = clamp( scale, 0.01f, 1.0f ); }
float maxmove = maxrate * dt * scale;
if ( anglediffabs > maxgap ) { // gap is too big, jump
//maxmove = (anglediffabs - maxgap);
float flTooFar = MIN( anglediffabs - maxgap, maxmove * 5 ); if ( anglediff > 0 ) { current += flTooFar; } else { current -= flTooFar; } current = AngleNormalize( current ); anglediff = goal - current; anglediff = AngleNormalize( anglediff ); anglediffabs = fabs( anglediff ); }
if ( anglediffabs < maxmove ) { // we are close enought, just set the final value
current = goal; } else { // adjust value up or down
if ( anglediff > 0 ) { current += maxmove; direction = TURN_LEFT; } else { current -= maxmove; direction = TURN_RIGHT; } }
current = AngleNormalize( current );
return direction; }
void CBasePlayerAnimState::ComputePoseParam_BodyYaw() { VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyYaw" );
// Find out which way he's running (m_flEyeYaw is the way he's looking).
Vector vel; GetOuterAbsVelocity( vel ); bool bIsMoving = vel.Length2D() > MOVING_MINIMUM_SPEED;
// If we just initialized this guy (maybe he just came into the PVS), then immediately
// set his feet in the right direction, otherwise they'll spin around from 0 to the
// right direction every time someone switches spectator targets.
if ( !m_bCurrentFeetYawInitialized ) { m_bCurrentFeetYawInitialized = true; m_flGoalFeetYaw = m_flCurrentFeetYaw = m_flEyeYaw; m_flLastTurnTime = 0.0f; m_bInFootPlantIdleTurn = false; } else if ( bIsMoving || m_bForceAimYaw ) { // player is moving, feet yaw = aiming yaw
if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY || m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { // His feet point in the direction his eyes are, but they can run in any direction.
m_flGoalFeetYaw = m_flEyeYaw; } else { m_flGoalFeetYaw = RAD2DEG( atan2( vel.y, vel.x ) );
// If he's running backwards, flip his feet backwards.
Vector vEyeYaw( cos( DEG2RAD( m_flEyeYaw ) ), sin( DEG2RAD( m_flEyeYaw ) ), 0 ); Vector vFeetYaw( cos( DEG2RAD( m_flGoalFeetYaw ) ), sin( DEG2RAD( m_flGoalFeetYaw ) ), 0 ); if ( vEyeYaw.Dot( vFeetYaw ) < -0.01 ) { m_flGoalFeetYaw += 180; } } m_bInFootPlantIdleTurn = false; } else if ( (gpGlobals->curtime - m_flLastTurnTime) > mp_facefronttime.GetFloat() && m_flGoalFeetYaw != m_flEyeYaw ) { // player didn't move & turn for quite some time
if ( vel.Length2D() <= FOOTPLANT_MINIMUM_SPEED ) { m_bInFootPlantIdleTurn = true; if ( m_flFootPlantIdleTurnCycle >= 1 ) m_flFootPlantIdleTurnCycle = 0; }
float flDiff = AngleNormalize(m_flGoalFeetYaw - m_flEyeYaw); m_bFootPlantIdleNeedToLiftFeet = (fabs(flDiff) > m_AnimConfig.m_flIdleFootPlantFootLiftDelta);
m_flGoalFeetYaw = m_flEyeYaw; } else { // If he's rotated his view further than the model can turn, make him face forward.
float flDiff = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw );
if ( fabs(flDiff) > m_AnimConfig.m_flMaxBodyYawDegrees ) { if ( vel.Length2D() <= FOOTPLANT_MINIMUM_SPEED ) { m_bInFootPlantIdleTurn = true; if ( m_flFootPlantIdleTurnCycle >= 1 ) m_flFootPlantIdleTurnCycle = 0; }
m_bFootPlantIdleNeedToLiftFeet = true;
if ( flDiff > 0 ) m_flGoalFeetYaw -= m_AnimConfig.m_flMaxBodyYawDegreesCorrectionAmount; else m_flGoalFeetYaw += m_AnimConfig.m_flMaxBodyYawDegreesCorrectionAmount; }
// If current yaw is significantly different from goal, abort idle foot ik to avoid intersecting the legs
if ( m_bInFootPlantIdleTurn ) { float flDiffYaw = AngleNormalize(m_flCurrentFeetYaw - m_flGoalFeetYaw); if ( fabs(flDiffYaw) > m_AnimConfig.m_flIdleFootPlantMaxYaw ) { m_bInFootPlantIdleTurn = false; m_flFootPlantIdleTurnCycle = 0; } } }
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw );
if ( m_flCurrentFeetYaw != m_flGoalFeetYaw ) { if ( m_bForceAimYaw ) { m_flCurrentFeetYaw = m_flGoalFeetYaw; } else { ConvergeAngles( m_flGoalFeetYaw, GetFeetYawRate(), m_AnimConfig.m_flMaxBodyYawDegrees, gpGlobals->frametime, m_flCurrentFeetYaw ); }
m_flLastTurnTime = gpGlobals->curtime; }
// Turn off a force aim yaw - either we have already updated or we don't need to.
m_bForceAimYaw = false;
float flCurrentTorsoYaw = AngleNormalize( m_flEyeYaw - m_flCurrentFeetYaw );
// Rotate entire body into position
m_angRender[YAW] = m_flCurrentFeetYaw; m_angRender[PITCH] = m_angRender[ROLL] = 0; SetOuterBodyYaw( flCurrentTorsoYaw ); g_flLastBodyYaw = flCurrentTorsoYaw; }
float CBasePlayerAnimState::SetOuterBodyYaw( float flValue ) { int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" ); if ( body_yaw < 0 ) { return 0; }
SetOuterPoseParameter( body_yaw, flValue ); return flValue; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CBasePlayerAnimState::BodyYawTranslateActivity( Activity activity ) { // Not even standing still, sigh
if ( activity != ACT_IDLE ) return activity;
// Not turning
switch ( m_nTurningInPlace ) { default: case TURN_NONE: return activity; case TURN_RIGHT: case TURN_LEFT: return mp_ik.GetBool() ? ACT_TURN : activity; }
Assert( 0 ); return activity; }
const QAngle& CBasePlayerAnimState::GetRenderAngles() { return m_angRender; }
void CBasePlayerAnimState::SetForceAimYaw( bool bForce ) { m_bForceAimYaw = bForce; }
void CBasePlayerAnimState::GetOuterAbsVelocity( Vector& vel ) const { #if defined( CLIENT_DLL )
GetOuter()->EstimateAbsVelocity( vel ); #else
vel = GetOuter()->GetAbsVelocity(); #endif
}
float CBasePlayerAnimState::GetOuterXYSpeed() const { Vector vel; GetOuterAbsVelocity( vel ); return vel.Length2D(); }
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::AnimStateLog( PRINTF_FORMAT_STRING const char *pMsg, ... ) { // Format the string.
char str[4096]; va_list marker; va_start( marker, pMsg ); Q_vsnprintf( str, sizeof( str ), pMsg, marker ); va_end( marker );
// Log it?
if ( showanimstate_log.GetInt() == 1 || showanimstate_log.GetInt() == 3 ) { Msg( "%s", str ); }
if ( showanimstate_log.GetInt() > 1 ) { #ifdef CLIENT_DLL
const char *fname = "AnimStateClient.log"; #else
const char *fname = "AnimStateServer.log"; #endif
static FileHandle_t hFile = filesystem->Open( fname, "wt" ); filesystem->FPrintf( hFile, "%s", str ); filesystem->Flush( hFile ); } }
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::AnimStatePrintf( int iLine, PRINTF_FORMAT_STRING const char *pMsg, ... ) { // Format the string.
char str[4096]; va_list marker; va_start( marker, pMsg ); Q_vsnprintf( str, sizeof( str ), pMsg, marker ); va_end( marker );
// Show it with Con_NPrintf.
engine->Con_NPrintf( iLine, "%s", str );
// Log it.
AnimStateLog( "%s\n", str ); }
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::DebugShowAnimState( int iStartLine ) { Vector vOuterVel; GetOuterAbsVelocity( vOuterVel );
int iLine = iStartLine; AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ), m_pOuter->GetSequence(), m_pOuter->GetCycle(), m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()), m_pOuter->GetPlaybackRate() );
if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER );
AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n", GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ), (float)pLayer->GetWeight() ); }
for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i ); #ifdef CLIENT_DLL
AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- ": (pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), !pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), !pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), !pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), !pLayer->IsActive() ? 0 : (int)pLayer->GetOrder(), i ); #else
AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- " : ( pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), !pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), !pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client
!pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), !pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, i ); #endif
}
AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f", vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) ); if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f", m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch ); } else { AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y ); }
// Draw a red triangle on the ground for the eye yaw.
float flBaseSize = 10; float flHeight = 80; Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 ); QAngle angles( 0, 0, 0 ); angles[YAW] = m_flEyeYaw; Vector vForward, vRight, vUp; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, gpGlobals->frametime );
// Draw a blue triangle on the ground for the body yaw.
angles[YAW] = m_angRender[YAW]; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, gpGlobals->frametime );
//left limit
angles[YAW] = m_flEyeYaw - 60; AngleVectors(angles, &vForward, &vRight, &vUp); debugoverlay->AddTriangleOverlay(vBasePos + vRight*flBaseSize / 4, vBasePos - vRight*flBaseSize / 4, vBasePos + vForward*flHeight, 0, 255, 0, 100, false, gpGlobals->frametime);
//right limit
angles[YAW] = m_flEyeYaw + 60; AngleVectors(angles, &vForward, &vRight, &vUp); debugoverlay->AddTriangleOverlay(vBasePos + vRight*flBaseSize / 4, vBasePos - vRight*flBaseSize / 4, vBasePos + vForward*flHeight, 0, 255, 0, 100, false, gpGlobals->frametime);
}
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::DebugShowAnimStateFull( int iStartLine ) { AnimStateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount );
DebugShowAnimState( iStartLine );
AnimStateLog( "--------------------------------------------\n\n" ); }
// -----------------------------------------------------------------------------
int CBasePlayerAnimState::SelectWeightedSequence( Activity activity ) { return GetOuter()->SelectWeightedSequence( activity ); }
float CBasePlayerAnimState::GetFeetYawRate( void ) { return mp_feetyawrate.GetFloat(); }
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