//===== 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 m_nSequence; CRangeCheckedVar m_flPrevCycle; CRangeCheckedVar m_flWeight; CRangeCheckedVar m_flWeightDeltaRate; // used for automatic crossfades between sequence changes CRangeCheckedVar m_flPlaybackRate; CRangeCheckedVar 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