Counter Strike : Global Offensive Source Code
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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