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96 lines
2.5 KiB
96 lines
2.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "simple_keys.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Simple key interpolations
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &out -
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// t -
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// &start -
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// &end -
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//-----------------------------------------------------------------------------
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void CSimpleKeyInterp::Interp( Vector &out, float t, const CSimpleKeyInterp &start, const CSimpleKeyInterp &end )
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{
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float delta = end.GetTime() - start.GetTime();
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t = clamp( t-start.GetTime(), 0, delta );
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float unitT = (delta > 0) ? (t / delta) : 1;
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switch( end.m_interp )
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{
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case KEY_SPLINE:
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unitT = SimpleSpline( unitT );
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break;
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case KEY_ACCELERATE:
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unitT *= unitT;
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break;
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case KEY_DECELERATE:
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unitT = sqrt(unitT);
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break;
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default:
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case KEY_LINEAR:
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//unitT = unitT;
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break;
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}
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out = (1-unitT) * ((Vector)start) + unitT * ((Vector)end);
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}
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//-----------------------------------------------------------------------------
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// Simple key list
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &key -
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// Output : int
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//-----------------------------------------------------------------------------
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int CSimpleKeyList::Insert( const CSimpleKeyInterp &key )
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{
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for ( int i = 0; i < m_list.Count(); i++ )
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{
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if ( key.GetTime() < m_list[i].GetTime() )
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return m_list.InsertBefore( i, key );
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}
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return m_list.AddToTail( key );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &out -
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// t -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSimpleKeyList::Interp( Vector &out, float t )
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{
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int startIndex = -1;
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out.Init();
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for ( int i = 0; i < m_list.Count(); i++ )
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{
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if ( t < m_list[i].GetTime() )
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{
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// before start
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if ( startIndex < 0 )
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return false;
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CSimpleKeyInterp::Interp( out, t, m_list[startIndex], m_list[i] );
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return true;
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}
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startIndex = i;
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}
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// past end
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return false;
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}
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