Counter Strike : Global Offensive Source Code
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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();
}