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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "rangecheckedvar.h"
#include "lerp_functions.h"
#include "networkvar.h"
class C_AnimationLayer { public:
// This allows the datatables to access private members.
ALLOW_DATATABLES_PRIVATE_ACCESS();
C_AnimationLayer(); void Reset();
void SetOrder( int order );
public:
bool IsActive( void );
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence; CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle; CRangeCheckedVar<float, -5, 5, 0> m_flWeight; int m_nOrder;
// used for automatic crossfades between sequence changes
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate; CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float GetFadeout( float flCurTime );
void BlendWeight();
float m_flLayerAnimtime; float m_flLayerFadeOuttime;
float m_flBlendIn; float m_flBlendOut;
bool m_bClientBlend; }; #ifdef CLIENT_DLL
#define CAnimationLayer C_AnimationLayer
#endif
inline C_AnimationLayer::C_AnimationLayer() { Reset(); }
inline void C_AnimationLayer::Reset() { m_nSequence = 0; m_flPrevCycle = 0; m_flWeight = 0; m_flPlaybackRate = 0; m_flCycle = 0; m_flLayerAnimtime = 0; m_flLayerFadeOuttime = 0; m_flBlendIn = 0; m_flBlendOut = 0; m_bClientBlend = false; }
inline void C_AnimationLayer::SetOrder( int order ) { m_nOrder = order; }
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; }
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to ) { 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; return output; }
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to ) { 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; return output; }
inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to ) { C_AnimationLayer output;
output.m_nSequence = to.m_nSequence; output.m_flCycle = LoopingLerp_Hermite( 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; return output; }
// YWB: Specialization for interpolating euler angles via quaternions...
inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to ) { C_AnimationLayer output;
output.m_nSequence = to.m_nSequence; output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, 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; 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 ); }
inline void C_AnimationLayer::BlendWeight() { if ( !m_bClientBlend ) return;
m_flWeight = 1;
// blend in?
if ( m_flBlendIn != 0.0f ) { if (m_flCycle < m_flBlendIn) { m_flWeight = m_flCycle / m_flBlendIn; } }
// blend out?
if ( m_flBlendOut != 0.0f ) { if (m_flCycle > 1.0 - m_flBlendOut) { m_flWeight = (1.0 - m_flCycle) / m_flBlendOut; } }
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight; if (m_nSequence == 0) m_flWeight = 0; }
#endif // ANIMATIONLAYER_H
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