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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Controls the pose parameters of a model
//
//===========================================================================//
#include "cbase.h"
#include "point_posecontroller.h"
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// SERVER CLASS
//-----------------------------------------------------------------------------
#include "baseanimating.h"
#include "props.h"
#define MAX_POSE_INTERPOLATION_TIME 10.0f
#define MAX_POSE_CYCLE_FREQUENCY 10.0f
#define MAX_POSE_FMOD_RATE 10.0f
#define MAX_POSE_FMOD_AMPLITUDE 10.0f
LINK_ENTITY_TO_CLASS( point_posecontroller, CPoseController );
BEGIN_DATADESC( CPoseController ) DEFINE_AUTO_ARRAY( m_hProps, FIELD_EHANDLE ), DEFINE_AUTO_ARRAY( m_chPoseIndex, FIELD_CHARACTER ), DEFINE_FIELD( m_bDisablePropLookup, FIELD_BOOLEAN ), DEFINE_FIELD( m_bPoseValueParity, FIELD_BOOLEAN ), // Keys
DEFINE_KEYFIELD( m_iszPropName, FIELD_STRING, "PropName" ), DEFINE_KEYFIELD( m_iszPoseParameterName, FIELD_STRING, "PoseParameterName" ), DEFINE_KEYFIELD( m_fPoseValue, FIELD_FLOAT, "PoseValue" ), DEFINE_KEYFIELD( m_fInterpolationTime, FIELD_FLOAT, "InterpolationTime" ), DEFINE_KEYFIELD( m_bInterpolationWrap, FIELD_BOOLEAN, "InterpolationWrap" ), DEFINE_KEYFIELD( m_fCycleFrequency, FIELD_FLOAT, "CycleFrequency" ), DEFINE_KEYFIELD( m_nFModType, FIELD_INTEGER, "FModType" ), DEFINE_KEYFIELD( m_fFModTimeOffset, FIELD_FLOAT, "FModTimeOffset" ), DEFINE_KEYFIELD( m_fFModRate, FIELD_FLOAT, "FModRate" ), DEFINE_KEYFIELD( m_fFModAmplitude, FIELD_FLOAT, "FModAmplitude" ), // Functions
DEFINE_FUNCTION( Think ), // Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "SetPoseParameterName", InputSetPoseParameterName ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPoseValue", InputSetPoseValue ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetInterpolationTime", InputSetInterpolationTime ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetCycleFrequency", InputSetCycleFrequency ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFModType", InputSetFModType ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFModTimeOffset", InputSetFModTimeOffset ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFModRate", InputSetFModRate ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFModAmplitude", InputSetFModAmplitude ), DEFINE_INPUTFUNC( FIELD_FLOAT, "RandomizeFMod", InputRandomizeFMod ), DEFINE_INPUTFUNC( FIELD_VOID, "GetFMod", InputGetFMod ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CPoseController, DT_PoseController) SendPropArray3( SENDINFO_ARRAY3(m_hProps), SendPropEHandle( SENDINFO_ARRAY(m_hProps) ) ), SendPropArray3( SENDINFO_ARRAY3(m_chPoseIndex), SendPropInt( SENDINFO_ARRAY(m_chPoseIndex), 5, SPROP_UNSIGNED ) ), // bits sent must be enough to represent MAXSTUDIOPOSEPARAM
SendPropBool( SENDINFO(m_bPoseValueParity) ), SendPropFloat( SENDINFO(m_fPoseValue), 11, 0, 0.0f, 1.0f ), SendPropFloat( SENDINFO(m_fInterpolationTime), 11, 0, 0.0f, MAX_POSE_INTERPOLATION_TIME ), SendPropBool( SENDINFO(m_bInterpolationWrap) ), SendPropFloat( SENDINFO(m_fCycleFrequency), 11, 0, -MAX_POSE_CYCLE_FREQUENCY, MAX_POSE_CYCLE_FREQUENCY ), SendPropInt( SENDINFO(m_nFModType), 3, SPROP_UNSIGNED ), SendPropFloat( SENDINFO(m_fFModTimeOffset), 11, 0, -1.0f, 1.0f ), SendPropFloat( SENDINFO(m_fFModRate), 11, 0, -MAX_POSE_FMOD_RATE, MAX_POSE_FMOD_RATE ), SendPropFloat( SENDINFO(m_fFModAmplitude), 11, 0, 0.0f, MAX_POSE_FMOD_AMPLITUDE ), END_SEND_TABLE()
void CPoseController::Spawn( void ) { BaseClass::Spawn();
// Talk to the client class when data changes
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
// Think to refresh the list of models
SetThink( &CPoseController::Think ); SetNextThink( gpGlobals->curtime + 1.0 ); }
void CPoseController::Think( void ) { if ( !m_bDisablePropLookup ) { // Refresh the list of models
BuildPropList();
SetCurrentPose( m_fPoseValue );
m_bDisablePropLookup = true;
SetNextThink( gpGlobals->curtime + 1.0 ); } }
void CPoseController::BuildPropList( void ) { int iPropNum = 0; CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, m_iszPropName );
while ( pEnt && iPropNum < MAX_POSE_CONTROLLED_PROPS ) { CBaseAnimating *pProp = dynamic_cast<CBaseAnimating*>( pEnt ); if ( pProp ) { CDynamicProp *pDynamicProp = dynamic_cast<CDynamicProp*>( pProp ); if ( pDynamicProp ) pDynamicProp->PropSetSequence( 0 );
if ( m_hProps[ iPropNum ] != pProp ) { // Only set new handles (to avoid network spam)
m_hProps.Set( iPropNum, pProp ); }
// Update the pose parameter index
SetPoseIndex( iPropNum, pProp->LookupPoseParameter( m_iszPoseParameterName.ToCStr() ) ); ++iPropNum; }
// Get the next entity with specified targetname
pEnt = gEntList.FindEntityByName( pEnt, m_iszPropName ); }
// Nullify the remaining handles
while ( iPropNum < MAX_POSE_CONTROLLED_PROPS ) { if ( m_hProps[ iPropNum ] != NULL ) m_hProps.Set( iPropNum, NULL );
++iPropNum; }
SetNextThink( gpGlobals->curtime + 1.0 ); }
void CPoseController::BuildPoseIndexList( void ) { for ( int iPropNum = 0; iPropNum < MAX_POSE_CONTROLLED_PROPS; ++iPropNum ) { CBaseAnimating *pProp = dynamic_cast<CBaseAnimating*>( m_hProps[ iPropNum ].Get() );
if ( pProp ) { // Update the pose parameter index
SetPoseIndex( iPropNum, pProp->LookupPoseParameter( m_iszPoseParameterName.ToCStr() ) ); } } }
void CPoseController::SetPoseIndex( int i, int iValue ) { if ( iValue == -1 ) { // Using this as invalid lets us network less bits
iValue = MAXSTUDIOPOSEPARAM; }
if ( m_chPoseIndex[ i ] != iValue ) { // Only set a new index (to avoid network spam)
m_chPoseIndex.Set( i, iValue ); } }
float CPoseController::GetPoseValue( void ) { return m_fPoseValue; }
void CPoseController::SetProp( CBaseAnimating *pProp ) { // Control a prop directly by pointer
if ( m_hProps[ 0 ] != pProp ) { // Only set new handles (to avoid network spam)
m_hProps.Set( 0, pProp ); }
// Update the pose parameter index
SetPoseIndex( 0, pProp->LookupPoseParameter( m_iszPoseParameterName.ToCStr() ) );
// Nullify the remaining handles
for ( int iPropNum = 1; iPropNum < MAX_POSE_CONTROLLED_PROPS; ++iPropNum ) { if ( m_hProps[ iPropNum ] != NULL ) m_hProps.Set( iPropNum, NULL ); }
m_bDisablePropLookup = false; }
void CPoseController::SetPropName( const char *pName ) { m_iszPropName = MAKE_STRING( pName );
BuildPropList(); }
void CPoseController::SetPoseParameterName( const char *pName ) { m_iszPoseParameterName = MAKE_STRING( pName );
BuildPoseIndexList(); }
void CPoseController::SetPoseValue( float fValue ) { m_fPoseValue = clamp( fValue, 0.0f, 1.0f );
// Force the client to set the current pose
m_bPoseValueParity = !m_bPoseValueParity;
SetCurrentPose( m_fPoseValue ); }
void CPoseController::SetInterpolationTime( float fValue ) { m_fInterpolationTime = clamp( fValue, 0.0f, MAX_POSE_INTERPOLATION_TIME ); }
void CPoseController::SetInterpolationWrap( bool bWrap ) { m_bInterpolationWrap = bWrap; }
void CPoseController::SetCycleFrequency( float fValue ) { m_fCycleFrequency = clamp( fValue, -MAX_POSE_CYCLE_FREQUENCY, MAX_POSE_CYCLE_FREQUENCY ); }
void CPoseController::SetFModType( int nType ) { if ( nType < 0 || nType >= POSECONTROLLER_FMODTYPE_TOTAL ) return;
m_nFModType = static_cast<PoseController_FModType_t>(nType); }
void CPoseController::SetFModTimeOffset( float fValue ) { m_fFModTimeOffset = clamp( fValue, -1.0f, 1.0f ); }
void CPoseController::SetFModRate( float fValue ) { m_fFModRate = clamp( fValue, -MAX_POSE_FMOD_RATE, MAX_POSE_FMOD_RATE ); }
void CPoseController::SetFModAmplitude( float fValue ) { m_fFModAmplitude = clamp( fValue, 0.0f, MAX_POSE_FMOD_AMPLITUDE ); }
void CPoseController::RandomizeFMod( float fExtremeness ) { fExtremeness = clamp( fExtremeness, 0.0f, 1.0f );
SetFModType( RandomInt( 1, POSECONTROLLER_FMODTYPE_TOTAL - 1 ) ); SetFModTimeOffset( RandomFloat( -1.0, 1.0f ) ); SetFModRate( RandomFloat( fExtremeness * -MAX_POSE_FMOD_RATE, fExtremeness * MAX_POSE_FMOD_RATE ) ); SetFModAmplitude( RandomFloat( 0.0f, fExtremeness * MAX_POSE_FMOD_AMPLITUDE ) ); }
void CPoseController::InputSetPoseParameterName( inputdata_t &inputdata ) { SetPoseParameterName( inputdata.value.String() ); }
void CPoseController::InputSetPoseValue( inputdata_t &inputdata ) { SetPoseValue( inputdata.value.Float() ); }
void CPoseController::InputSetInterpolationTime( inputdata_t &inputdata ) { SetInterpolationTime( inputdata.value.Float() ); }
void CPoseController::InputSetCycleFrequency( inputdata_t &inputdata ) { SetCycleFrequency( inputdata.value.Float() ); }
void CPoseController::InputSetFModType( inputdata_t &inputdata ) { SetFModType( inputdata.value.Int() ); }
void CPoseController::InputSetFModTimeOffset( inputdata_t &inputdata ) { SetFModTimeOffset( inputdata.value.Float() ); }
void CPoseController::InputSetFModRate( inputdata_t &inputdata ) { SetFModRate( inputdata.value.Float() ); }
void CPoseController::InputSetFModAmplitude( inputdata_t &inputdata ) { SetFModAmplitude( inputdata.value.Float() ); }
void CPoseController::InputRandomizeFMod( inputdata_t &inputdata ) { RandomizeFMod( inputdata.value.Float() ); }
void CPoseController::InputGetFMod( inputdata_t &inputdata ) { DevMsg( "FMod values for pose controller %s\nTYPE: %i\nTIME OFFSET: %f\nRATE: %f\nAMPLITUDE: %f\n", STRING( GetEntityName() ), m_nFModType.Get(), m_fFModTimeOffset.Get(), m_fFModRate.Get(), m_fFModAmplitude.Get() ); }
#else //#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// CLIENT CLASS
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_PoseController, DT_PoseController, CPoseController ) RecvPropArray3( RECVINFO_ARRAY(m_hProps), RecvPropEHandle( RECVINFO(m_hProps[0]) ) ), RecvPropArray3( RECVINFO_ARRAY(m_chPoseIndex), RecvPropInt( RECVINFO(m_chPoseIndex[0]) ) ), RecvPropBool( RECVINFO(m_bPoseValueParity) ), RecvPropFloat( RECVINFO(m_fPoseValue) ), RecvPropFloat( RECVINFO(m_fInterpolationTime) ), RecvPropBool( RECVINFO(m_bInterpolationWrap) ), RecvPropFloat( RECVINFO(m_fCycleFrequency) ), RecvPropInt( RECVINFO(m_nFModType) ), RecvPropFloat( RECVINFO(m_fFModTimeOffset) ), RecvPropFloat( RECVINFO(m_fFModRate) ), RecvPropFloat( RECVINFO(m_fFModAmplitude) ), END_RECV_TABLE()
void C_PoseController::Spawn( void ) { SetThink( &C_PoseController::ClientThink ); SetNextClientThink( CLIENT_THINK_ALWAYS );
m_fCurrentFMod = 0.0f; m_PoseTransitionValue.Init( 0.0f, 0.0f, 0.0f );
BaseClass::Spawn(); }
void C_PoseController::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { // Start thinking (Baseclass stops it)
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_bOldPoseValueParity = m_bPoseValueParity; m_fCurrentPoseValue = m_fPoseValue;
SetCurrentPose( m_fCurrentPoseValue ); }
if ( m_bOldPoseValueParity != m_bPoseValueParity ) { // If the pose value was set directly set the actual pose value
float fClientPoseValue = m_fCurrentPoseValue + m_PoseTransitionValue.Interp( gpGlobals->curtime );
if ( fClientPoseValue < 0.0f ) fClientPoseValue += 1.0f; else if ( fClientPoseValue > 1.0f ) fClientPoseValue -= 1.0f;
float fInterpForward = fClientPoseValue - m_fPoseValue;
if ( m_bInterpolationWrap ) { float fInterpBackward = ( fClientPoseValue + ( ( fClientPoseValue < 0.5f ) ? ( 1.0f ) : ( -1.0f ) ) ) - m_fPoseValue;
m_PoseTransitionValue.Init( ( ( fabsf( fInterpForward ) < fabsf( fInterpBackward ) ) ? ( fInterpForward ) : ( fInterpBackward ) ), 0.0f, m_fInterpolationTime ); } else { m_PoseTransitionValue.Init( fInterpForward, 0.0f, m_fInterpolationTime ); }
m_bOldPoseValueParity = m_bPoseValueParity; m_fCurrentPoseValue = m_fPoseValue; } }
void C_PoseController::ClientThink( void ) { UpdateModulation();
UpdatePoseCycle( m_fCycleFrequency + m_fCurrentFMod ); }
void C_PoseController::UpdateModulation( void ) { switch ( m_nFModType ) { case POSECONTROLLER_FMODTYPE_NONE: { // No modulation
m_fCurrentFMod = 0.0f; break; }
case POSECONTROLLER_FMODTYPE_SINE: { float fCycleTime = m_fFModRate * ( gpGlobals->curtime + m_fFModTimeOffset );
m_fCurrentFMod = m_fFModAmplitude * sinf( fCycleTime * ( 2.0f * M_PI ) ); break; }
case POSECONTROLLER_FMODTYPE_SQUARE: { float fCycleTime = fabsf( m_fFModRate * 2.0f * ( gpGlobals->curtime + m_fFModTimeOffset ) );
// Separate the current time into integer and decimal
int iIntegerPortion = static_cast<int>( fCycleTime );
// Find if it's going up or down
if ( ( iIntegerPortion % 2 ) == 0 ) m_fCurrentFMod = m_fFModAmplitude; else m_fCurrentFMod = -m_fFModAmplitude;
break; }
case POSECONTROLLER_FMODTYPE_TRIANGLE: { float fCycleTime = fabsf( m_fFModRate * 4.0f * ( gpGlobals->curtime + m_fFModTimeOffset ) );
// Separate the current time into integer and decimal
int iIntegerPortion = static_cast<int>( fCycleTime ); float fDecimalPortion = fCycleTime - static_cast<float>( iIntegerPortion );
// Find if it's going up from 0, down from 1, down from 0, or up from -1
switch ( iIntegerPortion % 4 ) { case 0: m_fCurrentFMod = fDecimalPortion * m_fFModAmplitude; break; case 1: m_fCurrentFMod = ( 1.0f - fDecimalPortion ) * m_fFModAmplitude; break; case 2: m_fCurrentFMod = -fDecimalPortion * m_fFModAmplitude; break; case 3: m_fCurrentFMod = ( -1.0f + fDecimalPortion ) * m_fFModAmplitude; break; }
break; }
case POSECONTROLLER_FMODTYPE_SAWTOOTH: { float fCycleTime = fabsf( m_fFModRate * 2.0f * ( gpGlobals->curtime + m_fFModTimeOffset ) );
// Separate the current time into integer and decimal
int iIntegerPortion = static_cast<int>( fCycleTime ); float fDecimalPortion = fCycleTime - static_cast<float>( iIntegerPortion );
// Find if it's going up from 0 or up from -1
if ( ( iIntegerPortion % 2 ) == 0 ) m_fCurrentFMod = fDecimalPortion * m_fFModAmplitude; else m_fCurrentFMod = ( -1.0f + fDecimalPortion ) * m_fFModAmplitude;
break; }
case POSECONTROLLER_FMODTYPE_NOISE: { // Randomly increase or decrease by the rate
if ( RandomInt( 0, 1 ) == 0 ) m_fCurrentFMod += m_fFModRate * gpGlobals->frametime; else m_fCurrentFMod -= m_fFModRate * gpGlobals->frametime;
m_fCurrentFMod = clamp( m_fCurrentFMod, -m_fFModAmplitude, m_fFModAmplitude );
break; } } }
void C_PoseController::UpdatePoseCycle( float fCycleAmount ) { m_fCurrentPoseValue += fCycleAmount * gpGlobals->frametime;
float fNewPoseValue = m_fCurrentPoseValue + m_PoseTransitionValue.Interp( gpGlobals->curtime );
if ( fNewPoseValue < 0.0f ) fNewPoseValue += 1.0f; else if ( fNewPoseValue > 1.0f ) fNewPoseValue -= 1.0f;
SetCurrentPose( fNewPoseValue ); }
#define CPoseController C_PoseController
#define CBaseAnimating C_BaseAnimating
#endif //#ifndef CLIENT_DLL
void CPoseController::SetCurrentPose( float fCurrentPoseValue ) { for ( int iPropNum = 0; iPropNum < MAX_POSE_CONTROLLED_PROPS; ++iPropNum ) { // Control each model's pose parameter
CBaseAnimating *pProp = dynamic_cast<CBaseAnimating*>( m_hProps[ iPropNum ].Get() );
if ( pProp ) { float fPoseValueMin; float fPoseValueMax;
// Map to the pose parameter's range
pProp->GetPoseParameterRange( m_chPoseIndex[ iPropNum ], fPoseValueMin, fPoseValueMax ); pProp->SetPoseParameter( m_chPoseIndex[ iPropNum ], fPoseValueMin + fCurrentPoseValue * ( fPoseValueMax - fPoseValueMin ) ); } } }
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