Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Hooks and classes for the support of humanoid NPCs with
// groovy facial animation capabilities, aka, "Actors"
//
//=============================================================================//
#include "cbase.h"
#include "AI_Interest_Target.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
bool CAI_InterestTarget_t::IsThis( CBaseEntity *pThis )
{
return (pThis == m_hTarget);
};
const Vector &CAI_InterestTarget_t::GetPosition( void )
{
if (m_eType == LOOKAT_ENTITY && m_hTarget != NULL)
{
m_vecPosition = m_hTarget->EyePosition();
}
return m_vecPosition;
};
bool CAI_InterestTarget_t::IsActive( void )
{
if (m_flEndTime < gpGlobals->curtime) return false;
if (m_eType == LOOKAT_ENTITY && m_hTarget == NULL) return false;
return true;
};
float CAI_InterestTarget_t::Interest( void )
{
float t = (gpGlobals->curtime - m_flStartTime) / (m_flEndTime - m_flStartTime);
if (t < 0.0f || t > 1.0f)
return 0.0f;
if (m_flRamp && t < 1 - m_flRamp)
{
//t = t / m_flRamp;
t = 1.0 - ExponentialDecay( 0.2, m_flRamp, t );
//t = 1.0 - ExponentialDecay( 0.01, 1 - m_flRamp, t );
}
else if (t > 1.0f - m_flRamp)
{
t = (1.0 - t) / m_flRamp;
t = 3.0f * t * t - 2.0f * t * t * t;
}
else
{
t = 1.0f;
}
// ramp
t *= m_flInterest;
return t;
}
void CAI_InterestTarget::Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp )
{
int i;
for (i = 0; i < Count(); i++)
{
CAI_InterestTarget_t &target = Element( i );
if (target.m_hTarget == pTarget && target.m_flRamp == 0)
{
if (target.m_flStartTime == gpGlobals->curtime)
{
flImportance = MAX( flImportance, target.m_flInterest );
}
Remove( i );
break;
}
}
Add( CAI_InterestTarget_t::LOOKAT_ENTITY, pTarget, Vector( 0, 0, 0 ), flImportance, flDuration, flRamp );
}
void CAI_InterestTarget::Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
int i;
for (i = 0; i < Count(); i++)
{
CAI_InterestTarget_t &target = Element( i );
if (target.m_vecPosition == vecPosition)
{
Remove( i );
break;
}
}
Add( CAI_InterestTarget_t::LOOKAT_POSITION, NULL, vecPosition, flImportance, flDuration, flRamp );
}
void CAI_InterestTarget::Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
int i;
for (i = 0; i < Count(); i++)
{
CAI_InterestTarget_t &target = Element( i );
if (target.m_hTarget == pTarget)
{
if (target.m_flStartTime == gpGlobals->curtime)
{
flImportance = MAX( flImportance, target.m_flInterest );
}
Remove( i );
break;
}
}
Add( CAI_InterestTarget_t::LOOKAT_BOTH, pTarget, vecPosition, flImportance, flDuration, flRamp );
}
void CAI_InterestTarget::Add( CAI_InterestTarget_t::CAI_InterestTarget_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
int i = AddToTail();
CAI_InterestTarget_t &target = Element( i );
target.m_eType = type;
target.m_hTarget = pTarget;
target.m_vecPosition = vecPosition;
target.m_flInterest = flImportance;
target.m_flStartTime = gpGlobals->curtime;
target.m_flEndTime = gpGlobals->curtime + flDuration;
target.m_flRamp = flRamp / flDuration;
}