Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASE_PLAYERANIMSTATE_H
#define BASE_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "iplayeranimstate.h"
#include "studio.h"
#include "sequence_Transitioner.h"
#ifdef CLIENT_DLL
class C_BaseAnimatingOverlay;
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
#else
class CBaseAnimatingOverlay;
#endif
// If a guy is moving slower than this, then he's considered to not be moving
// (so he goes to his idle animation at full playback rate rather than his walk
// animation at low playback rate).
#define MOVING_MINIMUM_SPEED 0.5f
#define MAIN_IDLE_SEQUENCE_LAYER 0 // For 8-way blended models, this layer blends an idle on top of the run/walk animation to simulate a 9-way blend.
// For 9-way blended models, we don't use this layer.
#define AIMSEQUENCE_LAYER 1 // Aim sequence uses layers 0 and 1 for the weapon idle animation (needs 2 layers so it can blend).
#define NUM_AIMSEQUENCE_LAYERS 4 // Then it uses layers 2 and 3 to blend in the weapon run/walk/crouchwalk animation.
// Everyone who derives from CBasePlayerAnimState gets to fill in this info
// to drive how the animation state is generated.
class CModAnimConfig
{
public:
// This tells how far the upper body can rotate left and right. If he begins to rotate
// past this, it'll turn his feet to face his upper body.
float m_flMaxBodyYawDegrees;
// How do the legs animate?
LegAnimType_t m_LegAnimType;
// Use aim sequences? (CS hostages don't).
bool m_bUseAimSequences;
};
// ------------------------------------------------------------------------------------------------ //
// CBasePlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
abstract_class CBasePlayerAnimState : virtual public IPlayerAnimState
{
public:
DECLARE_CLASS_NOBASE( CBasePlayerAnimState );
enum
{
TURN_NONE = 0,
TURN_LEFT,
TURN_RIGHT
};
CBasePlayerAnimState();
virtual ~CBasePlayerAnimState();
void Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config );
virtual void Release();
// Update() and DoAnimationEvent() together maintain the entire player's animation state.
//
// Update() maintains the the lower body animation (the player's m_nSequence)
// and the upper body overlay based on the player's velocity and look direction.
//
// It also modulates these based on events triggered by DoAnimationEvent.
virtual void Update( float eyeYaw, float eyePitch );
// This is called by the client when a new player enters the PVS to clear any events
// the dormant version of the entity may have been playing.
virtual void ClearAnimationState();
// This is called every frame to prepare the animation layers to be filled with data
// since we reconstruct them every frame (in case they get stomped by the networking
// or anything else).
virtual void ClearAnimationLayers();
// The client uses this to figure out what angles to render the entity with (since as the guy turns,
// it will change his body_yaw pose parameter before changing his rendered angle).
virtual const QAngle& GetRenderAngles();
// Overrideables.
public:
virtual bool ShouldUpdateAnimState();
// This is called near the start of each frame.
// The base class figures out the main sequence and the aim sequence, and derived
// classes can overlay whatever other animations they want.
virtual void ComputeSequences( CStudioHdr *pStudioHdr );
// This is called to figure out what the main activity is. The mod-specific class
// overrides this to handle events like jumping, firing, etc.
virtual Activity CalcMainActivity() = 0;
// This is called to calculate the aim layer sequence. It usually figures out the
// animation prefixes and suffixes and calls CalcSequenceIndex().
virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle ) = 0;
// This lets server-controlled idle sequences to play unchanged on the client
virtual bool ShouldChangeSequences( void ) const;
// If this returns true, then it will blend the current aim layer sequence with an idle aim layer
// sequence based on how fast the character is moving, so it doesn't play the upper-body run at
// full speed if he's moving really slowly.
//
// We return false on this for animations that don't have blends, like reloads.
virtual bool ShouldBlendAimSequenceToIdle();
// For the body left/right rotation, some models use a pose parameter and some use a bone controller.
virtual float SetOuterBodyYaw( float flValue );
// Return true if the player is allowed to move.
virtual bool CanThePlayerMove();
// This is called every frame to see what the maximum speed the player can move is.
// It is used to determine where to put the move_x/move_y pose parameters or to
// determine the animation playback rate, based on the player's movement speed.
// The return value from here is interpolated so the playback rate or pose params don't move sharply.
virtual float GetCurrentMaxGroundSpeed() = 0;
// Display Con_NPrint output about the animation state. This is called if
// we're on the client and if cl_showanimstate holds the current entity's index.
void DebugShowAnimStateFull( int iStartLine );
virtual void DebugShowAnimState( int iStartLine );
void AnimStatePrintf( int iLine, PRINTF_FORMAT_STRING const char *pMsg, ... );
void AnimStateLog( PRINTF_FORMAT_STRING const char *pMsg, ... );
// Calculate the playback rate for movement layer
virtual float CalcMovementPlaybackRate( bool *bIsMoving );
// Allow inheriting classes to translate their desired activity, while keeping all
// internal ACT comparisons using the base activity
virtual Activity TranslateActivity( Activity actDesired ) { return actDesired; }
// Allow inheriting classes to override SelectWeightedSequence
virtual int SelectWeightedSequence( Activity activity );
public:
void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
CBaseAnimatingOverlay *GetOuter() const;
void RestartMainSequence();
// Helpers for the derived classes to use.
protected:
// Sets up the string you specify, looks for that sequence and returns the index.
// Complains in the console and returns 0 if it can't find it.
virtual int CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... );
Activity GetCurrentMainSequenceActivity() const;
void GetOuterAbsVelocity( Vector& vel ) const;
float GetOuterXYSpeed() const;
// How long has it been since we cleared the animation state?
float TimeSinceLastAnimationStateClear() const;
float GetEyeYaw() const { return m_flEyeYaw; }
protected:
CModAnimConfig m_AnimConfig;
CBaseAnimatingOverlay *m_pOuter;
protected:
int ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current );
virtual void ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr );
virtual void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
virtual void ComputePoseParam_BodyYaw();
virtual void ResetGroundSpeed( void );
protected:
// The player's eye yaw and pitch angles.
float m_flEyeYaw;
float m_flEyePitch;
// The following variables are used for tweaking the yaw of the upper body when standing still and
// making sure that it smoothly blends in and out once the player starts moving
// Direction feet were facing when we stopped moving
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
bool m_bCurrentFeetYawInitialized;
float m_flCurrentTorsoYaw;
// To check if they are rotating in place
float m_flLastYaw;
// Time when we stopped moving
float m_flLastTurnTime;
// One of the above enums
int m_nTurningInPlace;
QAngle m_angRender;
private:
// Update the prone state machine.
void UpdateProneState();
// Get the string that's appended to animation names for the player's current weapon.
const char* GetWeaponSuffix();
Activity BodyYawTranslateActivity( Activity activity );
void SetOuterPoseParameter( int iParam, float flValue );
void EstimateYaw();
virtual bool ShouldResetMainSequence( int iCurrentSequence, int iNewSequence );
void ComputeMainSequence();
void ComputeAimSequence();
void ComputePlaybackRate();
void UpdateInterpolators();
float GetInterpolatedGroundSpeed();
private:
float m_flMaxGroundSpeed;
float m_flLastAnimationStateClearTime;
// If he's using 8-way blending, then we blend to this idle
int m_iCurrent8WayIdleSequence;
int m_iCurrent8WayCrouchIdleSequence;
// Last activity we've used on the lower body. Used to determine if animations should restart.
Activity m_eCurrentMainSequenceActivity;
float m_flGaitYaw;
float m_flStoredCycle;
Vector2D m_vLastMovePose;
void UpdateAimSequenceLayers(
float flCycle,
int iFirstLayer,
bool bForceIdle,
CSequenceTransitioner *pTransitioner,
float flWeightScale
);
void OptimizeLayerWeights( int iFirstLayer, int nLayers );
// This gives us smooth transitions between aim anim sequences on the client.
CSequenceTransitioner m_IdleSequenceTransitioner;
CSequenceTransitioner m_SequenceTransitioner;
};
extern float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
inline Activity CBasePlayerAnimState::GetCurrentMainSequenceActivity() const
{
return m_eCurrentMainSequenceActivity;
}
#endif // BASE_PLAYERANIMSTATE_H