Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "GlobalFunctions.h"
#include "fgdlib/HelperInfo.h"
#include "MapAnimator.h"
#include "MapDoc.h"
#include "MapEntity.h"
#include "MapWorld.h"
#include "KeyFrame/KeyFrame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_MAPCLASS( CMapAnimator );
//-----------------------------------------------------------------------------
// Purpose: Factory function. Used for creating a CMapKeyFrame from a set
// of string parameters from the FGD file.
// Input : *pInfo - Pointer to helper info class which gives us information
// about how to create the class.
// Output : Returns a pointer to the class, NULL if an error occurs.
//-----------------------------------------------------------------------------
CMapClass *CMapAnimator::CreateMapAnimator(CHelperInfo *pHelperInfo, CMapEntity *pParent)
{
return(new CMapAnimator);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMapAnimator::CMapAnimator()
{
m_CoordFrame.Identity();
m_bCurrentlyAnimating = false;
m_pCurrentKeyFrame = this;
m_iPositionInterpolator = m_iRotationInterpolator = m_iTimeModifier = 0;
m_nKeysChanged = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMapAnimator::~CMapAnimator()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CMapClass *
//-----------------------------------------------------------------------------
CMapClass *CMapAnimator::Copy(bool bUpdateDependencies)
{
CMapAnimator *pNew = new CMapAnimator;
pNew->CopyFrom(this, bUpdateDependencies);
return pNew;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObj -
// Output : CMapClass
//-----------------------------------------------------------------------------
CMapClass *CMapAnimator::CopyFrom(CMapClass *pObj, bool bUpdateDependencies)
{
CMapKeyFrame::CopyFrom(pObj, bUpdateDependencies);
CMapAnimator *pFrom = dynamic_cast<CMapAnimator*>( pObj );
Assert( pFrom != NULL );
memcpy( m_CoordFrame.Base(), pFrom->m_CoordFrame.Base(), sizeof(m_CoordFrame) );
m_bCurrentlyAnimating = false;
m_pCurrentKeyFrame = NULL; // keyframe it's currently at
m_iTimeModifier = pFrom->m_iTimeModifier;
m_iPositionInterpolator = pFrom->m_iPositionInterpolator;
m_iRotationInterpolator = pFrom->m_iRotationInterpolator;
return this;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a coordinate frame to render in, if the entity is animating
// Input : matrix -
// Output : returns true if a new matrix is returned, false if it is invalid
//-----------------------------------------------------------------------------
bool CMapAnimator::GetTransformMatrix( VMatrix& matrix )
{
// are we currently animating?
if ( m_bCurrentlyAnimating )
{
matrix = m_CoordFrame;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Notifies that the entity this is attached to has had a key change
// Input : key -
// value -
//-----------------------------------------------------------------------------
void CMapAnimator::OnParentKeyChanged( const char* key, const char* value )
{
if ( !stricmp(key, "TimeModifier") )
{
m_iTimeModifier = atoi( value );
}
else if ( !stricmp(key, "PositionInterpolator") )
{
m_iPositionInterpolator = atoi( value );
// HACK: Force everything in the path to update. Better to follow our path and update only it.
UpdateAllDependencies(this);
}
else if ( !stricmp(key, "RotationInterpolator") )
{
m_iRotationInterpolator = atoi( value );
}
m_nKeysChanged++;
CMapKeyFrame::OnParentKeyChanged( key, value );
}
//-----------------------------------------------------------------------------
// Purpose: Gets the current and previous keyframes for a given time.
// Input : time - time into sequence
// pKeyFrame - receives current keyframe pointer
// pPrevKeyFrame - receives previous keyframe pointer
// Output : time remaining after the thing has reached this key
//-----------------------------------------------------------------------------
float CMapAnimator::GetKeyFramesAtTime( float time, CMapKeyFrame *&pKeyFrame, CMapKeyFrame *&pPrevKeyFrame )
{
pKeyFrame = this;
pPrevKeyFrame = this;
float outTime = time;
while ( pKeyFrame )
{
if ( pKeyFrame->MoveTime() > outTime )
{
break;
}
// make sure this anim has enough time
if ( pKeyFrame->MoveTime() < 0.01f )
{
outTime = 0.0f;
break;
}
outTime -= pKeyFrame->MoveTime();
pPrevKeyFrame = pKeyFrame;
pKeyFrame = pKeyFrame->NextKeyFrame();
}
return outTime;
}
//-----------------------------------------------------------------------------
// Purpose: creates a new keyframe at the specified time
// Input : time -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
CMapEntity *CMapAnimator::CreateNewKeyFrame( float time )
{
// work out where we are in the animation
CMapKeyFrame *key;
CMapKeyFrame *pPrevKey;
float partialTime = GetKeyFramesAtTime( time, key, pPrevKey );
CMapEntity *pCurrentEnt = dynamic_cast<CMapEntity*>( key->m_pParent );
// check to see if we're direction on a key frame
Vector posOffset( 0, 0, 0 );
if ( partialTime == 0 )
{
// create this new key frame slightly after the current one, and offset
posOffset[0] = 64;
}
// get our orientation and position at this time
Vector vOrigin;
QAngle angles;
Quaternion qAngles;
GetAnimationAtTime( key, pPrevKey, partialTime, vOrigin, qAngles, m_iPositionInterpolator, m_iRotationInterpolator );
QuaternionAngles( qAngles, angles );
// create the new map entity
CMapEntity *pNewEntity = new CMapEntity;
Vector newPos;
VectorAdd( vOrigin, posOffset, newPos );
pNewEntity->SetPlaceholder( TRUE );
pNewEntity->SetOrigin( newPos );
pNewEntity->SetClass( "keyframe_track" );
char buf[128];
sprintf( buf, "%f %f %f", angles[0], angles[1], angles[2] );
pNewEntity->SetKeyValue( "angles", buf );
// link it into the keyframe list
// take over this existing next keyframe pointer
const char *nextKeyName = pCurrentEnt->GetKeyValue( "NextKey" );
if ( nextKeyName )
{
pNewEntity->SetKeyValue( "NextKey", nextKeyName );
}
// create a new unique name for this ent
char newName[128];
const char *oldName = pCurrentEnt->GetKeyValue( "targetname" );
if ( !oldName || oldName[0] == 0 )
oldName = "keyframe";
CMapWorld *pWorld = GetWorldObject( this );
if ( pWorld )
{
pWorld->GenerateNewTargetname( oldName, newName, sizeof( newName ), true, NULL );
pNewEntity->SetKeyValue( "targetname", newName );
// point the current entity at the newly created one
pCurrentEnt->SetKeyValue( "NextKey", newName );
// copy any relevant values
const char *keyValue = pCurrentEnt->GetKeyValue( "parentname" );
if ( keyValue )
pNewEntity->SetKeyValue( "parentname", keyValue );
keyValue = pCurrentEnt->GetKeyValue( "MoveSpeed" );
if ( keyValue )
pNewEntity->SetKeyValue( "MoveSpeed", keyValue );
}
return(pNewEntity);
}
//-----------------------------------------------------------------------------
// Purpose: stops CMapKeyframe from doing it's auto-connect behavior when cloning
// Input : pClone -
//-----------------------------------------------------------------------------
void CMapAnimator::OnClone( CMapClass *pClone, CMapWorld *pWorld, const CMapObjectList &OriginalList, CMapObjectList &NewList )
{
CMapClass::OnClone( pClone, pWorld, OriginalList, NewList );
}
//-----------------------------------------------------------------------------
// Purpose: calculates the position of an animating object at a given time in
// it's animation sequence
// Input : animTime -
// *newOrigin -
// *newAngles -
//-----------------------------------------------------------------------------
void CMapAnimator::GetAnimationAtTime( float animTime, Vector& newOrigin, Quaternion &newAngles )
{
// setup the animation, given the time
// get our new position & orientation
float newTime, totalAnimTime = GetRemainingTime();
animTime /= totalAnimTime;
// don't use time modifier until we work out what we're going to do with it
//Motion_CalculateModifiedTime( animTime, m_iTimeModifier, &newTime );
newTime = animTime;
// find out where we are in the keyframe sequence based on the time
CMapKeyFrame *pPrevKeyFrame;
float posTime = GetKeyFramesAtTime( newTime * totalAnimTime, m_pCurrentKeyFrame, pPrevKeyFrame );
// find the position from that keyframe
GetAnimationAtTime( m_pCurrentKeyFrame, pPrevKeyFrame, posTime, newOrigin, newAngles, m_iPositionInterpolator, m_iRotationInterpolator );
}
//-----------------------------------------------------------------------------
// Purpose: calculates the position of the animating object between two keyframes
// Input : currentKey -
// pPrevKey -
// partialTime -
// newOrigin -
// newAngles -
// posInterpolator -
// rotInterpolator -
//-----------------------------------------------------------------------------
void CMapAnimator::GetAnimationAtTime( CMapKeyFrame *currentKey, CMapKeyFrame *pPrevKey, float partialTime, Vector& newOrigin, Quaternion &newAngles, int posInterpolator, int rotInterpolator )
{
// calculate the proportion of time to be spent on this keyframe
float animTime;
if ( currentKey->MoveTime() < 0.01 )
{
animTime = 1.0f;
}
else
{
animTime = partialTime / currentKey->MoveTime();
}
Assert( animTime >= 0.0f && animTime <= 1.0f );
IPositionInterpolator *pInterp = currentKey->SetupPositionInterpolator( posInterpolator );
// setup interpolation keyframes
Vector keyOrigin;
Quaternion keyAngles;
pPrevKey->GetOrigin( keyOrigin );
pPrevKey->GetQuatAngles( keyAngles );
pInterp->SetKeyPosition( -1, keyOrigin );
Motion_SetKeyAngles ( -1, keyAngles );
currentKey->GetOrigin( keyOrigin );
currentKey->GetQuatAngles( keyAngles );
pInterp->SetKeyPosition( 0, keyOrigin );
Motion_SetKeyAngles ( 0, keyAngles );
currentKey->NextKeyFrame()->GetOrigin( keyOrigin );
currentKey->NextKeyFrame()->GetQuatAngles( keyAngles );
pInterp->SetKeyPosition( 1, keyOrigin );
Motion_SetKeyAngles ( 1, keyAngles );
currentKey->NextKeyFrame()->NextKeyFrame()->GetOrigin( keyOrigin );
currentKey->NextKeyFrame()->NextKeyFrame()->GetQuatAngles( keyAngles );
pInterp->SetKeyPosition( 2, keyOrigin );
Motion_SetKeyAngles ( 2, keyAngles );
// get our new interpolated position
// HACK HACK - Hey Brian, look here!!!!
Vector hackOrigin;
pInterp->InterpolatePosition( animTime, hackOrigin );
newOrigin[0] = hackOrigin[0];
newOrigin[1] = hackOrigin[1];
newOrigin[2] = hackOrigin[2];
Motion_InterpolateRotation( animTime, rotInterpolator, newAngles );
}
//-----------------------------------------------------------------------------
// Purpose: Builds the animation transformation matrix for the entity if it's animating
//-----------------------------------------------------------------------------
void CMapAnimator::UpdateAnimation( float animTime )
{
// only animate if the doc is animating and we're selected
if ( !CMapDoc::GetActiveMapDoc()->IsAnimating() || !m_pParent->IsSelected() )
{
// we're not animating
m_bCurrentlyAnimating = false;
return;
}
m_bCurrentlyAnimating = true;
Vector newOrigin;
Quaternion newAngles;
GetAnimationAtTime( animTime, newOrigin, newAngles );
VMatrix mat, tmpMat;
Vector ourOrigin;
GetOrigin( ourOrigin );
// build us a matrix
// T(newOrigin)R(angle)T(-ourOrigin)
m_CoordFrame.Identity() ;
// transform back to the origin
for ( int i = 0; i < 3; i++ )
{
m_CoordFrame[i][3] = -ourOrigin[i];
}
// Apply interpolated Rotation
mat.Identity();
QuaternionMatrix( newAngles, const_cast< matrix3x4_t & > ( mat.As3x4() ) );
m_CoordFrame = m_CoordFrame * mat;
// transform back to our new position
mat.Identity();
for ( int i = 0; i < 3; i++ )
{
mat[i][3] = newOrigin[i];
}
m_CoordFrame = m_CoordFrame * mat;
}
//-----------------------------------------------------------------------------
// Purpose: Rebuilds the line path between keyframe entities
// samples the interpolator function to get an approximation of the curve
//-----------------------------------------------------------------------------
void CMapAnimator::RebuildPath( void )
{
CMapWorld *pWorld = GetWorldObject( this );
if ( !pWorld )
{
// Sometimes the object isn't linked back into the world yet when RebuildPath()
// is called... we will be get called again when needed, but may cause an incorrect
// (linear-only) path to get drawn temporarily.
return;
}
//
// Build the path forward from the head. Keep a list of nodes we've visited to
// use in detecting circularities.
//
CMapObjectList VisitedList;
CMapKeyFrame *pCurKey = this;
while ( pCurKey != NULL )
{
VisitedList.AddToTail( pCurKey );
//
// Attach ourselves as this keyframe's animator.
//
pCurKey->SetAnimator( this );
//
// Get the entity parent of this keyframe so we can query keyvalues.
//
CMapEntity *pCurEnt = dynamic_cast<CMapEntity *>( pCurKey->GetParent() );
if ( !pCurEnt )
{
return;
}
//
// Find the next keyframe in the path.
//
CMapEntity *pNextEnt = pWorld->FindEntityByName( pCurEnt->GetKeyValue( "NextKey" ) );
CMapKeyFrame *pNextKey = NULL;
if ( pNextEnt )
{
pNextKey = pNextEnt->GetChildOfType( ( CMapKeyFrame * )NULL );
pCurKey->SetNextKeyFrame(pNextKey);
}
else
{
pCurKey->SetNextKeyFrame( NULL );
}
pCurKey = pNextKey;
//
// If we detect a circularity, stop.
//
if ( VisitedList.Find( pCurKey ) != -1 )
{
break;
}
}
//
// Now traverse the path again building the spline points, once again checking
// the visited list for circularities.
//
VisitedList.RemoveAll();
pCurKey = this;
CMapKeyFrame *pPrevKey = this;
while ( pCurKey != NULL )
{
VisitedList.AddToTail( pCurKey );
pCurKey->BuildPathSegment(pPrevKey);
pPrevKey = pCurKey;
pCurKey = pCurKey->m_pNextKeyFrame;
//
// If we detect a circularity, stop.
//
if ( VisitedList.Find( pCurKey ) != -1 )
{
break;
}
}
}