//========= 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" #define ANIM_LAYER_ACTIVE 0x0001 #define ANIM_LAYER_AUTOKILL 0x0002 #define ANIM_LAYER_KILLME 0x0004 #define ANIM_LAYER_DONTRESTORE 0x0008 #define ANIM_LAYER_CHECKACCESS 0x0010 #define ANIM_LAYER_DYING 0x0020 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 ) { return ((m_fFlags & ANIM_LAYER_ACTIVE) != 0); } bool IsAutokill( void ) { return ((m_fFlags & ANIM_LAYER_AUTOKILL) != 0); } bool IsKillMe( void ) { return ((m_fFlags & ANIM_LAYER_KILLME) != 0); } bool IsAutoramp( void ) { return (m_flBlendIn != 0.0 || m_flBlendOut != 0.0); } void KillMe( void ) { m_fFlags |= ANIM_LAYER_KILLME; } void Dying( void ) { m_fFlags |= ANIM_LAYER_DYING; } bool IsDying( void ) { return ((m_fFlags & ANIM_LAYER_DYING) != 0); } void Dead( void ) { m_fFlags &= ~ANIM_LAYER_DYING; } int m_nSequence; float m_flPrevCycle; float m_flWeight; int m_nOrder; int m_fFlags; // used for automatic crossfades between sequence changes float m_flPlaybackRate; float 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