mirror of
https://github.com/0TheSpy/Seaside.git
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335 lines
8.5 KiB
C++
335 lines
8.5 KiB
C++
#ifndef ANIMATIONLAYER_H
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#define ANIMATIONLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "rangecheckedvar.h"
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#include "lerp_functions.h"
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#include "shareddefs.h"
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#include "cs_shareddefs.h"
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#ifdef CLIENT_DLL
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class C_BaseAnimatingOverlay;
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#endif
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class C_AnimationLayer
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{
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public:
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ALLOW_DATATABLES_PRIVATE_ACCESS();
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C_AnimationLayer();
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void Reset();
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#ifdef CLIENT_DLL
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void SetOwner(C_BaseAnimatingOverlay* pOverlay);
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C_BaseAnimatingOverlay* GetOwner() const;
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#endif
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void SetOrder(int order);
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bool IsActive(void);
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float GetFadeout(float flCurTime);
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void SetSequence(int nSequence);
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void SetCycle(float flCycle);
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void SetPrevCycle(float flCycle);
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void SetPlaybackRate(float flPlaybackRate);
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void SetWeight(float flWeight);
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void SetWeightDeltaRate(float flDelta);
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int GetOrder() const;
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int GetSequence() const;
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float GetCycle() const;
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float GetPrevCycle() const;
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float GetPlaybackRate() const;
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float GetWeight() const;
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float GetWeightDeltaRate() const;
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#ifdef CLIENT_DLL
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int GetInvalidatePhysicsBits() const;
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void SetInvalidatePhysicsBits(int iBit) { m_nInvalidatePhysicsBits = iBit; }
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#endif
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public:
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float m_flLayerAnimtime;
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float m_flLayerFadeOuttime;
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CStudioHdr* m_pDispatchedStudioHdr;
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int m_nDispatchedSrc;
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int m_nDispatchedDst;
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private:
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int m_nOrder;
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CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
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CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
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CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
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CRangeCheckedVar<float, -5, 5, 0> m_flWeightDeltaRate;
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CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
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CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
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#ifdef CLIENT_DLL
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C_BaseAnimatingOverlay* m_pOwner;
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int m_nInvalidatePhysicsBits;
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#endif
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friend class C_BaseAnimatingOverlay;
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friend C_AnimationLayer LoopingLerp(float flPercent, C_AnimationLayer& from, C_AnimationLayer& to);
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friend C_AnimationLayer Lerp(float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to);
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friend C_AnimationLayer LoopingLerp_Hermite(const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to);
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friend C_AnimationLayer Lerp_Hermite(const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to);
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friend void Lerp_Clamp(C_AnimationLayer& val);
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friend int CheckForSequenceBoxChanges(const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer);
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};
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#ifdef CLIENT_DLL
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#define CAnimationLayer C_AnimationLayer
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#endif
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inline C_AnimationLayer::C_AnimationLayer()
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{
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#ifdef CLIENT_DLL
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m_pOwner = NULL;
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m_nInvalidatePhysicsBits = 0;
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#endif
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m_pDispatchedStudioHdr = NULL;
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m_nDispatchedSrc = 0;
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m_nDispatchedDst = 0;
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Reset();
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}
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#ifdef GAME_DLL
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inline void C_AnimationLayer::SetSequence(int nSequence)
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{
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m_nSequence = nSequence;
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}
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inline void C_AnimationLayer::SetCycle(float flCycle)
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{
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m_flCycle = flCycle;
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}
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inline void C_AnimationLayer::SetWeight(float flWeight)
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{
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m_flWeight = flWeight;
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}
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#endif
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FORCEINLINE void C_AnimationLayer::SetPrevCycle(float flPrevCycle)
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{
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m_flPrevCycle = flPrevCycle;
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}
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FORCEINLINE void C_AnimationLayer::SetPlaybackRate(float flPlaybackRate)
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{
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m_flPlaybackRate = flPlaybackRate;
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}
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FORCEINLINE void C_AnimationLayer::SetWeightDeltaRate(float flDelta)
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{
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m_flWeightDeltaRate = flDelta;
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}
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FORCEINLINE int C_AnimationLayer::GetSequence() const
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{
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return m_nSequence;
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}
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FORCEINLINE float C_AnimationLayer::GetCycle() const
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{
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return m_flCycle;
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}
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FORCEINLINE float C_AnimationLayer::GetPrevCycle() const
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{
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return m_flPrevCycle;
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}
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FORCEINLINE float C_AnimationLayer::GetPlaybackRate() const
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{
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return m_flPlaybackRate;
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}
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FORCEINLINE float C_AnimationLayer::GetWeight() const
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{
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return m_flWeight;
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}
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FORCEINLINE float C_AnimationLayer::GetWeightDeltaRate() const
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{
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return m_flWeightDeltaRate;
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}
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FORCEINLINE int C_AnimationLayer::GetOrder() const
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{
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return m_nOrder;
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}
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inline float C_AnimationLayer::GetFadeout(float flCurTime)
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{
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float s;
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if (m_flLayerFadeOuttime <= 0.0f)
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{
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s = 0;
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}
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else
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{
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s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
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if (s > 0 && s <= 1.0)
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{
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s = 3 * s * s - 2 * s * s * s;
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}
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else if (s > 1.0f)
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{
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s = 1.0f;
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}
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}
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return s;
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}
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#ifdef CLIENT_DLL
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FORCEINLINE int C_AnimationLayer::GetInvalidatePhysicsBits() const
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{
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return m_nInvalidatePhysicsBits;
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}
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#endif
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inline C_AnimationLayer LoopingLerp(float flPercent, C_AnimationLayer& from, C_AnimationLayer& to)
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{
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#ifdef CLIENT_DLL
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Assert(from.GetOwner() == to.GetOwner());
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#endif
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = LoopingLerp(flPercent, (float)from.m_flCycle, (float)to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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#ifdef CLIENT_DLL
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output.SetOwner(to.GetOwner());
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#endif
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return output;
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}
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inline C_AnimationLayer Lerp(float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to)
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{
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#ifdef CLIENT_DLL
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Assert(from.GetOwner() == to.GetOwner());
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#endif
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = Lerp(flPercent, from.m_flCycle, to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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#ifdef CLIENT_DLL
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output.SetOwner(to.GetOwner());
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#endif
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return output;
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}
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inline int CheckForSequenceBoxChanges(const C_AnimationLayer& newLayer, const C_AnimationLayer& oldLayer)
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{
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int nChangeFlags = 0;
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bool bOldIsZero = (oldLayer.GetWeight() == 0.0f);
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bool bNewIsZero = (newLayer.GetWeight() == 0.0f);
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if ((newLayer.GetSequence() != oldLayer.GetSequence()) ||
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(bNewIsZero != bOldIsZero))
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{
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nChangeFlags |= SEQUENCE_CHANGED | BOUNDS_CHANGED;
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}
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if (newLayer.GetCycle() != oldLayer.GetCycle())
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{
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nChangeFlags |= ANIMATION_CHANGED;
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}
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if (newLayer.GetOrder() != oldLayer.GetOrder())
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{
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nChangeFlags |= BOUNDS_CHANGED;
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}
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return nChangeFlags;
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}
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inline C_AnimationLayer LoopingLerp_Hermite(const C_AnimationLayer& current, float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to)
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{
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#ifdef CLIENT_DLL
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Assert(prev.GetOwner() == from.GetOwner());
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Assert(from.GetOwner() == to.GetOwner());
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#endif
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = LoopingLerp_Hermite((float)current.m_flCycle, flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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#ifdef CLIENT_DLL
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output.SetOwner(to.GetOwner());
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output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges(output, current);
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#endif
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return output;
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}
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inline C_AnimationLayer Lerp_Hermite(const C_AnimationLayer& current, float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to)
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{
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#ifdef CLIENT_DLL
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Assert(prev.GetOwner() == from.GetOwner());
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Assert(from.GetOwner() == to.GetOwner());
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#endif
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C_AnimationLayer output;
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output.m_nSequence = to.m_nSequence;
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output.m_flCycle = Lerp_Hermite((float)current.m_flCycle, flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle);
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output.m_flPrevCycle = to.m_flPrevCycle;
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output.m_flWeight = Lerp(flPercent, from.m_flWeight, to.m_flWeight);
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output.m_nOrder = to.m_nOrder;
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output.m_flLayerAnimtime = to.m_flLayerAnimtime;
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output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
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#ifdef CLIENT_DLL
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output.SetOwner(to.GetOwner());
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output.m_nInvalidatePhysicsBits = CheckForSequenceBoxChanges(output, current);
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#endif
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return output;
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}
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inline void Lerp_Clamp(C_AnimationLayer& val)
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{
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Lerp_Clamp(val.m_nSequence);
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Lerp_Clamp(val.m_flCycle);
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Lerp_Clamp(val.m_flPrevCycle);
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Lerp_Clamp(val.m_flWeight);
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Lerp_Clamp(val.m_nOrder);
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Lerp_Clamp(val.m_flLayerAnimtime);
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Lerp_Clamp(val.m_flLayerFadeOuttime);
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}
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#endif |