Seaside/SpyCustom/animationlayer.h
2021-06-16 16:08:23 +03:00

335 lines
8.5 KiB
C++

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