mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
387 lines
8.4 KiB
C++
387 lines
8.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "filesystem.h"
|
|
#include "viewangleanim.h"
|
|
#include "KeyValues.h"
|
|
|
|
#include "tier0/memdbgon.h"
|
|
|
|
extern ConVar cl_pitchdown;
|
|
extern ConVar cl_pitchup;
|
|
|
|
|
|
// ConCommands useful for creating view animations
|
|
CViewAngleAnimation *g_pTestAnimation = NULL;
|
|
|
|
// create a view animation object to be used for creating an animation. parameter is flags
|
|
CON_COMMAND( viewanim_create, "viewanim_create" )
|
|
{
|
|
if ( g_pTestAnimation )
|
|
{
|
|
delete g_pTestAnimation;
|
|
g_pTestAnimation = NULL;
|
|
}
|
|
|
|
int flags = 0;
|
|
if ( args.ArgC() > 1 )
|
|
{
|
|
flags = atoi( args[1] );
|
|
}
|
|
|
|
g_pTestAnimation = CREATE_ENTITY( CViewAngleAnimation, "viewangleanim" );
|
|
|
|
if ( g_pTestAnimation )
|
|
{
|
|
g_pTestAnimation->Spawn();
|
|
}
|
|
}
|
|
|
|
// run the test animation
|
|
void TestViewAnim( void )
|
|
{
|
|
if ( g_pTestAnimation )
|
|
{
|
|
QAngle angles;
|
|
engine->GetViewAngles( angles );
|
|
|
|
g_pTestAnimation->RunAnimation( angles );
|
|
}
|
|
else
|
|
Msg( "No view anim created\n" );
|
|
}
|
|
ConCommand viewanim_test( "viewanim_test", TestViewAnim, "test view animation" );
|
|
|
|
// set view angles to (0,0,0)
|
|
void ResetViewAngles( void )
|
|
{
|
|
// create a blank anim
|
|
QAngle angles = vec3_angle;
|
|
engine->SetViewAngles( angles );
|
|
}
|
|
ConCommand viewanim_reset( "viewanim_reset", ResetViewAngles, "reset view angles!", FCVAR_CHEAT );
|
|
|
|
// add a key frame to the test animation. first parameter is the time taken to get to this keyframe
|
|
CON_COMMAND_F( viewanim_addkeyframe, "", FCVAR_CHEAT )
|
|
{
|
|
if ( g_pTestAnimation )
|
|
{
|
|
QAngle vecTarget;
|
|
engine->GetViewAngles( vecTarget );
|
|
|
|
float flDelay = 0.2;
|
|
if (args.ArgC() > 1)
|
|
{
|
|
flDelay = atof( args[1] );
|
|
}
|
|
|
|
int iFlags = 0;
|
|
if (args.ArgC() > 1)
|
|
{
|
|
iFlags = atof( args[2] );
|
|
}
|
|
|
|
g_pTestAnimation->AddKeyFrame( new CViewAngleKeyFrame( vecTarget, flDelay, iFlags ) );
|
|
}
|
|
else
|
|
Msg( "No view anim created, use viewanim_create" );
|
|
}
|
|
|
|
|
|
// save the current test anim, pass filename
|
|
CON_COMMAND( viewanim_save, "Save current animation to file" )
|
|
{
|
|
if (args.ArgC() < 2)
|
|
return;
|
|
|
|
if ( g_pTestAnimation )
|
|
{
|
|
g_pTestAnimation->SaveAsAnimFile( args[1] );
|
|
}
|
|
else
|
|
{
|
|
Msg( "No view anim created\n" );
|
|
}
|
|
}
|
|
|
|
// load a view animation file into the test anim
|
|
CON_COMMAND( viewanim_load, "load animation from file" )
|
|
{
|
|
if (args.ArgC() < 2)
|
|
return;
|
|
|
|
if ( g_pTestAnimation )
|
|
{
|
|
g_pTestAnimation->LoadViewAnimFile( args[1] );
|
|
}
|
|
else
|
|
Msg( "No view anim created\n" );
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( viewangleanim, CViewAngleAnimation );
|
|
|
|
CViewAngleAnimation::CViewAngleAnimation()
|
|
{
|
|
}
|
|
|
|
CViewAngleAnimation::~CViewAngleAnimation()
|
|
{
|
|
DeleteKeyFrames();
|
|
}
|
|
|
|
void CViewAngleAnimation::Spawn( void )
|
|
{
|
|
m_iFlags = 0;
|
|
QAngle angles;
|
|
engine->GetViewAngles( angles );
|
|
|
|
/*
|
|
if ( m_iFlags & VIEWANIM_RELATIVE )
|
|
{
|
|
AddKeyFrame( new CViewAngleKeyFrame( vec3_angle, 0.0, 0 ) );
|
|
|
|
// seed this so we can add keyframes and have them calc the delta properly
|
|
m_vecBaseAngles = angles;
|
|
}
|
|
else
|
|
{
|
|
AddKeyFrame( new CViewAngleKeyFrame( angles, 0.0, 0 ) );
|
|
}
|
|
*/
|
|
|
|
m_bFinished = true; // don't run right away
|
|
|
|
ClientEntityList().AddNonNetworkableEntity( this );
|
|
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
|
}
|
|
|
|
void CViewAngleAnimation::DeleteKeyFrames()
|
|
{
|
|
int i, c;
|
|
|
|
c = m_KeyFrames.Count();
|
|
for ( i = c - 1; i >= 0 ; --i )
|
|
{
|
|
delete m_KeyFrames[ i ];
|
|
}
|
|
m_KeyFrames.RemoveAll();
|
|
}
|
|
|
|
void CViewAngleAnimation::LoadViewAnimFile( const char *pKeyFrameFileName )
|
|
{
|
|
DeleteKeyFrames();
|
|
|
|
// load keyvalues from this file and stuff them in as keyframes
|
|
KeyValues *pData = new KeyValues( pKeyFrameFileName );
|
|
|
|
if ( false == pData->LoadFromFile( filesystem, pKeyFrameFileName, "GAME" ) )
|
|
{
|
|
Warning( "CViewAngleAnimation::LoadViewAnimFile failed to load script %s\n", pKeyFrameFileName );
|
|
pData->deleteThis();
|
|
return;
|
|
}
|
|
|
|
QAngle angles;
|
|
float flTime;
|
|
int iFlags;
|
|
|
|
KeyValues *pKey = pData->GetFirstSubKey();
|
|
|
|
while ( pKey )
|
|
{
|
|
// angles
|
|
const char *pszAngles = pKey->GetString( "angles", "0 0 0" );
|
|
sscanf( pszAngles, "%f %f %f", &angles[0], &angles[1], &angles[2] );
|
|
|
|
// time
|
|
flTime = pKey->GetFloat( "time", 0.001 );
|
|
|
|
// flags
|
|
iFlags = pKey->GetInt( "flags", 0 );
|
|
|
|
AddKeyFrame( new CViewAngleKeyFrame( angles, flTime, iFlags ) );
|
|
|
|
pKey = pKey->GetNextKey();
|
|
}
|
|
|
|
pData->deleteThis();
|
|
}
|
|
|
|
void CViewAngleAnimation::SaveAsAnimFile( const char *pKeyFrameFileName )
|
|
{
|
|
// save all of our keyframes into the file
|
|
KeyValues *pData = new KeyValues( pKeyFrameFileName );
|
|
|
|
pData->SetInt( "flags", m_iFlags );
|
|
|
|
KeyValues *pKey = new KeyValues( "keyframe" );
|
|
int i;
|
|
int c = m_KeyFrames.Count();
|
|
char buf[64];
|
|
for ( i=0;i<c;i++ )
|
|
{
|
|
pKey = pData->CreateNewKey();
|
|
|
|
Q_snprintf( buf, sizeof(buf), "%f %f %f",
|
|
m_KeyFrames[i]->m_vecAngles[0],
|
|
m_KeyFrames[i]->m_vecAngles[1],
|
|
m_KeyFrames[i]->m_vecAngles[2] );
|
|
|
|
pKey->SetString( "angles", buf );
|
|
pKey->SetFloat( "time", m_KeyFrames[i]->m_flTime );
|
|
pKey->SetInt( "flags", m_KeyFrames[i]->m_iFlags );
|
|
}
|
|
|
|
pData->SaveToFile( filesystem, pKeyFrameFileName, NULL );
|
|
pData->deleteThis();
|
|
}
|
|
|
|
void CViewAngleAnimation::AddKeyFrame( CViewAngleKeyFrame *pKeyFrame )
|
|
{
|
|
pKeyFrame->m_vecAngles -= m_vecBaseAngles;
|
|
m_KeyFrames.AddToTail( pKeyFrame );
|
|
}
|
|
|
|
bool CViewAngleAnimation::IsFinished( void )
|
|
{
|
|
return m_bFinished;
|
|
}
|
|
|
|
void CViewAngleAnimation::RunAnimation( QAngle angles )
|
|
{
|
|
if ( m_KeyFrames.Count() == 0 )
|
|
{
|
|
Warning( "CViewAngleAnimation::RunAnimation called on an empty view animation\n" );
|
|
return;
|
|
}
|
|
|
|
m_flAnimStartTime = gpGlobals->curtime;
|
|
m_bFinished = false;
|
|
m_vecBaseAngles = angles;
|
|
|
|
m_iFlags = m_KeyFrames[0]->m_iFlags;
|
|
|
|
if ( !( m_iFlags & VIEWANIM_RELATIVE ) )
|
|
{
|
|
m_KeyFrames[0]->m_vecAngles = angles;
|
|
}
|
|
}
|
|
|
|
void CViewAngleAnimation::ClientThink()
|
|
{
|
|
if ( IsFinished() )
|
|
return;
|
|
|
|
float flCurrentTime = gpGlobals->curtime - m_flAnimStartTime;
|
|
|
|
if ( flCurrentTime < 0 )
|
|
flCurrentTime = 0.001;
|
|
|
|
// find two nearest points
|
|
int i, c;
|
|
c = m_KeyFrames.Count();
|
|
float flTime = 0;
|
|
for ( i=0;i<c;i++ )
|
|
{
|
|
if ( flTime + m_KeyFrames[i]->m_flTime > flCurrentTime )
|
|
{
|
|
break;
|
|
}
|
|
|
|
flTime += m_KeyFrames[i]->m_flTime;
|
|
}
|
|
|
|
Assert( i > 0 );
|
|
|
|
if ( i >= c )
|
|
{
|
|
if ( i > 0 )
|
|
{
|
|
// animation complete, set to end point
|
|
SetAngles( m_KeyFrames[i-1]->m_vecAngles );
|
|
}
|
|
|
|
if ( m_pAnimCompleteCallback )
|
|
{
|
|
m_pAnimCompleteCallback();
|
|
}
|
|
|
|
m_bFinished = true;
|
|
return;
|
|
}
|
|
|
|
if ( m_KeyFrames[i]->m_iFlags != m_iFlags )
|
|
{
|
|
if ( ( m_KeyFrames[i]->m_iFlags & VIEWANIM_RELATIVE ) && !( m_iFlags & VIEWANIM_RELATIVE ) )
|
|
{
|
|
// new relative position is current angles
|
|
engine->GetViewAngles( m_vecBaseAngles );
|
|
}
|
|
|
|
// copy the rest over
|
|
m_iFlags = m_KeyFrames[i]->m_iFlags;
|
|
}
|
|
|
|
// previous frame is m_KeyFrames[i-1];
|
|
// next frame is m_KeyFrames[i];
|
|
float flFraction = ( flCurrentTime - flTime ) / ( m_KeyFrames[i]->m_flTime );
|
|
|
|
Vector v0, v1, v2, v3;
|
|
|
|
if ( i-2 <= 0 )
|
|
{
|
|
QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v0 );
|
|
}
|
|
else
|
|
{
|
|
QAngleToVector( m_KeyFrames[i-2]->m_vecAngles, v0 );
|
|
}
|
|
|
|
QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v1 );
|
|
QAngleToVector( m_KeyFrames[i]->m_vecAngles, v2 );
|
|
|
|
if ( i+1 >= c )
|
|
{
|
|
QAngleToVector( m_KeyFrames[i]->m_vecAngles, v3 );
|
|
}
|
|
else
|
|
{
|
|
QAngleToVector( m_KeyFrames[i+1]->m_vecAngles, v3 );
|
|
}
|
|
|
|
Vector out;
|
|
Catmull_Rom_Spline( v0, v1, v2, v3, flFraction, out );
|
|
|
|
QAngle vecCalculatedAngles;
|
|
QAngleToVector( out, vecCalculatedAngles );
|
|
SetAngles( vecCalculatedAngles );
|
|
}
|
|
|
|
void CViewAngleAnimation::SetAngles( QAngle vecCalculatedAngles )
|
|
{
|
|
if ( m_iFlags & VIEWANIM_RELATIVE )
|
|
vecCalculatedAngles += m_vecBaseAngles;
|
|
|
|
QAngle vecViewAngle;
|
|
engine->GetViewAngles( vecViewAngle );
|
|
|
|
if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_X ) ) )
|
|
vecViewAngle[PITCH] = vecCalculatedAngles[PITCH];
|
|
|
|
if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Y ) ) )
|
|
vecViewAngle[YAW] = vecCalculatedAngles[YAW];
|
|
|
|
if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Z ) ) )
|
|
vecViewAngle[ROLL] = vecCalculatedAngles[ROLL];
|
|
|
|
// clamp pitch
|
|
vecViewAngle[PITCH] = clamp( vecViewAngle[PITCH], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
|
|
|
|
engine->SetViewAngles( vecViewAngle );
|
|
}
|
|
|