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hl2sdk/game/shared/point_posecontroller.cpp
2013-06-26 15:22:04 -07:00

546 lines
16 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Controls the pose parameters of a model
//
//===========================================================================//
#include "cbase.h"
#include "point_posecontroller.h"
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// SERVER CLASS
//-----------------------------------------------------------------------------
#include "baseanimating.h"
#include "props.h"
#define MAX_POSE_INTERPOLATION_TIME 10.0f
#define MAX_POSE_CYCLE_FREQUENCY 10.0f
#define MAX_POSE_FMOD_RATE 10.0f
#define MAX_POSE_FMOD_AMPLITUDE 10.0f
LINK_ENTITY_TO_CLASS( point_posecontroller, CPoseController );
BEGIN_DATADESC( CPoseController )
DEFINE_AUTO_ARRAY( m_hProps, FIELD_EHANDLE ),
DEFINE_AUTO_ARRAY( m_chPoseIndex, FIELD_CHARACTER ),
DEFINE_FIELD( m_bDisablePropLookup, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPoseValueParity, FIELD_BOOLEAN ),
// Keys
DEFINE_KEYFIELD( m_iszPropName, FIELD_STRING, "PropName" ),
DEFINE_KEYFIELD( m_iszPoseParameterName, FIELD_STRING, "PoseParameterName" ),
DEFINE_KEYFIELD( m_fPoseValue, FIELD_FLOAT, "PoseValue" ),
DEFINE_KEYFIELD( m_fInterpolationTime, FIELD_FLOAT, "InterpolationTime" ),
DEFINE_KEYFIELD( m_bInterpolationWrap, FIELD_BOOLEAN, "InterpolationWrap" ),
DEFINE_KEYFIELD( m_fCycleFrequency, FIELD_FLOAT, "CycleFrequency" ),
DEFINE_KEYFIELD( m_nFModType, FIELD_INTEGER, "FModType" ),
DEFINE_KEYFIELD( m_fFModTimeOffset, FIELD_FLOAT, "FModTimeOffset" ),
DEFINE_KEYFIELD( m_fFModRate, FIELD_FLOAT, "FModRate" ),
DEFINE_KEYFIELD( m_fFModAmplitude, FIELD_FLOAT, "FModAmplitude" ),
// Functions
DEFINE_FUNCTION( Think ),
// Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "SetPoseParameterName", InputSetPoseParameterName ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPoseValue", InputSetPoseValue ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetInterpolationTime", InputSetInterpolationTime ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetCycleFrequency", InputSetCycleFrequency ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFModType", InputSetFModType ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFModTimeOffset", InputSetFModTimeOffset ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFModRate", InputSetFModRate ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFModAmplitude", InputSetFModAmplitude ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "RandomizeFMod", InputRandomizeFMod ),
DEFINE_INPUTFUNC( FIELD_VOID, "GetFMod", InputGetFMod ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CPoseController, DT_PoseController)
SendPropArray3( SENDINFO_ARRAY3(m_hProps), SendPropEHandle( SENDINFO_ARRAY(m_hProps) ) ),
SendPropArray3( SENDINFO_ARRAY3(m_chPoseIndex), SendPropInt( SENDINFO_ARRAY(m_chPoseIndex), 5, SPROP_UNSIGNED ) ), // bits sent must be enough to represent MAXSTUDIOPOSEPARAM
SendPropBool( SENDINFO(m_bPoseValueParity) ),
SendPropFloat( SENDINFO(m_fPoseValue), 11, 0, 0.0f, 1.0f ),
SendPropFloat( SENDINFO(m_fInterpolationTime), 11, 0, 0.0f, MAX_POSE_INTERPOLATION_TIME ),
SendPropBool( SENDINFO(m_bInterpolationWrap) ),
SendPropFloat( SENDINFO(m_fCycleFrequency), 11, 0, -MAX_POSE_CYCLE_FREQUENCY, MAX_POSE_CYCLE_FREQUENCY ),
SendPropInt( SENDINFO(m_nFModType), 3, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO(m_fFModTimeOffset), 11, 0, -1.0f, 1.0f ),
SendPropFloat( SENDINFO(m_fFModRate), 11, 0, -MAX_POSE_FMOD_RATE, MAX_POSE_FMOD_RATE ),
SendPropFloat( SENDINFO(m_fFModAmplitude), 11, 0, 0.0f, MAX_POSE_FMOD_AMPLITUDE ),
END_SEND_TABLE()
void CPoseController::Spawn( void )
{
BaseClass::Spawn();
// Talk to the client class when data changes
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
// Think to refresh the list of models
SetThink( &CPoseController::Think );
SetNextThink( gpGlobals->curtime + 1.0 );
}
void CPoseController::Think( void )
{
if ( !m_bDisablePropLookup )
{
// Refresh the list of models
BuildPropList();
SetCurrentPose( m_fPoseValue );
m_bDisablePropLookup = true;
SetNextThink( gpGlobals->curtime + 1.0 );
}
}
void CPoseController::BuildPropList( void )
{
int iPropNum = 0;
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, m_iszPropName );
while ( pEnt && iPropNum < MAX_POSE_CONTROLLED_PROPS )
{
CBaseAnimating *pProp = dynamic_cast<CBaseAnimating*>( pEnt );
if ( pProp )
{
CDynamicProp *pDynamicProp = dynamic_cast<CDynamicProp*>( pProp );
if ( pDynamicProp )
pDynamicProp->PropSetSequence( 0 );
if ( m_hProps[ iPropNum ] != pProp )
{
// Only set new handles (to avoid network spam)
m_hProps.Set( iPropNum, pProp );
}
// Update the pose parameter index
SetPoseIndex( iPropNum, pProp->LookupPoseParameter( m_iszPoseParameterName.ToCStr() ) );
++iPropNum;
}
// Get the next entity with specified targetname
pEnt = gEntList.FindEntityByName( pEnt, m_iszPropName );
}
// Nullify the remaining handles
while ( iPropNum < MAX_POSE_CONTROLLED_PROPS )
{
if ( m_hProps[ iPropNum ] != NULL )
m_hProps.Set( iPropNum, NULL );
++iPropNum;
}
SetNextThink( gpGlobals->curtime + 1.0 );
}
void CPoseController::BuildPoseIndexList( void )
{
for ( int iPropNum = 0; iPropNum < MAX_POSE_CONTROLLED_PROPS; ++iPropNum )
{
CBaseAnimating *pProp = dynamic_cast<CBaseAnimating*>( m_hProps[ iPropNum ].Get() );
if ( pProp )
{
// Update the pose parameter index
SetPoseIndex( iPropNum, pProp->LookupPoseParameter( m_iszPoseParameterName.ToCStr() ) );
}
}
}
void CPoseController::SetPoseIndex( int i, int iValue )
{
if ( iValue == -1 )
{
// Using this as invalid lets us network less bits
iValue = MAXSTUDIOPOSEPARAM;
}
if ( m_chPoseIndex[ i ] != iValue )
{
// Only set a new index (to avoid network spam)
m_chPoseIndex.Set( i, iValue );
}
}
float CPoseController::GetPoseValue( void )
{
return m_fPoseValue;
}
void CPoseController::SetProp( CBaseAnimating *pProp )
{
// Control a prop directly by pointer
if ( m_hProps[ 0 ] != pProp )
{
// Only set new handles (to avoid network spam)
m_hProps.Set( 0, pProp );
}
// Update the pose parameter index
SetPoseIndex( 0, pProp->LookupPoseParameter( m_iszPoseParameterName.ToCStr() ) );
// Nullify the remaining handles
for ( int iPropNum = 1; iPropNum < MAX_POSE_CONTROLLED_PROPS; ++iPropNum )
{
if ( m_hProps[ iPropNum ] != NULL )
m_hProps.Set( iPropNum, NULL );
}
m_bDisablePropLookup = false;
}
void CPoseController::SetPropName( const char *pName )
{
m_iszPropName = MAKE_STRING( pName );
BuildPropList();
}
void CPoseController::SetPoseParameterName( const char *pName )
{
m_iszPoseParameterName = MAKE_STRING( pName );
BuildPoseIndexList();
}
void CPoseController::SetPoseValue( float fValue )
{
m_fPoseValue = clamp( fValue, 0.0f, 1.0f );
// Force the client to set the current pose
m_bPoseValueParity = !m_bPoseValueParity;
SetCurrentPose( m_fPoseValue );
}
void CPoseController::SetInterpolationTime( float fValue )
{
m_fInterpolationTime = clamp( fValue, 0.0f, MAX_POSE_INTERPOLATION_TIME );
}
void CPoseController::SetInterpolationWrap( bool bWrap )
{
m_bInterpolationWrap = bWrap;
}
void CPoseController::SetCycleFrequency( float fValue )
{
m_fCycleFrequency = clamp( fValue, -MAX_POSE_CYCLE_FREQUENCY, MAX_POSE_CYCLE_FREQUENCY );
}
void CPoseController::SetFModType( int nType )
{
if ( nType < 0 || nType >= POSECONTROLLER_FMODTYPE_TOTAL )
return;
m_nFModType = static_cast<PoseController_FModType_t>(nType);
}
void CPoseController::SetFModTimeOffset( float fValue )
{
m_fFModTimeOffset = clamp( fValue, -1.0f, 1.0f );
}
void CPoseController::SetFModRate( float fValue )
{
m_fFModRate = clamp( fValue, -MAX_POSE_FMOD_RATE, MAX_POSE_FMOD_RATE );
}
void CPoseController::SetFModAmplitude( float fValue )
{
m_fFModAmplitude = clamp( fValue, 0.0f, MAX_POSE_FMOD_AMPLITUDE );
}
void CPoseController::RandomizeFMod( float fExtremeness )
{
fExtremeness = clamp( fExtremeness, 0.0f, 1.0f );
SetFModType( RandomInt( 1, POSECONTROLLER_FMODTYPE_TOTAL - 1 ) );
SetFModTimeOffset( RandomFloat( -1.0, 1.0f ) );
SetFModRate( RandomFloat( fExtremeness * -MAX_POSE_FMOD_RATE, fExtremeness * MAX_POSE_FMOD_RATE ) );
SetFModAmplitude( RandomFloat( 0.0f, fExtremeness * MAX_POSE_FMOD_AMPLITUDE ) );
}
void CPoseController::InputSetPoseParameterName( inputdata_t &inputdata )
{
SetPoseParameterName( inputdata.value.String() );
}
void CPoseController::InputSetPoseValue( inputdata_t &inputdata )
{
SetPoseValue( inputdata.value.Float() );
}
void CPoseController::InputSetInterpolationTime( inputdata_t &inputdata )
{
SetInterpolationTime( inputdata.value.Float() );
}
void CPoseController::InputSetCycleFrequency( inputdata_t &inputdata )
{
SetCycleFrequency( inputdata.value.Float() );
}
void CPoseController::InputSetFModType( inputdata_t &inputdata )
{
SetFModType( inputdata.value.Int() );
}
void CPoseController::InputSetFModTimeOffset( inputdata_t &inputdata )
{
SetFModTimeOffset( inputdata.value.Float() );
}
void CPoseController::InputSetFModRate( inputdata_t &inputdata )
{
SetFModRate( inputdata.value.Float() );
}
void CPoseController::InputSetFModAmplitude( inputdata_t &inputdata )
{
SetFModAmplitude( inputdata.value.Float() );
}
void CPoseController::InputRandomizeFMod( inputdata_t &inputdata )
{
RandomizeFMod( inputdata.value.Float() );
}
void CPoseController::InputGetFMod( inputdata_t &inputdata )
{
DevMsg( "FMod values for pose controller %s\nTYPE: %i\nTIME OFFSET: %f\nRATE: %f\nAMPLITUDE: %f\n",
STRING( GetEntityName() ),
m_nFModType.Get(),
m_fFModTimeOffset.Get(),
m_fFModRate.Get(),
m_fFModAmplitude.Get() );
}
#else //#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// CLIENT CLASS
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_PoseController, DT_PoseController, CPoseController )
RecvPropArray3( RECVINFO_ARRAY(m_hProps), RecvPropEHandle( RECVINFO(m_hProps[0]) ) ),
RecvPropArray3( RECVINFO_ARRAY(m_chPoseIndex), RecvPropInt( RECVINFO(m_chPoseIndex[0]) ) ),
RecvPropBool( RECVINFO(m_bPoseValueParity) ),
RecvPropFloat( RECVINFO(m_fPoseValue) ),
RecvPropFloat( RECVINFO(m_fInterpolationTime) ),
RecvPropBool( RECVINFO(m_bInterpolationWrap) ),
RecvPropFloat( RECVINFO(m_fCycleFrequency) ),
RecvPropInt( RECVINFO(m_nFModType) ),
RecvPropFloat( RECVINFO(m_fFModTimeOffset) ),
RecvPropFloat( RECVINFO(m_fFModRate) ),
RecvPropFloat( RECVINFO(m_fFModAmplitude) ),
END_RECV_TABLE()
void C_PoseController::Spawn( void )
{
SetThink( &C_PoseController::ClientThink );
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_fCurrentFMod = 0.0f;
m_PoseTransitionValue.Init( 0.0f, 0.0f, 0.0f );
BaseClass::Spawn();
}
void C_PoseController::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
// Start thinking (Baseclass stops it)
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_bOldPoseValueParity = m_bPoseValueParity;
m_fCurrentPoseValue = m_fPoseValue;
SetCurrentPose( m_fCurrentPoseValue );
}
if ( m_bOldPoseValueParity != m_bPoseValueParity )
{
// If the pose value was set directly set the actual pose value
float fClientPoseValue = m_fCurrentPoseValue + m_PoseTransitionValue.Interp( gpGlobals->curtime );
if ( fClientPoseValue < 0.0f )
fClientPoseValue += 1.0f;
else if ( fClientPoseValue > 1.0f )
fClientPoseValue -= 1.0f;
float fInterpForward = fClientPoseValue - m_fPoseValue;
if ( m_bInterpolationWrap )
{
float fInterpBackward = ( fClientPoseValue + ( ( fClientPoseValue < 0.5f ) ? ( 1.0f ) : ( -1.0f ) ) ) - m_fPoseValue;
m_PoseTransitionValue.Init( ( ( fabsf( fInterpForward ) < fabsf( fInterpBackward ) ) ? ( fInterpForward ) : ( fInterpBackward ) ), 0.0f, m_fInterpolationTime );
}
else
{
m_PoseTransitionValue.Init( fInterpForward, 0.0f, m_fInterpolationTime );
}
m_bOldPoseValueParity = m_bPoseValueParity;
m_fCurrentPoseValue = m_fPoseValue;
}
}
void C_PoseController::ClientThink( void )
{
UpdateModulation();
UpdatePoseCycle( m_fCycleFrequency + m_fCurrentFMod );
}
void C_PoseController::UpdateModulation( void )
{
switch ( m_nFModType )
{
case POSECONTROLLER_FMODTYPE_NONE:
{
// No modulation
m_fCurrentFMod = 0.0f;
break;
}
case POSECONTROLLER_FMODTYPE_SINE:
{
float fCycleTime = m_fFModRate * ( gpGlobals->curtime + m_fFModTimeOffset );
m_fCurrentFMod = m_fFModAmplitude * sinf( fCycleTime * ( 2.0f * M_PI ) );
break;
}
case POSECONTROLLER_FMODTYPE_SQUARE:
{
float fCycleTime = fabsf( m_fFModRate * 2.0f * ( gpGlobals->curtime + m_fFModTimeOffset ) );
// Separate the current time into integer and decimal
int iIntegerPortion = static_cast<int>( fCycleTime );
// Find if it's going up or down
if ( ( iIntegerPortion % 2 ) == 0 )
m_fCurrentFMod = m_fFModAmplitude;
else
m_fCurrentFMod = -m_fFModAmplitude;
break;
}
case POSECONTROLLER_FMODTYPE_TRIANGLE:
{
float fCycleTime = fabsf( m_fFModRate * 4.0f * ( gpGlobals->curtime + m_fFModTimeOffset ) );
// Separate the current time into integer and decimal
int iIntegerPortion = static_cast<int>( fCycleTime );
float fDecimalPortion = fCycleTime - static_cast<float>( iIntegerPortion );
// Find if it's going up from 0, down from 1, down from 0, or up from -1
switch ( iIntegerPortion % 4 )
{
case 0:
m_fCurrentFMod = fDecimalPortion * m_fFModAmplitude;
break;
case 1:
m_fCurrentFMod = ( 1.0f - fDecimalPortion ) * m_fFModAmplitude;
break;
case 2:
m_fCurrentFMod = -fDecimalPortion * m_fFModAmplitude;
break;
case 3:
m_fCurrentFMod = ( -1.0f + fDecimalPortion ) * m_fFModAmplitude;
break;
}
break;
}
case POSECONTROLLER_FMODTYPE_SAWTOOTH:
{
float fCycleTime = fabsf( m_fFModRate * 2.0f * ( gpGlobals->curtime + m_fFModTimeOffset ) );
// Separate the current time into integer and decimal
int iIntegerPortion = static_cast<int>( fCycleTime );
float fDecimalPortion = fCycleTime - static_cast<float>( iIntegerPortion );
// Find if it's going up from 0 or up from -1
if ( ( iIntegerPortion % 2 ) == 0 )
m_fCurrentFMod = fDecimalPortion * m_fFModAmplitude;
else
m_fCurrentFMod = ( -1.0f + fDecimalPortion ) * m_fFModAmplitude;
break;
}
case POSECONTROLLER_FMODTYPE_NOISE:
{
// Randomly increase or decrease by the rate
if ( RandomInt( 0, 1 ) == 0 )
m_fCurrentFMod += m_fFModRate * gpGlobals->frametime;
else
m_fCurrentFMod -= m_fFModRate * gpGlobals->frametime;
m_fCurrentFMod = clamp( m_fCurrentFMod, -m_fFModAmplitude, m_fFModAmplitude );
break;
}
}
}
void C_PoseController::UpdatePoseCycle( float fCycleAmount )
{
m_fCurrentPoseValue += fCycleAmount * gpGlobals->frametime;
float fNewPoseValue = m_fCurrentPoseValue + m_PoseTransitionValue.Interp( gpGlobals->curtime );
if ( fNewPoseValue < 0.0f )
fNewPoseValue += 1.0f;
else if ( fNewPoseValue > 1.0f )
fNewPoseValue -= 1.0f;
SetCurrentPose( fNewPoseValue );
}
#define CPoseController C_PoseController
#define CBaseAnimating C_BaseAnimating
#endif //#ifndef CLIENT_DLL
void CPoseController::SetCurrentPose( float fCurrentPoseValue )
{
for ( int iPropNum = 0; iPropNum < MAX_POSE_CONTROLLED_PROPS; ++iPropNum )
{
// Control each model's pose parameter
CBaseAnimating *pProp = dynamic_cast<CBaseAnimating*>( m_hProps[ iPropNum ].Get() );
if ( pProp )
{
float fPoseValueMin;
float fPoseValueMax;
// Map to the pose parameter's range
pProp->GetPoseParameterRange( m_chPoseIndex[ iPropNum ], fPoseValueMin, fPoseValueMax );
pProp->SetPoseParameter( m_chPoseIndex[ iPropNum ], fPoseValueMin + fCurrentPoseValue * ( fPoseValueMax - fPoseValueMin ) );
}
}
}