source-engine/game/shared/sequence_Transitioner.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sequence_Transitioner.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// -----------------------------------------------------------------------------
// CSequenceTransitioner implementation.
// -----------------------------------------------------------------------------
void CSequenceTransitioner::CheckForSequenceChange(
CStudioHdr *hdr,
int nCurSequence,
bool bForceNewSequence,
bool bInterpolate )
{
// sequence may be set before model is initialized
if ( hdr == NULL)
return;
// FIXME?: this should detect that what's been asked to be drawn isn't what was expected
// due to not only sequence change, by frame index, rate, or whatever. When that happens,
// it should insert the previous rules.
if (m_animationQueue.Count() == 0)
{
m_animationQueue.AddToTail();
}
CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
if (currentblend->m_flLayerAnimtime &&
(currentblend->m_nSequence != nCurSequence || bForceNewSequence ))
{
mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence );
// sequence changed
if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate )
{
// remove all entries
m_animationQueue.RemoveAll();
}
else
{
mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence );
currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime );
/*
// clip blends to time remaining
if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) )
{
float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate;
float timeLeft = (1.0 - currentblend->m_flCycle) * length;
if (timeLeft < currentblend->m_flLayerFadeOuttime)
currentblend->m_flLayerFadeOuttime = timeLeft;
}
*/
}
// push previously set sequence
m_animationQueue.AddToTail();
currentblend = &m_animationQueue[m_animationQueue.Count()-1];
}
currentblend->m_nSequence = -1;
currentblend->m_flLayerAnimtime = 0.0;
currentblend->m_flLayerFadeOuttime = 0.0;
}
void CSequenceTransitioner::UpdateCurrent(
CStudioHdr *hdr,
int nCurSequence,
float flCurCycle,
float flCurPlaybackRate,
float flCurTime )
{
// sequence may be set before model is initialized
if ( hdr == NULL)
return;
if (m_animationQueue.Count() == 0)
{
m_animationQueue.AddToTail();
}
CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
// keep track of current sequence
currentblend->m_nSequence = nCurSequence;
currentblend->m_flLayerAnimtime = flCurTime;
currentblend->m_flCycle = flCurCycle;
currentblend->m_flPlaybackRate = flCurPlaybackRate;
// calc blending weights for previous sequences
int i;
for (i = 0; i < m_animationQueue.Count() - 1;)
{
float s = m_animationQueue[i].GetFadeout( flCurTime );
if (s > 0)
{
m_animationQueue[i].m_flWeight = s;
i++;
}
else
{
m_animationQueue.Remove( i );
}
}
}