source-engine/game/shared/base_playeranimstate.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "base_playeranimstate.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "filesystem.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#include "engine/ivdebugoverlay.h"
ConVar cl_showanimstate( "cl_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." );
ConVar showanimstate_log( "cl_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both." );
#else
#include "player.h"
ConVar sv_showanimstate( "sv_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (server) animation state for the specified entity (-1 for none)." );
ConVar showanimstate_log( "sv_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." );
#endif
// Below this many degrees, slow down turning rate linearly
#define FADE_TURN_DEGREES 45.0f
// After this, need to start turning feet
#define MAX_TORSO_ANGLE 70.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
ConVar mp_feetyawrate(
"mp_feetyawrate",
"720",
FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY,
"How many degrees per second that we can turn our feet or upper body." );
ConVar mp_facefronttime(
"mp_facefronttime",
"3",
FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY,
"After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." );
ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Use IK on in-place turns." );
// Pose parameters stored for debugging.
float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
// ------------------------------------------------------------------------------------------------ //
// CBasePlayerAnimState implementation.
// ------------------------------------------------------------------------------------------------ //
CBasePlayerAnimState::CBasePlayerAnimState()
{
m_flEyeYaw = 0.0f;
m_flEyePitch = 0.0f;
m_bCurrentFeetYawInitialized = false;
m_flCurrentTorsoYaw = 0.0f;
m_nTurningInPlace = TURN_NONE;
m_flMaxGroundSpeed = 0.0f;
m_flStoredCycle = 0.0f;
m_flGaitYaw = 0.0f;
m_flGoalFeetYaw = 0.0f;
m_flCurrentFeetYaw = 0.0f;
m_flLastYaw = 0.0f;
m_flLastTurnTime = 0.0f;
m_angRender.Init();
m_vLastMovePose.Init();
m_iCurrent8WayIdleSequence = -1;
m_iCurrent8WayCrouchIdleSequence = -1;
m_pOuter = NULL;
m_eCurrentMainSequenceActivity = ACT_IDLE;
m_flLastAnimationStateClearTime = 0.0f;
}
CBasePlayerAnimState::~CBasePlayerAnimState()
{
}
void CBasePlayerAnimState::Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config )
{
m_pOuter = pPlayer;
m_AnimConfig = config;
ClearAnimationState();
}
void CBasePlayerAnimState::Release()
{
delete this;
}
void CBasePlayerAnimState::ClearAnimationState()
{
ClearAnimationLayers();
m_bCurrentFeetYawInitialized = false;
m_flLastAnimationStateClearTime = gpGlobals->curtime;
}
float CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const
{
return gpGlobals->curtime - m_flLastAnimationStateClearTime;
}
void CBasePlayerAnimState::Update( float eyeYaw, float eyePitch )
{
VPROF( "CBasePlayerAnimState::Update" );
// Clear animation overlays because we're about to completely reconstruct them.
ClearAnimationLayers();
// Some mods don't want to update the player's animation state if they're dead and ragdolled.
if ( !ShouldUpdateAnimState() )
{
ClearAnimationState();
return;
}
CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr();
// Store these. All the calculations are based on them.
m_flEyeYaw = AngleNormalize( eyeYaw );
m_flEyePitch = AngleNormalize( eyePitch );
// Compute sequences for all the layers.
ComputeSequences( pStudioHdr );
// Compute all the pose params.
ComputePoseParam_BodyPitch( pStudioHdr ); // Look up/down.
ComputePoseParam_BodyYaw(); // Torso rotation.
ComputePoseParam_MoveYaw( pStudioHdr ); // What direction his legs are running in.
ComputePlaybackRate();
#ifdef CLIENT_DLL
if ( cl_showanimstate.GetInt() == m_pOuter->entindex() )
{
DebugShowAnimStateFull( 5 );
}
else if ( cl_showanimstate.GetInt() == -2 )
{
C_BasePlayer *targetPlayer = C_BasePlayer::GetLocalPlayer();
if( targetPlayer && ( targetPlayer->GetObserverMode() == OBS_MODE_IN_EYE || targetPlayer->GetObserverMode() == OBS_MODE_CHASE ) )
{
C_BaseEntity *target = targetPlayer->GetObserverTarget();
if( target && target->IsPlayer() )
{
targetPlayer = ToBasePlayer( target );
}
}
if ( m_pOuter == targetPlayer )
{
DebugShowAnimStateFull( 6 );
}
}
#else
if ( sv_showanimstate.GetInt() == m_pOuter->entindex() )
{
DebugShowAnimState( 20 );
}
#endif
}
bool CBasePlayerAnimState::ShouldUpdateAnimState()
{
// By default, don't update their animation state when they're dead because they're
// either a ragdoll or they're not drawn.
return GetOuter()->IsAlive();
}
bool CBasePlayerAnimState::ShouldChangeSequences( void ) const
{
return true;
}
void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float flValue )
{
// Make sure to set all the history values too, otherwise the server can overwrite them.
GetOuter()->SetPoseParameter( iParam, flValue );
}
void CBasePlayerAnimState::ClearAnimationLayers()
{
VPROF( "CBasePlayerAnimState::ClearAnimationLayers" );
if ( !m_pOuter )
return;
m_pOuter->SetNumAnimOverlays( AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS );
for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ )
{
m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS );
#ifndef CLIENT_DLL
m_pOuter->GetAnimOverlay( i )->m_fFlags = 0;
#endif
}
}
void CBasePlayerAnimState::RestartMainSequence()
{
CBaseAnimatingOverlay *pPlayer = GetOuter();
pPlayer->m_flAnimTime = gpGlobals->curtime;
pPlayer->SetCycle( 0 );
}
void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
{
VPROF( "CBasePlayerAnimState::ComputeSequences" );
ComputeMainSequence(); // Lower body (walk/run/idle).
UpdateInterpolators(); // The groundspeed interpolator uses the main sequence info.
if ( m_AnimConfig.m_bUseAimSequences )
{
ComputeAimSequence(); // Upper body, based on weapon type.
}
}
void CBasePlayerAnimState::ResetGroundSpeed( void )
{
m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed();
}
void CBasePlayerAnimState::ComputeMainSequence()
{
VPROF( "CBasePlayerAnimState::ComputeMainSequence" );
CBaseAnimatingOverlay *pPlayer = GetOuter();
// Have our class or the mod-specific class determine what the current activity is.
Activity idealActivity = CalcMainActivity();
#ifdef CLIENT_DLL
Activity oldActivity = m_eCurrentMainSequenceActivity;
#endif
// Store our current activity so the aim and fire layers know what to do.
m_eCurrentMainSequenceActivity = idealActivity;
// Export to our outer class..
int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) );
#if !defined( HL1_CLIENT_DLL ) && !defined ( HL1_DLL )
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if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) )
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return;
#endif
if ( animDesired < 0 )
animDesired = 0;
pPlayer->ResetSequence( animDesired );
#ifdef CLIENT_DLL
// If we went from idle to walk, reset the interpolation history.
// Kind of hacky putting this here.. it might belong outside the base class.
if ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE) &&
(idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH) )
{
ResetGroundSpeed();
}
#endif
}
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void CBasePlayerAnimState::UpdateAimSequenceLayers(
float flCycle,
int iFirstLayer,
bool bForceIdle,
CSequenceTransitioner *pTransitioner,
float flWeightScale
)
{
float flAimSequenceWeight = 1;
int iAimSequence = CalcAimLayerSequence( &flCycle, &flAimSequenceWeight, bForceIdle );
if ( iAimSequence == -1 )
iAimSequence = 0;
// Feed the current state of the animation parameters to the sequence transitioner.
// It will hand back either 1 or 2 animations in the queue to set, depending on whether
// it's transitioning or not. We just dump those into the animation layers.
pTransitioner->CheckForSequenceChange(
m_pOuter->GetModelPtr(),
iAimSequence,
false, // don't force transitions on the same anim
true // yes, interpolate when transitioning
);
pTransitioner->UpdateCurrent(
m_pOuter->GetModelPtr(),
iAimSequence,
flCycle,
GetOuter()->GetPlaybackRate(),
gpGlobals->curtime
);
CAnimationLayer *pDest0 = m_pOuter->GetAnimOverlay( iFirstLayer );
CAnimationLayer *pDest1 = m_pOuter->GetAnimOverlay( iFirstLayer+1 );
if ( pTransitioner->m_animationQueue.Count() == 1 )
{
// If only 1 animation, then blend it in fully.
CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0];
*pDest0 = *pSource0;
pDest0->m_flWeight = 1;
pDest1->m_flWeight = 0;
pDest0->m_nOrder = iFirstLayer;
#ifndef CLIENT_DLL
pDest0->m_fFlags |= ANIM_LAYER_ACTIVE;
#endif
}
else if ( pTransitioner->m_animationQueue.Count() >= 2 )
{
// The first one should be fading out. Fade in the new one inversely.
CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0];
CAnimationLayer *pSource1 = &pTransitioner->m_animationQueue[1];
*pDest0 = *pSource0;
*pDest1 = *pSource1;
Assert( pDest0->m_flWeight >= 0.0f && pDest0->m_flWeight <= 1.0f );
pDest1->m_flWeight = 1 - pDest0->m_flWeight; // This layer just mirrors the other layer's weight (one fades in while the other fades out).
pDest0->m_nOrder = iFirstLayer;
pDest1->m_nOrder = iFirstLayer+1;
#ifndef CLIENT_DLL
pDest0->m_fFlags |= ANIM_LAYER_ACTIVE;
pDest1->m_fFlags |= ANIM_LAYER_ACTIVE;
#endif
}
pDest0->m_flWeight *= flWeightScale * flAimSequenceWeight;
pDest0->m_flWeight = clamp( (float)pDest0->m_flWeight, 0.0f, 1.0f );
pDest1->m_flWeight *= flWeightScale * flAimSequenceWeight;
pDest1->m_flWeight = clamp( (float)pDest1->m_flWeight, 0.0f, 1.0f );
pDest0->m_flCycle = pDest1->m_flCycle = flCycle;
}
void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers )
{
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int i;
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// Find the total weight of the blended layers, not including the idle layer (iFirstLayer)
float totalWeight = 0.0f;
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for ( i=1; i < nLayers; i++ )
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{
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i );
if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f )
{
totalWeight += pLayer->m_flWeight;
}
}
// Set the idle layer's weight to be 1 minus the sum of other layer weights
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CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer );
if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f )
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{
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pLayer->m_flWeight = 1.0f - totalWeight;
pLayer->m_flWeight = MAX( (float)pLayer->m_flWeight, 0.0f);
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}
// This part is just an optimization. Since we have the walk/run animations weighted on top of
// the idle animations, all this does is disable the idle animations if the walk/runs are at
// full weighting, which is whenever a guy is at full speed.
//
// So it saves us blending a couple animation layers whenever a guy is walking or running full speed.
int iLastOne = -1;
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for ( i=0; i < nLayers; i++ )
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{
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i );
if ( pLayer->IsActive() && pLayer->m_flWeight > 0.99 )
iLastOne = i;
}
if ( iLastOne != -1 )
{
for ( int i=iLastOne-1; i >= 0; i-- )
{
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i );
#ifdef CLIENT_DLL
pLayer->m_nOrder = CBaseAnimatingOverlay::MAX_OVERLAYS;
#else
pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS );
pLayer->m_fFlags = 0;
#endif
}
}
}
bool CBasePlayerAnimState::ShouldBlendAimSequenceToIdle()
{
Activity act = GetCurrentMainSequenceActivity();
return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH);
}
void CBasePlayerAnimState::ComputeAimSequence()
{
VPROF( "CBasePlayerAnimState::ComputeAimSequence" );
// Synchronize the lower and upper body cycles.
float flCycle = m_pOuter->GetCycle();
// Figure out the new cycle time.
UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER, true, &m_IdleSequenceTransitioner, 1 );
if ( ShouldBlendAimSequenceToIdle() )
{
// What we do here is blend between the idle upper body animation (like where he's got the dual elites
// held out in front of him but he's not moving) and his walk/run/crouchrun upper body animation,
// weighting it based on how fast he's moving. That way, when he's moving slowly, his upper
// body doesn't jiggle all around.
bool bIsMoving;
float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving );
if ( bIsMoving )
UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER+2, false, &m_SequenceTransitioner, flPlaybackRate );
}
OptimizeLayerWeights( AIMSEQUENCE_LAYER, NUM_AIMSEQUENCE_LAYERS );
}
int CBasePlayerAnimState::CalcSequenceIndex( const char *pBaseName, ... )
{
char szFullName[512];
va_list marker;
va_start( marker, pBaseName );
Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker );
va_end( marker );
int iSequence = GetOuter()->LookupSequence( szFullName );
// Show warnings if we can't find anything here.
if ( iSequence == -1 )
{
static CUtlDict<int,int> dict;
if ( dict.Find( szFullName ) == -1 )
{
dict.Insert( szFullName, 0 );
Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName );
}
iSequence = 0;
}
return iSequence;
}
void CBasePlayerAnimState::UpdateInterpolators()
{
VPROF( "CBasePlayerAnimState::UpdateInterpolators" );
// First, figure out their current max speed based on their current activity.
float flCurMaxSpeed = GetCurrentMaxGroundSpeed();
m_flMaxGroundSpeed = flCurMaxSpeed;
}
float CBasePlayerAnimState::GetInterpolatedGroundSpeed()
{
return m_flMaxGroundSpeed;
}
float CBasePlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving )
{
// Determine ideal playback rate
Vector vel;
GetOuterAbsVelocity( vel );
float speed = vel.Length2D();
bool isMoving = ( speed > MOVING_MINIMUM_SPEED );
*bIsMoving = false;
float flReturnValue = 1;
if ( isMoving && CanThePlayerMove() )
{
float flGroundSpeed = GetInterpolatedGroundSpeed();
if ( flGroundSpeed < 0.001f )
{
flReturnValue = 0.01;
}
else
{
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
flReturnValue = speed / flGroundSpeed;
flReturnValue = clamp( flReturnValue, 0.01f, 10.f ); // don't go nuts here.
}
*bIsMoving = true;
}
return flReturnValue;
}
bool CBasePlayerAnimState::CanThePlayerMove()
{
return true;
}
void CBasePlayerAnimState::ComputePlaybackRate()
{
VPROF( "CBasePlayerAnimState::ComputePlaybackRate" );
if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )
{
// When using a 9-way blend, playback rate is always 1 and we just scale the pose params
// to speed up or slow down the animation.
bool bIsMoving;
float flRate = CalcMovementPlaybackRate( &bIsMoving );
if ( bIsMoving )
GetOuter()->SetPlaybackRate( flRate );
else
GetOuter()->SetPlaybackRate( 1 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBaseAnimatingOverlay *CBasePlayerAnimState::GetOuter() const
{
return m_pOuter;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CBasePlayerAnimState::EstimateYaw()
{
Vector est_velocity;
GetOuterAbsVelocity( est_velocity );
float flLength = est_velocity.Length2D();
if ( flLength > MOVING_MINIMUM_SPEED )
{
m_flGaitYaw = atan2( est_velocity[1], est_velocity[0] );
m_flGaitYaw = RAD2DEG( m_flGaitYaw );
m_flGaitYaw = AngleNormalize( m_flGaitYaw );
}
}
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr )
{
VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" );
//Matt: Goldsrc style animations need to not rotate the model
if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC )
{
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) );
#endif
}
// If using goldsrc-style animations where he's moving in the direction that his feet are facing,
// we don't use move yaw.
if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )
return;
// view direction relative to movement
float flYaw;
EstimateYaw();
float ang = m_flEyeYaw;
if ( ang > 180.0f )
{
ang -= 360.0f;
}
else if ( ang < -180.0f )
{
ang += 360.0f;
}
// calc side to side turning
flYaw = ang - m_flGaitYaw;
// Invert for mapping into 8way blend
flYaw = -flYaw;
flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180)
{
flYaw = flYaw + 360;
}
else if (flYaw > 180)
{
flYaw = flYaw - 360;
}
if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY )
{
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) );
#endif
int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" );
int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" );
if ( iMoveX < 0 || iMoveY < 0 )
return;
bool bIsMoving;
float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving );
// Setup the 9-way blend parameters based on our speed and direction.
Vector2D vCurMovePose( 0, 0 );
if ( bIsMoving )
{
vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate;
vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate;
}
GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x );
GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y );
m_vLastMovePose = vCurMovePose;
}
else
{
int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" );
if ( iMoveYaw >= 0 )
{
GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw );
m_flLastMoveYaw = flYaw;
// Now blend in his idle animation.
// This makes the 8-way blend act like a 9-way blend by blending to
// an idle sequence as he slows down.
#if defined(CLIENT_DLL)
bool bIsMoving;
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER );
pLayer->m_flWeight = 1 - CalcMovementPlaybackRate( &bIsMoving );
if ( !bIsMoving )
{
pLayer->m_flWeight = 1;
}
if ( ShouldChangeSequences() )
{
// Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he
// doesn't always use the same idle.
if ( pLayer->m_flWeight < 0.02f || m_iCurrent8WayIdleSequence == -1 )
{
m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE );
m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE );
}
if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH )
pLayer->m_nSequence = m_iCurrent8WayCrouchIdleSequence;
else
pLayer->m_nSequence = m_iCurrent8WayIdleSequence;
}
pLayer->m_flPlaybackRate = 1;
pLayer->m_flCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->m_nSequence ) * gpGlobals->frametime;
pLayer->m_flCycle = fmod( pLayer->m_flCycle, 1 );
pLayer->m_nOrder = MAIN_IDLE_SEQUENCE_LAYER;
#endif
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
{
VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" );
// Get pitch from v_angle
float flPitch = m_flEyePitch;
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90.f, 90.f );
// See if we have a blender for pitch
int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" );
if ( pitch < 0 )
return;
GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch );
g_flLastBodyPitch = flPitch;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayerAnimState::ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current )
{
int direction = TURN_NONE;
float anglediff = goal - current;
anglediff = AngleNormalize( anglediff );
float anglediffabs = fabs( anglediff );
float scale = 1.0f;
if ( anglediffabs <= FADE_TURN_DEGREES )
{
scale = anglediffabs / FADE_TURN_DEGREES;
// Always do at least a bit of the turn ( 1% )
scale = clamp( scale, 0.01f, 1.0f );
}
float maxmove = maxrate * dt * scale;
if ( anglediffabs > maxgap )
{
// gap is too big, jump
maxmove = (anglediffabs - maxgap);
}
if ( anglediffabs < maxmove )
{
// we are close enought, just set the final value
current = goal;
}
else
{
// adjust value up or down
if ( anglediff > 0 )
{
current += maxmove;
direction = TURN_LEFT;
}
else
{
current -= maxmove;
direction = TURN_RIGHT;
}
}
current = AngleNormalize( current );
return direction;
}
void CBasePlayerAnimState::ComputePoseParam_BodyYaw()
{
VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyYaw" );
// Find out which way he's running (m_flEyeYaw is the way he's looking).
Vector vel;
GetOuterAbsVelocity( vel );
bool bIsMoving = vel.Length2D() > MOVING_MINIMUM_SPEED;
// If we just initialized this guy (maybe he just came into the PVS), then immediately
// set his feet in the right direction, otherwise they'll spin around from 0 to the
// right direction every time someone switches spectator targets.
if ( !m_bCurrentFeetYawInitialized )
{
m_bCurrentFeetYawInitialized = true;
m_flGoalFeetYaw = m_flCurrentFeetYaw = m_flEyeYaw;
m_flLastTurnTime = 0.0f;
}
else if ( bIsMoving )
{
// player is moving, feet yaw = aiming yaw
if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY || m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
{
// His feet point in the direction his eyes are, but they can run in any direction.
m_flGoalFeetYaw = m_flEyeYaw;
}
else
{
m_flGoalFeetYaw = RAD2DEG( atan2( vel.y, vel.x ) );
// If he's running backwards, flip his feet backwards.
Vector vEyeYaw( cos( DEG2RAD( m_flEyeYaw ) ), sin( DEG2RAD( m_flEyeYaw ) ), 0 );
Vector vFeetYaw( cos( DEG2RAD( m_flGoalFeetYaw ) ), sin( DEG2RAD( m_flGoalFeetYaw ) ), 0 );
if ( vEyeYaw.Dot( vFeetYaw ) < -0.01 )
{
m_flGoalFeetYaw += 180;
}
}
}
else if ( (gpGlobals->curtime - m_flLastTurnTime) > mp_facefronttime.GetFloat() )
{
// player didn't move & turn for quite some time
m_flGoalFeetYaw = m_flEyeYaw;
}
else
{
// If he's rotated his view further than the model can turn, make him face forward.
float flDiff = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw );
if ( fabs(flDiff) > m_AnimConfig.m_flMaxBodyYawDegrees )
{
if ( flDiff > 0 )
m_flGoalFeetYaw -= m_AnimConfig.m_flMaxBodyYawDegrees;
else
m_flGoalFeetYaw += m_AnimConfig.m_flMaxBodyYawDegrees;
}
}
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw );
if ( m_flCurrentFeetYaw != m_flGoalFeetYaw )
{
ConvergeAngles( m_flGoalFeetYaw, mp_feetyawrate.GetFloat(), m_AnimConfig.m_flMaxBodyYawDegrees,
gpGlobals->frametime, m_flCurrentFeetYaw );
m_flLastTurnTime = gpGlobals->curtime;
}
float flCurrentTorsoYaw = AngleNormalize( m_flEyeYaw - m_flCurrentFeetYaw );
// Rotate entire body into position
m_angRender[YAW] = m_flCurrentFeetYaw;
m_angRender[PITCH] = m_angRender[ROLL] = 0;
SetOuterBodyYaw( flCurrentTorsoYaw );
g_flLastBodyYaw = flCurrentTorsoYaw;
}
float CBasePlayerAnimState::SetOuterBodyYaw( float flValue )
{
int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" );
if ( body_yaw < 0 )
{
return 0;
}
SetOuterPoseParameter( body_yaw, flValue );
return flValue;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CBasePlayerAnimState::BodyYawTranslateActivity( Activity activity )
{
// Not even standing still, sigh
if ( activity != ACT_IDLE )
return activity;
// Not turning
switch ( m_nTurningInPlace )
{
default:
case TURN_NONE:
return activity;
case TURN_RIGHT:
case TURN_LEFT:
return mp_ik.GetBool() ? ACT_TURN : activity;
}
Assert( 0 );
return activity;
}
const QAngle& CBasePlayerAnimState::GetRenderAngles()
{
return m_angRender;
}
void CBasePlayerAnimState::GetOuterAbsVelocity( Vector& vel ) const
{
#if defined( CLIENT_DLL )
GetOuter()->EstimateAbsVelocity( vel );
#else
vel = GetOuter()->GetAbsVelocity();
#endif
}
float CBasePlayerAnimState::GetOuterXYSpeed() const
{
Vector vel;
GetOuterAbsVelocity( vel );
return vel.Length2D();
}
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::AnimStateLog( const char *pMsg, ... )
{
// Format the string.
char str[4096];
va_list marker;
va_start( marker, pMsg );
Q_vsnprintf( str, sizeof( str ), pMsg, marker );
va_end( marker );
// Log it?
if ( showanimstate_log.GetInt() == 1 || showanimstate_log.GetInt() == 3 )
{
Msg( "%s", str );
}
if ( showanimstate_log.GetInt() > 1 )
{
#ifdef CLIENT_DLL
const char *fname = "AnimStateClient.log";
#else
const char *fname = "AnimStateServer.log";
#endif
static FileHandle_t hFile = filesystem->Open( fname, "wt" );
filesystem->FPrintf( hFile, "%s", str );
filesystem->Flush( hFile );
}
}
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::AnimStatePrintf( int iLine, const char *pMsg, ... )
{
// Format the string.
char str[4096];
va_list marker;
va_start( marker, pMsg );
Q_vsnprintf( str, sizeof( str ), pMsg, marker );
va_end( marker );
// Show it with Con_NPrintf.
engine->Con_NPrintf( iLine, "%s", str );
// Log it.
AnimStateLog( "%s\n", str );
}
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::DebugShowAnimState( int iStartLine )
{
Vector vOuterVel;
GetOuterAbsVelocity( vOuterVel );
int iLine = iStartLine;
AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n",
GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ),
m_pOuter->GetSequence(),
m_pOuter->GetCycle(),
m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()),
m_pOuter->GetPlaybackRate()
);
if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
{
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER );
AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n",
GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ),
(float)pLayer->m_flWeight );
}
for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ )
{
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i );
#ifdef CLIENT_DLL
AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)",
!pLayer->IsActive() ? "-- ": (pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ),
!pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence,
!pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight,
!pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle,
!pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder,
i
);
#else
AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)",
!pLayer->IsActive() ? "-- " : ( pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ),
!pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence,
!pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client
!pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight,
!pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle,
!pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder,
i
);
#endif
}
AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f",
vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) );
if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
{
AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f",
m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch );
}
else
{
AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f",
m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y );
}
2022-03-01 20:00:42 +00:00
// Draw a red triangle on the ground for the eye yaw.
float flBaseSize = 10;
float flHeight = 80;
Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 );
QAngle angles( 0, 0, 0 );
angles[YAW] = m_flEyeYaw;
Vector vForward, vRight, vUp;
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
// Draw a blue triangle on the ground for the body yaw.
angles[YAW] = m_angRender[YAW];
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
2020-04-22 16:56:21 +00:00
}
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::DebugShowAnimStateFull( int iStartLine )
{
AnimStateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount );
DebugShowAnimState( iStartLine );
AnimStateLog( "--------------------------------------------\n\n" );
}
// -----------------------------------------------------------------------------
int CBasePlayerAnimState::SelectWeightedSequence( Activity activity )
{
return GetOuter()->SelectWeightedSequence( activity );
}