source-engine/game/client/simple_keys.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "simple_keys.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Simple key interpolations
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
// Input : &out -
// t -
// &start -
// &end -
//-----------------------------------------------------------------------------
void CSimpleKeyInterp::Interp( Vector &out, float t, const CSimpleKeyInterp &start, const CSimpleKeyInterp &end )
{
float delta = end.GetTime() - start.GetTime();
t = clamp( t-start.GetTime(), 0.f, delta );
float unitT = (delta > 0) ? (t / delta) : 1;
switch( end.m_interp )
{
case KEY_SPLINE:
unitT = SimpleSpline( unitT );
break;
case KEY_ACCELERATE:
unitT *= unitT;
break;
case KEY_DECELERATE:
unitT = sqrt(unitT);
break;
default:
case KEY_LINEAR:
//unitT = unitT;
break;
}
out = (1-unitT) * ((Vector)start) + unitT * ((Vector)end);
}
//-----------------------------------------------------------------------------
// Simple key list
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
// Input : &key -
// Output : int
//-----------------------------------------------------------------------------
int CSimpleKeyList::Insert( const CSimpleKeyInterp &key )
{
for ( int i = 0; i < m_list.Count(); i++ )
{
if ( key.GetTime() < m_list[i].GetTime() )
return m_list.InsertBefore( i, key );
}
return m_list.AddToTail( key );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &out -
// t -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSimpleKeyList::Interp( Vector &out, float t )
{
int startIndex = -1;
out.Init();
for ( int i = 0; i < m_list.Count(); i++ )
{
if ( t < m_list[i].GetTime() )
{
// before start
if ( startIndex < 0 )
return false;
CSimpleKeyInterp::Interp( out, t, m_list[startIndex], m_list[i] );
return true;
}
startIndex = i;
}
// past end
return false;
}