mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
288 lines
9.3 KiB
C++
288 lines
9.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef BASE_PLAYERANIMSTATE_H
|
|
#define BASE_PLAYERANIMSTATE_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "iplayeranimstate.h"
|
|
#include "studio.h"
|
|
#include "sequence_Transitioner.h"
|
|
|
|
#ifdef CLIENT_DLL
|
|
class C_BaseAnimatingOverlay;
|
|
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
|
|
#else
|
|
class CBaseAnimatingOverlay;
|
|
#endif
|
|
|
|
// If a guy is moving slower than this, then he's considered to not be moving
|
|
// (so he goes to his idle animation at full playback rate rather than his walk
|
|
// animation at low playback rate).
|
|
#define MOVING_MINIMUM_SPEED 0.5f
|
|
|
|
|
|
#define MAIN_IDLE_SEQUENCE_LAYER 0 // For 8-way blended models, this layer blends an idle on top of the run/walk animation to simulate a 9-way blend.
|
|
// For 9-way blended models, we don't use this layer.
|
|
|
|
#define AIMSEQUENCE_LAYER 1 // Aim sequence uses layers 0 and 1 for the weapon idle animation (needs 2 layers so it can blend).
|
|
#define NUM_AIMSEQUENCE_LAYERS 4 // Then it uses layers 2 and 3 to blend in the weapon run/walk/crouchwalk animation.
|
|
|
|
|
|
// Everyone who derives from CBasePlayerAnimState gets to fill in this info
|
|
// to drive how the animation state is generated.
|
|
class CModAnimConfig
|
|
{
|
|
public:
|
|
// This tells how far the upper body can rotate left and right. If he begins to rotate
|
|
// past this, it'll turn his feet to face his upper body.
|
|
float m_flMaxBodyYawDegrees;
|
|
|
|
// How do the legs animate?
|
|
LegAnimType_t m_LegAnimType;
|
|
|
|
// Use aim sequences? (CS hostages don't).
|
|
bool m_bUseAimSequences;
|
|
};
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------ //
|
|
// CBasePlayerAnimState declaration.
|
|
// ------------------------------------------------------------------------------------------------ //
|
|
|
|
abstract_class CBasePlayerAnimState : virtual public IPlayerAnimState
|
|
{
|
|
public:
|
|
DECLARE_CLASS_NOBASE( CBasePlayerAnimState );
|
|
|
|
enum
|
|
{
|
|
TURN_NONE = 0,
|
|
TURN_LEFT,
|
|
TURN_RIGHT
|
|
};
|
|
|
|
CBasePlayerAnimState();
|
|
virtual ~CBasePlayerAnimState();
|
|
|
|
void Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config );
|
|
virtual void Release();
|
|
|
|
// Update() and DoAnimationEvent() together maintain the entire player's animation state.
|
|
//
|
|
// Update() maintains the the lower body animation (the player's m_nSequence)
|
|
// and the upper body overlay based on the player's velocity and look direction.
|
|
//
|
|
// It also modulates these based on events triggered by DoAnimationEvent.
|
|
virtual void Update( float eyeYaw, float eyePitch );
|
|
|
|
// This is called by the client when a new player enters the PVS to clear any events
|
|
// the dormant version of the entity may have been playing.
|
|
virtual void ClearAnimationState();
|
|
|
|
// This is called every frame to prepare the animation layers to be filled with data
|
|
// since we reconstruct them every frame (in case they get stomped by the networking
|
|
// or anything else).
|
|
virtual void ClearAnimationLayers();
|
|
|
|
// The client uses this to figure out what angles to render the entity with (since as the guy turns,
|
|
// it will change his body_yaw pose parameter before changing his rendered angle).
|
|
virtual const QAngle& GetRenderAngles();
|
|
|
|
|
|
// Overrideables.
|
|
public:
|
|
|
|
virtual bool ShouldUpdateAnimState();
|
|
|
|
// This is called near the start of each frame.
|
|
// The base class figures out the main sequence and the aim sequence, and derived
|
|
// classes can overlay whatever other animations they want.
|
|
virtual void ComputeSequences( CStudioHdr *pStudioHdr );
|
|
|
|
// This is called to figure out what the main activity is. The mod-specific class
|
|
// overrides this to handle events like jumping, firing, etc.
|
|
virtual Activity CalcMainActivity() = 0;
|
|
|
|
// This is called to calculate the aim layer sequence. It usually figures out the
|
|
// animation prefixes and suffixes and calls CalcSequenceIndex().
|
|
virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle ) = 0;
|
|
|
|
// This lets server-controlled idle sequences to play unchanged on the client
|
|
virtual bool ShouldChangeSequences( void ) const;
|
|
|
|
// If this returns true, then it will blend the current aim layer sequence with an idle aim layer
|
|
// sequence based on how fast the character is moving, so it doesn't play the upper-body run at
|
|
// full speed if he's moving really slowly.
|
|
//
|
|
// We return false on this for animations that don't have blends, like reloads.
|
|
virtual bool ShouldBlendAimSequenceToIdle();
|
|
|
|
// For the body left/right rotation, some models use a pose parameter and some use a bone controller.
|
|
virtual float SetOuterBodyYaw( float flValue );
|
|
|
|
// Return true if the player is allowed to move.
|
|
virtual bool CanThePlayerMove();
|
|
|
|
// This is called every frame to see what the maximum speed the player can move is.
|
|
// It is used to determine where to put the move_x/move_y pose parameters or to
|
|
// determine the animation playback rate, based on the player's movement speed.
|
|
// The return value from here is interpolated so the playback rate or pose params don't move sharply.
|
|
virtual float GetCurrentMaxGroundSpeed() = 0;
|
|
|
|
// Display Con_NPrint output about the animation state. This is called if
|
|
// we're on the client and if cl_showanimstate holds the current entity's index.
|
|
void DebugShowAnimStateFull( int iStartLine );
|
|
|
|
virtual void DebugShowAnimState( int iStartLine );
|
|
void AnimStatePrintf( int iLine, PRINTF_FORMAT_STRING const char *pMsg, ... );
|
|
void AnimStateLog( PRINTF_FORMAT_STRING const char *pMsg, ... );
|
|
|
|
// Calculate the playback rate for movement layer
|
|
virtual float CalcMovementPlaybackRate( bool *bIsMoving );
|
|
|
|
// Allow inheriting classes to translate their desired activity, while keeping all
|
|
// internal ACT comparisons using the base activity
|
|
virtual Activity TranslateActivity( Activity actDesired ) { return actDesired; }
|
|
|
|
// Allow inheriting classes to override SelectWeightedSequence
|
|
virtual int SelectWeightedSequence( Activity activity );
|
|
|
|
public:
|
|
|
|
void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
|
|
|
|
CBaseAnimatingOverlay *GetOuter() const;
|
|
|
|
void RestartMainSequence();
|
|
|
|
|
|
// Helpers for the derived classes to use.
|
|
protected:
|
|
|
|
// Sets up the string you specify, looks for that sequence and returns the index.
|
|
// Complains in the console and returns 0 if it can't find it.
|
|
virtual int CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... );
|
|
|
|
Activity GetCurrentMainSequenceActivity() const;
|
|
|
|
void GetOuterAbsVelocity( Vector& vel ) const;
|
|
float GetOuterXYSpeed() const;
|
|
|
|
// How long has it been since we cleared the animation state?
|
|
float TimeSinceLastAnimationStateClear() const;
|
|
|
|
float GetEyeYaw() const { return m_flEyeYaw; }
|
|
|
|
protected:
|
|
|
|
CModAnimConfig m_AnimConfig;
|
|
CBaseAnimatingOverlay *m_pOuter;
|
|
|
|
protected:
|
|
int ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current );
|
|
virtual void ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr );
|
|
virtual void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
|
|
virtual void ComputePoseParam_BodyYaw();
|
|
|
|
virtual void ResetGroundSpeed( void );
|
|
|
|
protected:
|
|
// The player's eye yaw and pitch angles.
|
|
float m_flEyeYaw;
|
|
float m_flEyePitch;
|
|
|
|
// The following variables are used for tweaking the yaw of the upper body when standing still and
|
|
// making sure that it smoothly blends in and out once the player starts moving
|
|
// Direction feet were facing when we stopped moving
|
|
float m_flGoalFeetYaw;
|
|
|
|
float m_flCurrentFeetYaw;
|
|
bool m_bCurrentFeetYawInitialized;
|
|
|
|
float m_flCurrentTorsoYaw;
|
|
|
|
// To check if they are rotating in place
|
|
float m_flLastYaw;
|
|
|
|
// Time when we stopped moving
|
|
float m_flLastTurnTime;
|
|
|
|
// One of the above enums
|
|
int m_nTurningInPlace;
|
|
|
|
QAngle m_angRender;
|
|
|
|
private:
|
|
|
|
// Update the prone state machine.
|
|
void UpdateProneState();
|
|
|
|
// Get the string that's appended to animation names for the player's current weapon.
|
|
const char* GetWeaponSuffix();
|
|
|
|
Activity BodyYawTranslateActivity( Activity activity );
|
|
|
|
void SetOuterPoseParameter( int iParam, float flValue );
|
|
|
|
|
|
void EstimateYaw();
|
|
|
|
void ComputeMainSequence();
|
|
void ComputeAimSequence();
|
|
|
|
void ComputePlaybackRate();
|
|
|
|
void UpdateInterpolators();
|
|
float GetInterpolatedGroundSpeed();
|
|
|
|
private:
|
|
|
|
float m_flMaxGroundSpeed;
|
|
|
|
float m_flLastAnimationStateClearTime;
|
|
|
|
// If he's using 8-way blending, then we blend to this idle
|
|
int m_iCurrent8WayIdleSequence;
|
|
int m_iCurrent8WayCrouchIdleSequence;
|
|
|
|
// Last activity we've used on the lower body. Used to determine if animations should restart.
|
|
Activity m_eCurrentMainSequenceActivity;
|
|
|
|
float m_flGaitYaw;
|
|
float m_flStoredCycle;
|
|
|
|
Vector2D m_vLastMovePose;
|
|
|
|
void UpdateAimSequenceLayers(
|
|
float flCycle,
|
|
int iFirstLayer,
|
|
bool bForceIdle,
|
|
CSequenceTransitioner *pTransitioner,
|
|
float flWeightScale
|
|
);
|
|
|
|
void OptimizeLayerWeights( int iFirstLayer, int nLayers );
|
|
|
|
// This gives us smooth transitions between aim anim sequences on the client.
|
|
CSequenceTransitioner m_IdleSequenceTransitioner;
|
|
CSequenceTransitioner m_SequenceTransitioner;
|
|
};
|
|
|
|
extern float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
|
|
|
|
|
|
inline Activity CBasePlayerAnimState::GetCurrentMainSequenceActivity() const
|
|
{
|
|
return m_eCurrentMainSequenceActivity;
|
|
}
|
|
|
|
|
|
#endif // BASE_PLAYERANIMSTATE_H
|