mirror of
https://github.com/nillerusr/source-engine.git
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387 lines
8.0 KiB
C++
387 lines
8.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "filesystem.h"
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#include "viewangleanim.h"
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#include "KeyValues.h"
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#include "tier0/memdbgon.h"
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extern ConVar cl_pitchdown;
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extern ConVar cl_pitchup;
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// ConCommands useful for creating view animations
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CViewAngleAnimation *g_pTestAnimation = NULL;
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// create a view animation object to be used for creating an animation. parameter is flags
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CON_COMMAND( viewanim_create, "viewanim_create" )
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{
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if ( g_pTestAnimation )
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{
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delete g_pTestAnimation;
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g_pTestAnimation = NULL;
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}
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int flags = 0;
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if ( args.ArgC() > 1 )
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{
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flags = atoi( args[1] );
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}
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g_pTestAnimation = CREATE_ENTITY( CViewAngleAnimation, "viewangleanim" );
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if ( g_pTestAnimation )
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{
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g_pTestAnimation->Spawn();
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}
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}
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// run the test animation
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void TestViewAnim( void )
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{
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if ( g_pTestAnimation )
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{
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QAngle angles;
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engine->GetViewAngles( angles );
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g_pTestAnimation->RunAnimation( angles );
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}
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else
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Msg( "No view anim created\n" );
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}
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ConCommand viewanim_test( "viewanim_test", TestViewAnim, "test view animation" );
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// set view angles to (0,0,0)
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void ResetViewAngles( void )
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{
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// create a blank anim
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QAngle angles = vec3_angle;
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engine->SetViewAngles( angles );
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}
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ConCommand viewanim_reset( "viewanim_reset", ResetViewAngles, "reset view angles!", FCVAR_CHEAT );
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// add a key frame to the test animation. first parameter is the time taken to get to this keyframe
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CON_COMMAND_F( viewanim_addkeyframe, "", FCVAR_CHEAT )
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{
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if ( g_pTestAnimation )
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{
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QAngle vecTarget;
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engine->GetViewAngles( vecTarget );
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float flDelay = 0.2;
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if (args.ArgC() > 1)
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{
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flDelay = atof( args[1] );
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}
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int iFlags = 0;
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if (args.ArgC() > 1)
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{
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iFlags = atof( args[2] );
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}
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g_pTestAnimation->AddKeyFrame( new CViewAngleKeyFrame( vecTarget, flDelay, iFlags ) );
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}
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else
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Msg( "No view anim created, use viewanim_create" );
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}
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// save the current test anim, pass filename
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CON_COMMAND( viewanim_save, "Save current animation to file" )
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{
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if (args.ArgC() < 2)
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return;
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if ( g_pTestAnimation )
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{
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g_pTestAnimation->SaveAsAnimFile( args[1] );
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}
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else
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{
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Msg( "No view anim created\n" );
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}
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}
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// load a view animation file into the test anim
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CON_COMMAND( viewanim_load, "load animation from file" )
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{
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if (args.ArgC() < 2)
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return;
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if ( g_pTestAnimation )
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{
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g_pTestAnimation->LoadViewAnimFile( args[1] );
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}
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else
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Msg( "No view anim created\n" );
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}
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LINK_ENTITY_TO_CLASS( viewangleanim, CViewAngleAnimation );
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CViewAngleAnimation::CViewAngleAnimation()
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{
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}
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CViewAngleAnimation::~CViewAngleAnimation()
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{
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DeleteKeyFrames();
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}
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void CViewAngleAnimation::Spawn( void )
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{
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m_iFlags = 0;
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QAngle angles;
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engine->GetViewAngles( angles );
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/*
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if ( m_iFlags & VIEWANIM_RELATIVE )
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{
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AddKeyFrame( new CViewAngleKeyFrame( vec3_angle, 0.0, 0 ) );
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// seed this so we can add keyframes and have them calc the delta properly
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m_vecBaseAngles = angles;
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}
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else
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{
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AddKeyFrame( new CViewAngleKeyFrame( angles, 0.0, 0 ) );
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}
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*/
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m_bFinished = true; // don't run right away
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ClientEntityList().AddNonNetworkableEntity( this );
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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void CViewAngleAnimation::DeleteKeyFrames()
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{
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int i, c;
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c = m_KeyFrames.Count();
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for ( i = c - 1; i >= 0 ; --i )
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{
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delete m_KeyFrames[ i ];
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}
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m_KeyFrames.RemoveAll();
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}
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void CViewAngleAnimation::LoadViewAnimFile( const char *pKeyFrameFileName )
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{
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DeleteKeyFrames();
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// load keyvalues from this file and stuff them in as keyframes
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KeyValues *pData = new KeyValues( pKeyFrameFileName );
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if ( false == pData->LoadFromFile( filesystem, pKeyFrameFileName, "GAME" ) )
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{
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Warning( "CViewAngleAnimation::LoadViewAnimFile failed to load script %s\n", pKeyFrameFileName );
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pData->deleteThis();
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return;
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}
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QAngle angles;
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float flTime;
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int iFlags;
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KeyValues *pKey = pData->GetFirstSubKey();
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while ( pKey )
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{
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// angles
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const char *pszAngles = pKey->GetString( "angles", "0 0 0" );
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sscanf( pszAngles, "%f %f %f", &angles[0], &angles[1], &angles[2] );
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// time
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flTime = pKey->GetFloat( "time", 0.001 );
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// flags
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iFlags = pKey->GetInt( "flags", 0 );
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AddKeyFrame( new CViewAngleKeyFrame( angles, flTime, iFlags ) );
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pKey = pKey->GetNextKey();
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}
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pData->deleteThis();
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}
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void CViewAngleAnimation::SaveAsAnimFile( const char *pKeyFrameFileName )
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{
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// save all of our keyframes into the file
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KeyValues *pData = new KeyValues( pKeyFrameFileName );
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pData->SetInt( "flags", m_iFlags );
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KeyValues *pKey = new KeyValues( "keyframe" );
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int i;
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int c = m_KeyFrames.Count();
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char buf[64];
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for ( i=0;i<c;i++ )
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{
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pKey = pData->CreateNewKey();
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Q_snprintf( buf, sizeof(buf), "%f %f %f",
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m_KeyFrames[i]->m_vecAngles[0],
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m_KeyFrames[i]->m_vecAngles[1],
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m_KeyFrames[i]->m_vecAngles[2] );
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pKey->SetString( "angles", buf );
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pKey->SetFloat( "time", m_KeyFrames[i]->m_flTime );
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pKey->SetInt( "flags", m_KeyFrames[i]->m_iFlags );
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}
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pData->SaveToFile( filesystem, pKeyFrameFileName, NULL );
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pData->deleteThis();
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}
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void CViewAngleAnimation::AddKeyFrame( CViewAngleKeyFrame *pKeyFrame )
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{
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pKeyFrame->m_vecAngles -= m_vecBaseAngles;
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m_KeyFrames.AddToTail( pKeyFrame );
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}
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bool CViewAngleAnimation::IsFinished( void )
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{
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return m_bFinished;
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}
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void CViewAngleAnimation::RunAnimation( QAngle angles )
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{
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if ( m_KeyFrames.Count() == 0 )
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{
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Warning( "CViewAngleAnimation::RunAnimation called on an empty view animation\n" );
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return;
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}
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m_flAnimStartTime = gpGlobals->curtime;
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m_bFinished = false;
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m_vecBaseAngles = angles;
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m_iFlags = m_KeyFrames[0]->m_iFlags;
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if ( !( m_iFlags & VIEWANIM_RELATIVE ) )
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{
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m_KeyFrames[0]->m_vecAngles = angles;
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}
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}
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void CViewAngleAnimation::ClientThink()
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{
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if ( IsFinished() )
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return;
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float flCurrentTime = gpGlobals->curtime - m_flAnimStartTime;
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if ( flCurrentTime < 0 )
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flCurrentTime = 0.001;
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// find two nearest points
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int i, c;
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c = m_KeyFrames.Count();
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float flTime = 0;
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for ( i=0;i<c;i++ )
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{
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if ( flTime + m_KeyFrames[i]->m_flTime > flCurrentTime )
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{
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break;
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}
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flTime += m_KeyFrames[i]->m_flTime;
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}
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Assert( i > 0 );
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if ( i >= c )
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{
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if ( i > 0 )
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{
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// animation complete, set to end point
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SetAngles( m_KeyFrames[i-1]->m_vecAngles );
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}
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if ( m_pAnimCompleteCallback )
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{
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m_pAnimCompleteCallback();
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}
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m_bFinished = true;
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return;
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}
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if ( m_KeyFrames[i]->m_iFlags != m_iFlags )
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{
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if ( ( m_KeyFrames[i]->m_iFlags & VIEWANIM_RELATIVE ) && !( m_iFlags & VIEWANIM_RELATIVE ) )
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{
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// new relative position is current angles
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engine->GetViewAngles( m_vecBaseAngles );
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}
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// copy the rest over
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m_iFlags = m_KeyFrames[i]->m_iFlags;
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}
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// previous frame is m_KeyFrames[i-1];
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// next frame is m_KeyFrames[i];
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float flFraction = ( flCurrentTime - flTime ) / ( m_KeyFrames[i]->m_flTime );
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Vector v0, v1, v2, v3;
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if ( i-2 <= 0 )
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{
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QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v0 );
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}
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else
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{
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QAngleToVector( m_KeyFrames[i-2]->m_vecAngles, v0 );
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}
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QAngleToVector( m_KeyFrames[i-1]->m_vecAngles, v1 );
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QAngleToVector( m_KeyFrames[i]->m_vecAngles, v2 );
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if ( i+1 >= c )
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{
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QAngleToVector( m_KeyFrames[i]->m_vecAngles, v3 );
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}
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else
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{
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QAngleToVector( m_KeyFrames[i+1]->m_vecAngles, v3 );
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}
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Vector out;
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Catmull_Rom_Spline( v0, v1, v2, v3, flFraction, out );
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QAngle vecCalculatedAngles;
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QAngleToVector( out, vecCalculatedAngles );
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SetAngles( vecCalculatedAngles );
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}
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void CViewAngleAnimation::SetAngles( QAngle vecCalculatedAngles )
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{
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if ( m_iFlags & VIEWANIM_RELATIVE )
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vecCalculatedAngles += m_vecBaseAngles;
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QAngle vecViewAngle;
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engine->GetViewAngles( vecViewAngle );
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if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_X ) ) )
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vecViewAngle[PITCH] = vecCalculatedAngles[PITCH];
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if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Y ) ) )
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vecViewAngle[YAW] = vecCalculatedAngles[YAW];
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if ( !(FBitSet( m_iFlags, VIEWANIM_IGNORE_Z ) ) )
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vecViewAngle[ROLL] = vecCalculatedAngles[ROLL];
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// clamp pitch
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vecViewAngle[PITCH] = clamp( vecViewAngle[PITCH], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
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engine->SetViewAngles( vecViewAngle );
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}
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