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