//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "utlvector.h" #define VIEWANIM_RELATIVE (1<<0) // angles in keyframe are relative, add anim to current angles #define VIEWANIM_IGNORE_X (1<<1) // ignore the x component of this animation #define VIEWANIM_IGNORE_Y (1<<2) // ditto for y #define VIEWANIM_IGNORE_Z (1<<3) // ditto for z #define QAngleToVector(a,v) { v[0] = a[0]; v[1] = a[1]; v[2] = a[2]; } class CViewAngleKeyFrame { public: CViewAngleKeyFrame( QAngle vecAngles, float flTime, int iFlags ) { m_vecAngles = vecAngles; m_flTime = flTime; m_iFlags = iFlags; } // the target angles for this keyframe in the view angle animation QAngle m_vecAngles; // time position of this keyframe float m_flTime; int m_iFlags; }; typedef void (*ViewAnimCompleteCallback)( void ); class CViewAngleAnimation : public C_BaseEntity { public: CViewAngleAnimation(); ~CViewAngleAnimation(); virtual void Spawn(); void DeleteKeyFrames(); void LoadViewAnimFile( const char *pKeyFrameFileName ); void SaveAsAnimFile( const char *pKeyFrameFileName ); void AddKeyFrame( CViewAngleKeyFrame *pKeyFrame ); bool IsFinished( void ); void RunAnimation( QAngle angles ); void ClientThink(); void SetAnimCompleteCallback( ViewAnimCompleteCallback pFunc ) { m_pAnimCompleteCallback = pFunc; } private: void SetAngles( QAngle vecCalculatedAngles ); float m_flAnimStartTime; // time this animation started bool m_bFinished; CUtlVector m_KeyFrames; QAngle m_vecBaseAngles; int m_iFlags; ViewAnimCompleteCallback m_pAnimCompleteCallback; };