//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "base_playeranimstate.h" #include "tier0/vprof.h" #include "animation.h" #include "studio.h" #include "apparent_velocity_helper.h" #include "utldict.h" #include "filesystem.h" #ifdef CLIENT_DLL #include "c_baseplayer.h" #include "engine/ivdebugoverlay.h" ConVar cl_showanimstate( "cl_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." ); ConVar showanimstate_log( "cl_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both." ); #else #include "player.h" ConVar sv_showanimstate( "sv_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (server) animation state for the specified entity (-1 for none)." ); ConVar showanimstate_log( "sv_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." ); #endif // Below this many degrees, slow down turning rate linearly #define FADE_TURN_DEGREES 45.0f // After this, need to start turning feet #define MAX_TORSO_ANGLE 70.0f // Below this amount, don't play a turning animation/perform IK #define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f ConVar mp_feetyawrate( "mp_feetyawrate", "720", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How many degrees per second that we can turn our feet or upper body." ); ConVar mp_facefronttime( "mp_facefronttime", "3", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." ); ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Use IK on in-place turns." ); // Pose parameters stored for debugging. float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw; // ------------------------------------------------------------------------------------------------ // // CBasePlayerAnimState implementation. // ------------------------------------------------------------------------------------------------ // CBasePlayerAnimState::CBasePlayerAnimState() { m_flEyeYaw = 0.0f; m_flEyePitch = 0.0f; m_bCurrentFeetYawInitialized = false; m_flCurrentTorsoYaw = 0.0f; m_nTurningInPlace = TURN_NONE; m_flMaxGroundSpeed = 0.0f; m_flStoredCycle = 0.0f; m_flGaitYaw = 0.0f; m_flGoalFeetYaw = 0.0f; m_flCurrentFeetYaw = 0.0f; m_flLastYaw = 0.0f; m_flLastTurnTime = 0.0f; m_angRender.Init(); m_vLastMovePose.Init(); m_iCurrent8WayIdleSequence = -1; m_iCurrent8WayCrouchIdleSequence = -1; m_pOuter = NULL; m_eCurrentMainSequenceActivity = ACT_IDLE; m_flLastAnimationStateClearTime = 0.0f; } CBasePlayerAnimState::~CBasePlayerAnimState() { } void CBasePlayerAnimState::Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config ) { m_pOuter = pPlayer; m_AnimConfig = config; ClearAnimationState(); } void CBasePlayerAnimState::Release() { delete this; } void CBasePlayerAnimState::ClearAnimationState() { ClearAnimationLayers(); m_bCurrentFeetYawInitialized = false; m_flLastAnimationStateClearTime = gpGlobals->curtime; } float CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const { return gpGlobals->curtime - m_flLastAnimationStateClearTime; } void CBasePlayerAnimState::Update( float eyeYaw, float eyePitch ) { VPROF( "CBasePlayerAnimState::Update" ); // Clear animation overlays because we're about to completely reconstruct them. ClearAnimationLayers(); // Some mods don't want to update the player's animation state if they're dead and ragdolled. if ( !ShouldUpdateAnimState() ) { ClearAnimationState(); return; } CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr(); // Store these. All the calculations are based on them. m_flEyeYaw = AngleNormalize( eyeYaw ); m_flEyePitch = AngleNormalize( eyePitch ); // Compute sequences for all the layers. ComputeSequences( pStudioHdr ); // Compute all the pose params. ComputePoseParam_BodyPitch( pStudioHdr ); // Look up/down. ComputePoseParam_BodyYaw(); // Torso rotation. ComputePoseParam_MoveYaw( pStudioHdr ); // What direction his legs are running in. ComputePlaybackRate(); #ifdef CLIENT_DLL if ( cl_showanimstate.GetInt() == m_pOuter->entindex() ) { DebugShowAnimStateFull( 5 ); } else if ( cl_showanimstate.GetInt() == -2 ) { C_BasePlayer *targetPlayer = C_BasePlayer::GetLocalPlayer(); if( targetPlayer && ( targetPlayer->GetObserverMode() == OBS_MODE_IN_EYE || targetPlayer->GetObserverMode() == OBS_MODE_CHASE ) ) { C_BaseEntity *target = targetPlayer->GetObserverTarget(); if( target && target->IsPlayer() ) { targetPlayer = ToBasePlayer( target ); } } if ( m_pOuter == targetPlayer ) { DebugShowAnimStateFull( 6 ); } } #else if ( sv_showanimstate.GetInt() == m_pOuter->entindex() ) { DebugShowAnimState( 20 ); } #endif } bool CBasePlayerAnimState::ShouldUpdateAnimState() { // By default, don't update their animation state when they're dead because they're // either a ragdoll or they're not drawn. return GetOuter()->IsAlive(); } bool CBasePlayerAnimState::ShouldChangeSequences( void ) const { return true; } void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float flValue ) { // Make sure to set all the history values too, otherwise the server can overwrite them. GetOuter()->SetPoseParameter( iParam, flValue ); } void CBasePlayerAnimState::ClearAnimationLayers() { VPROF( "CBasePlayerAnimState::ClearAnimationLayers" ); if ( !m_pOuter ) return; m_pOuter->SetNumAnimOverlays( AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS ); for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) { m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #ifndef CLIENT_DLL m_pOuter->GetAnimOverlay( i )->m_fFlags = 0; #endif } } void CBasePlayerAnimState::RestartMainSequence() { CBaseAnimatingOverlay *pPlayer = GetOuter(); pPlayer->m_flAnimTime = gpGlobals->curtime; pPlayer->SetCycle( 0 ); } void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputeSequences" ); ComputeMainSequence(); // Lower body (walk/run/idle). UpdateInterpolators(); // The groundspeed interpolator uses the main sequence info. if ( m_AnimConfig.m_bUseAimSequences ) { ComputeAimSequence(); // Upper body, based on weapon type. } } void CBasePlayerAnimState::ResetGroundSpeed( void ) { m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed(); } void CBasePlayerAnimState::ComputeMainSequence() { VPROF( "CBasePlayerAnimState::ComputeMainSequence" ); CBaseAnimatingOverlay *pPlayer = GetOuter(); // Have our class or the mod-specific class determine what the current activity is. Activity idealActivity = CalcMainActivity(); #ifdef CLIENT_DLL Activity oldActivity = m_eCurrentMainSequenceActivity; #endif // Store our current activity so the aim and fire layers know what to do. m_eCurrentMainSequenceActivity = idealActivity; // Export to our outer class.. int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) ); #if !defined( HL1_CLIENT_DLL ) && !defined ( HL1_DLL ) if ( !ShouldResetMainSequence( pPlayer->GetSequence(), animDesired ) ) return; #endif if ( animDesired < 0 ) animDesired = 0; pPlayer->ResetSequence( animDesired ); #ifdef CLIENT_DLL // If we went from idle to walk, reset the interpolation history. // Kind of hacky putting this here.. it might belong outside the base class. if ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE) && (idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH) ) { ResetGroundSpeed(); } #endif } bool CBasePlayerAnimState::ShouldResetMainSequence( int iCurrentSequence, int iNewSequence ) { if ( !GetOuter() ) return false; return GetOuter()->GetSequenceActivity( iCurrentSequence ) != GetOuter()->GetSequenceActivity( iNewSequence ); } void CBasePlayerAnimState::UpdateAimSequenceLayers( float flCycle, int iFirstLayer, bool bForceIdle, CSequenceTransitioner *pTransitioner, float flWeightScale ) { float flAimSequenceWeight = 1; int iAimSequence = CalcAimLayerSequence( &flCycle, &flAimSequenceWeight, bForceIdle ); if ( iAimSequence == -1 ) iAimSequence = 0; // Feed the current state of the animation parameters to the sequence transitioner. // It will hand back either 1 or 2 animations in the queue to set, depending on whether // it's transitioning or not. We just dump those into the animation layers. pTransitioner->CheckForSequenceChange( m_pOuter->GetModelPtr(), iAimSequence, false, // don't force transitions on the same anim true // yes, interpolate when transitioning ); pTransitioner->UpdateCurrent( m_pOuter->GetModelPtr(), iAimSequence, flCycle, GetOuter()->GetPlaybackRate(), gpGlobals->curtime ); CAnimationLayer *pDest0 = m_pOuter->GetAnimOverlay( iFirstLayer ); CAnimationLayer *pDest1 = m_pOuter->GetAnimOverlay( iFirstLayer+1 ); if ( pTransitioner->m_animationQueue.Count() == 1 ) { // If only 1 animation, then blend it in fully. CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0]; *pDest0 = *pSource0; pDest0->m_flWeight = 1; pDest1->m_flWeight = 0; pDest0->m_nOrder = iFirstLayer; #ifndef CLIENT_DLL pDest0->m_fFlags |= ANIM_LAYER_ACTIVE; #endif } else if ( pTransitioner->m_animationQueue.Count() >= 2 ) { // The first one should be fading out. Fade in the new one inversely. CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0]; CAnimationLayer *pSource1 = &pTransitioner->m_animationQueue[1]; *pDest0 = *pSource0; *pDest1 = *pSource1; Assert( pDest0->m_flWeight >= 0.0f && pDest0->m_flWeight <= 1.0f ); pDest1->m_flWeight = 1 - pDest0->m_flWeight; // This layer just mirrors the other layer's weight (one fades in while the other fades out). pDest0->m_nOrder = iFirstLayer; pDest1->m_nOrder = iFirstLayer+1; #ifndef CLIENT_DLL pDest0->m_fFlags |= ANIM_LAYER_ACTIVE; pDest1->m_fFlags |= ANIM_LAYER_ACTIVE; #endif } pDest0->m_flWeight *= flWeightScale * flAimSequenceWeight; pDest0->m_flWeight = clamp( (float)pDest0->m_flWeight, 0.0f, 1.0f ); pDest1->m_flWeight *= flWeightScale * flAimSequenceWeight; pDest1->m_flWeight = clamp( (float)pDest1->m_flWeight, 0.0f, 1.0f ); pDest0->m_flCycle = pDest1->m_flCycle = flCycle; } void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers ) { // Find the total weight of the blended layers, not including the idle layer (iFirstLayer) float totalWeight = 0.0f; for ( int i=1; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f ) { totalWeight += pLayer->m_flWeight; } } // Set the idle layer's weight to be 1 minus the sum of other layer weights CAnimationLayer *pLayerFirst = m_pOuter->GetAnimOverlay( iFirstLayer ); if ( pLayerFirst->IsActive() && pLayerFirst->m_flWeight > 0.0f ) { pLayerFirst->m_flWeight = 1.0f - totalWeight; pLayerFirst->m_flWeight = MAX( (float)pLayerFirst->m_flWeight, 0.0f); } // This part is just an optimization. Since we have the walk/run animations weighted on top of // the idle animations, all this does is disable the idle animations if the walk/runs are at // full weighting, which is whenever a guy is at full speed. // // So it saves us blending a couple animation layers whenever a guy is walking or running full speed. int iLastOne = -1; for ( int i=0; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->m_flWeight > 0.99 ) iLastOne = i; } if ( iLastOne != -1 ) { for ( int i=iLastOne-1; i >= 0; i-- ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); #ifdef CLIENT_DLL pLayer->m_nOrder = CBaseAnimatingOverlay::MAX_OVERLAYS; #else pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); pLayer->m_fFlags = 0; #endif } } } bool CBasePlayerAnimState::ShouldBlendAimSequenceToIdle() { Activity act = GetCurrentMainSequenceActivity(); return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH); } void CBasePlayerAnimState::ComputeAimSequence() { VPROF( "CBasePlayerAnimState::ComputeAimSequence" ); // Synchronize the lower and upper body cycles. float flCycle = m_pOuter->GetCycle(); // Figure out the new cycle time. UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER, true, &m_IdleSequenceTransitioner, 1 ); if ( ShouldBlendAimSequenceToIdle() ) { // What we do here is blend between the idle upper body animation (like where he's got the dual elites // held out in front of him but he's not moving) and his walk/run/crouchrun upper body animation, // weighting it based on how fast he's moving. That way, when he's moving slowly, his upper // body doesn't jiggle all around. bool bIsMoving; float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); if ( bIsMoving ) UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER+2, false, &m_SequenceTransitioner, flPlaybackRate ); } OptimizeLayerWeights( AIMSEQUENCE_LAYER, NUM_AIMSEQUENCE_LAYERS ); } int CBasePlayerAnimState::CalcSequenceIndex( const char *pBaseName, ... ) { char szFullName[512]; va_list marker; va_start( marker, pBaseName ); Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker ); va_end( marker ); int iSequence = GetOuter()->LookupSequence( szFullName ); // Show warnings if we can't find anything here. if ( iSequence == -1 ) { static CUtlDict dict; if ( dict.Find( szFullName ) == -1 ) { dict.Insert( szFullName, 0 ); Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName ); } iSequence = 0; } return iSequence; } void CBasePlayerAnimState::UpdateInterpolators() { VPROF( "CBasePlayerAnimState::UpdateInterpolators" ); // First, figure out their current max speed based on their current activity. float flCurMaxSpeed = GetCurrentMaxGroundSpeed(); m_flMaxGroundSpeed = flCurMaxSpeed; } float CBasePlayerAnimState::GetInterpolatedGroundSpeed() { return m_flMaxGroundSpeed; } float CBasePlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) { // Determine ideal playback rate Vector vel; GetOuterAbsVelocity( vel ); float speed = vel.Length2D(); bool isMoving = ( speed > MOVING_MINIMUM_SPEED ); *bIsMoving = false; float flReturnValue = 1; if ( isMoving && CanThePlayerMove() ) { float flGroundSpeed = GetInterpolatedGroundSpeed(); if ( flGroundSpeed < 0.001f ) { flReturnValue = 0.01; } else { // Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below flReturnValue = speed / flGroundSpeed; flReturnValue = clamp( flReturnValue, 0.01f, 10.f ); // don't go nuts here. } *bIsMoving = true; } return flReturnValue; } bool CBasePlayerAnimState::CanThePlayerMove() { return true; } void CBasePlayerAnimState::ComputePlaybackRate() { VPROF( "CBasePlayerAnimState::ComputePlaybackRate" ); if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) { // When using a 9-way blend, playback rate is always 1 and we just scale the pose params // to speed up or slow down the animation. bool bIsMoving; float flRate = CalcMovementPlaybackRate( &bIsMoving ); if ( bIsMoving ) GetOuter()->SetPlaybackRate( flRate ); else GetOuter()->SetPlaybackRate( 1 ); } } //----------------------------------------------------------------------------- // Purpose: // Output : CBasePlayer //----------------------------------------------------------------------------- CBaseAnimatingOverlay *CBasePlayerAnimState::GetOuter() const { return m_pOuter; } //----------------------------------------------------------------------------- // Purpose: // Input : dt - //----------------------------------------------------------------------------- void CBasePlayerAnimState::EstimateYaw() { Vector est_velocity; GetOuterAbsVelocity( est_velocity ); float flLength = est_velocity.Length2D(); if ( flLength > MOVING_MINIMUM_SPEED ) { m_flGaitYaw = atan2( est_velocity[1], est_velocity[0] ); m_flGaitYaw = RAD2DEG( m_flGaitYaw ); m_flGaitYaw = AngleNormalize( m_flGaitYaw ); } } //----------------------------------------------------------------------------- // Purpose: Override for backpeddling // Input : dt - //----------------------------------------------------------------------------- void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" ); //Matt: Goldsrc style animations need to not rotate the model if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC ) { #ifndef CLIENT_DLL //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); #endif } // If using goldsrc-style animations where he's moving in the direction that his feet are facing, // we don't use move yaw. if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) return; // view direction relative to movement float flYaw; EstimateYaw(); float ang = m_flEyeYaw; if ( ang > 180.0f ) { ang -= 360.0f; } else if ( ang < -180.0f ) { ang += 360.0f; } // calc side to side turning flYaw = ang - m_flGaitYaw; // Invert for mapping into 8way blend flYaw = -flYaw; flYaw = flYaw - (int)(flYaw / 360) * 360; if (flYaw < -180) { flYaw = flYaw + 360; } else if (flYaw > 180) { flYaw = flYaw - 360; } if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) { #ifndef CLIENT_DLL //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); #endif int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" ); int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" ); if ( iMoveX < 0 || iMoveY < 0 ) return; bool bIsMoving; float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); // Setup the 9-way blend parameters based on our speed and direction. Vector2D vCurMovePose( 0, 0 ); if ( bIsMoving ) { vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; } GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y ); m_vLastMovePose = vCurMovePose; } else { int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" ); if ( iMoveYaw >= 0 ) { GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw ); m_flLastMoveYaw = flYaw; // Now blend in his idle animation. // This makes the 8-way blend act like a 9-way blend by blending to // an idle sequence as he slows down. #if defined(CLIENT_DLL) bool bIsMoving; CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); pLayer->m_flWeight = 1 - CalcMovementPlaybackRate( &bIsMoving ); if ( !bIsMoving ) { pLayer->m_flWeight = 1; } if ( ShouldChangeSequences() ) { // Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he // doesn't always use the same idle. if ( pLayer->m_flWeight < 0.02f || m_iCurrent8WayIdleSequence == -1 ) { m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE ); m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE ); } if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH ) pLayer->m_nSequence = m_iCurrent8WayCrouchIdleSequence; else pLayer->m_nSequence = m_iCurrent8WayIdleSequence; } pLayer->m_flPlaybackRate = 1; pLayer->m_flCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->m_nSequence ) * gpGlobals->frametime; pLayer->m_flCycle = fmod( pLayer->m_flCycle, 1 ); pLayer->m_nOrder = MAIN_IDLE_SEQUENCE_LAYER; #endif } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" ); // Get pitch from v_angle float flPitch = m_flEyePitch; if ( flPitch > 180.0f ) { flPitch -= 360.0f; } flPitch = clamp( flPitch, -90.f, 90.f ); // See if we have a blender for pitch int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" ); if ( pitch < 0 ) return; GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch ); g_flLastBodyPitch = flPitch; } //----------------------------------------------------------------------------- // Purpose: // Input : goal - // maxrate - // dt - // current - // Output : int //----------------------------------------------------------------------------- int CBasePlayerAnimState::ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current ) { int direction = TURN_NONE; float anglediff = goal - current; anglediff = AngleNormalize( anglediff ); float anglediffabs = fabs( anglediff ); float scale = 1.0f; if ( anglediffabs <= FADE_TURN_DEGREES ) { scale = anglediffabs / FADE_TURN_DEGREES; // Always do at least a bit of the turn ( 1% ) scale = clamp( scale, 0.01f, 1.0f ); } float maxmove = maxrate * dt * scale; if ( anglediffabs > maxgap ) { // gap is too big, jump maxmove = (anglediffabs - maxgap); } if ( anglediffabs < maxmove ) { // we are close enought, just set the final value current = goal; } else { // adjust value up or down if ( anglediff > 0 ) { current += maxmove; direction = TURN_LEFT; } else { current -= maxmove; direction = TURN_RIGHT; } } current = AngleNormalize( current ); return direction; } void CBasePlayerAnimState::ComputePoseParam_BodyYaw() { VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyYaw" ); // Find out which way he's running (m_flEyeYaw is the way he's looking). Vector vel; GetOuterAbsVelocity( vel ); bool bIsMoving = vel.Length2D() > MOVING_MINIMUM_SPEED; // If we just initialized this guy (maybe he just came into the PVS), then immediately // set his feet in the right direction, otherwise they'll spin around from 0 to the // right direction every time someone switches spectator targets. if ( !m_bCurrentFeetYawInitialized ) { m_bCurrentFeetYawInitialized = true; m_flGoalFeetYaw = m_flCurrentFeetYaw = m_flEyeYaw; m_flLastTurnTime = 0.0f; } else if ( bIsMoving ) { // player is moving, feet yaw = aiming yaw if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY || m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { // His feet point in the direction his eyes are, but they can run in any direction. m_flGoalFeetYaw = m_flEyeYaw; } else { m_flGoalFeetYaw = RAD2DEG( atan2( vel.y, vel.x ) ); // If he's running backwards, flip his feet backwards. Vector vEyeYaw( cos( DEG2RAD( m_flEyeYaw ) ), sin( DEG2RAD( m_flEyeYaw ) ), 0 ); Vector vFeetYaw( cos( DEG2RAD( m_flGoalFeetYaw ) ), sin( DEG2RAD( m_flGoalFeetYaw ) ), 0 ); if ( vEyeYaw.Dot( vFeetYaw ) < -0.01 ) { m_flGoalFeetYaw += 180; } } } else if ( (gpGlobals->curtime - m_flLastTurnTime) > mp_facefronttime.GetFloat() ) { // player didn't move & turn for quite some time m_flGoalFeetYaw = m_flEyeYaw; } else { // If he's rotated his view further than the model can turn, make him face forward. float flDiff = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw ); if ( fabs(flDiff) > m_AnimConfig.m_flMaxBodyYawDegrees ) { if ( flDiff > 0 ) m_flGoalFeetYaw -= m_AnimConfig.m_flMaxBodyYawDegrees; else m_flGoalFeetYaw += m_AnimConfig.m_flMaxBodyYawDegrees; } } m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw ); if ( m_flCurrentFeetYaw != m_flGoalFeetYaw ) { ConvergeAngles( m_flGoalFeetYaw, mp_feetyawrate.GetFloat(), m_AnimConfig.m_flMaxBodyYawDegrees, gpGlobals->frametime, m_flCurrentFeetYaw ); m_flLastTurnTime = gpGlobals->curtime; } float flCurrentTorsoYaw = AngleNormalize( m_flEyeYaw - m_flCurrentFeetYaw ); // Rotate entire body into position m_angRender[YAW] = m_flCurrentFeetYaw; m_angRender[PITCH] = m_angRender[ROLL] = 0; SetOuterBodyYaw( flCurrentTorsoYaw ); g_flLastBodyYaw = flCurrentTorsoYaw; } float CBasePlayerAnimState::SetOuterBodyYaw( float flValue ) { int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" ); if ( body_yaw < 0 ) { return 0; } SetOuterPoseParameter( body_yaw, flValue ); return flValue; } //----------------------------------------------------------------------------- // Purpose: // Input : activity - // Output : Activity //----------------------------------------------------------------------------- Activity CBasePlayerAnimState::BodyYawTranslateActivity( Activity activity ) { // Not even standing still, sigh if ( activity != ACT_IDLE ) return activity; // Not turning switch ( m_nTurningInPlace ) { default: case TURN_NONE: return activity; case TURN_RIGHT: case TURN_LEFT: return mp_ik.GetBool() ? ACT_TURN : activity; } Assert( 0 ); return activity; } const QAngle& CBasePlayerAnimState::GetRenderAngles() { return m_angRender; } void CBasePlayerAnimState::GetOuterAbsVelocity( Vector& vel ) const { #if defined( CLIENT_DLL ) GetOuter()->EstimateAbsVelocity( vel ); #else vel = GetOuter()->GetAbsVelocity(); #endif } float CBasePlayerAnimState::GetOuterXYSpeed() const { Vector vel; GetOuterAbsVelocity( vel ); return vel.Length2D(); } // ----------------------------------------------------------------------------- void CBasePlayerAnimState::AnimStateLog( const char *pMsg, ... ) { // Format the string. char str[4096]; va_list marker; va_start( marker, pMsg ); Q_vsnprintf( str, sizeof( str ), pMsg, marker ); va_end( marker ); // Log it? if ( showanimstate_log.GetInt() == 1 || showanimstate_log.GetInt() == 3 ) { Msg( "%s", str ); } if ( showanimstate_log.GetInt() > 1 ) { #ifdef CLIENT_DLL const char *fname = "AnimStateClient.log"; #else const char *fname = "AnimStateServer.log"; #endif static FileHandle_t hFile = filesystem->Open( fname, "wt" ); filesystem->FPrintf( hFile, "%s", str ); filesystem->Flush( hFile ); } } // ----------------------------------------------------------------------------- void CBasePlayerAnimState::AnimStatePrintf( int iLine, const char *pMsg, ... ) { // Format the string. char str[4096]; va_list marker; va_start( marker, pMsg ); Q_vsnprintf( str, sizeof( str ), pMsg, marker ); va_end( marker ); // Show it with Con_NPrintf. engine->Con_NPrintf( iLine, "%s", str ); // Log it. AnimStateLog( "%s\n", str ); } // ----------------------------------------------------------------------------- void CBasePlayerAnimState::DebugShowAnimState( int iStartLine ) { Vector vOuterVel; GetOuterAbsVelocity( vOuterVel ); int iLine = iStartLine; AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ), m_pOuter->GetSequence(), m_pOuter->GetCycle(), m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()), m_pOuter->GetPlaybackRate() ); if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n", GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ), (float)pLayer->m_flWeight ); } for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i ); #ifdef CLIENT_DLL AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- ": (pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ), !pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence, !pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight, !pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle, !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, i ); #else AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- " : ( pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ), !pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence, !pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client !pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight, !pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle, !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, i ); #endif } AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f", vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) ); if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f", m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch ); } else { AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y ); } if ( debugoverlay) { // Draw a red triangle on the ground for the eye yaw. float flBaseSize = 10; float flHeight = 80; Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 ); QAngle angles( 0, 0, 0 ); angles[YAW] = m_flEyeYaw; Vector vForward, vRight, vUp; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 ); // Draw a blue triangle on the ground for the body yaw. angles[YAW] = m_angRender[YAW]; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 ); } } // ----------------------------------------------------------------------------- void CBasePlayerAnimState::DebugShowAnimStateFull( int iStartLine ) { AnimStateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount ); DebugShowAnimState( iStartLine ); AnimStateLog( "--------------------------------------------\n\n" ); } // ----------------------------------------------------------------------------- int CBasePlayerAnimState::SelectWeightedSequence( Activity activity ) { return GetOuter()->SelectWeightedSequence( activity ); }