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First version of the SOurce SDK 2013
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115
game/shared/sequence_Transitioner.cpp
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115
game/shared/sequence_Transitioner.cpp
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//========= 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 "sequence_Transitioner.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// -----------------------------------------------------------------------------
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// CSequenceTransitioner implementation.
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// -----------------------------------------------------------------------------
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void CSequenceTransitioner::CheckForSequenceChange(
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CStudioHdr *hdr,
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int nCurSequence,
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bool bForceNewSequence,
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bool bInterpolate )
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{
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// sequence may be set before model is initialized
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if ( hdr == NULL)
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return;
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// FIXME?: this should detect that what's been asked to be drawn isn't what was expected
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// due to not only sequence change, by frame index, rate, or whatever. When that happens,
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// it should insert the previous rules.
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if (m_animationQueue.Count() == 0)
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{
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m_animationQueue.AddToTail();
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}
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CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
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if (currentblend->m_flLayerAnimtime &&
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(currentblend->m_nSequence != nCurSequence || bForceNewSequence ))
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{
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mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence );
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// sequence changed
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if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate )
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{
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// remove all entries
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m_animationQueue.RemoveAll();
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}
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else
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{
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mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence );
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currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime );
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/*
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// clip blends to time remaining
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if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) )
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{
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float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate;
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float timeLeft = (1.0 - currentblend->m_flCycle) * length;
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if (timeLeft < currentblend->m_flLayerFadeOuttime)
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currentblend->m_flLayerFadeOuttime = timeLeft;
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}
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*/
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}
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// push previously set sequence
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m_animationQueue.AddToTail();
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currentblend = &m_animationQueue[m_animationQueue.Count()-1];
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}
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currentblend->m_nSequence = -1;
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currentblend->m_flLayerAnimtime = 0.0;
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currentblend->m_flLayerFadeOuttime = 0.0;
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}
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void CSequenceTransitioner::UpdateCurrent(
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CStudioHdr *hdr,
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int nCurSequence,
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float flCurCycle,
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float flCurPlaybackRate,
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float flCurTime )
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{
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// sequence may be set before model is initialized
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if ( hdr == NULL)
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return;
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if (m_animationQueue.Count() == 0)
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{
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m_animationQueue.AddToTail();
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}
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CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
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// keep track of current sequence
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currentblend->m_nSequence = nCurSequence;
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currentblend->m_flLayerAnimtime = flCurTime;
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currentblend->m_flCycle = flCurCycle;
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currentblend->m_flPlaybackRate = flCurPlaybackRate;
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// calc blending weights for previous sequences
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int i;
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for (i = 0; i < m_animationQueue.Count() - 1;)
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{
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float s = m_animationQueue[i].GetFadeout( flCurTime );
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if (s > 0)
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{
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m_animationQueue[i].m_flWeight = s;
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i++;
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}
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else
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{
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m_animationQueue.Remove( i );
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}
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}
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}
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