void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers ) { int i; // Find the total weight of the blended layers, not including the idle layer (iFirstLayer) float totalWeight = 0.0f; for ( i=1; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.0f ) { totalWeight += pLayer->GetWeight(); } } // Set the idle layer's weight to be 1 minus the sum of other layer weights CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.0f ) { float flWeight = 1.0f - totalWeight; flWeight = MAX( flWeight, 0.0f ); pLayer->SetWeight( flWeight ); } // 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 ( i=0; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->GetWeight() > 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->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #else pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); pLayer->m_fFlags = 0; #endif } } }
// ----------------------------------------------------------------------------- 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->GetSequence() ), (float)pLayer->GetWeight() ); } 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->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), !pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), !pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), !pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), !pLayer->IsActive() ? 0 : (int)pLayer->GetOrder(), i ); #else AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- " : ( pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), !pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), !pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client !pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), !pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), !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 ); } // 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 CBaseAnimatingOverlay::StudioFrameAdvance () { float flAdvance = GetAnimTimeInterval(); VerifyOrder(); BaseClass::StudioFrameAdvance(); for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) { CAnimationLayer *pLayer = &m_AnimOverlay[i]; if (pLayer->IsActive()) { // Assert( !m_AnimOverlay[ i ].IsAbandoned() ); if (pLayer->IsKillMe()) { if (pLayer->m_flKillDelay > 0) { pLayer->m_flKillDelay -= flAdvance; pLayer->m_flKillDelay = clamp( pLayer->m_flKillDelay, 0.0, 1.0 ); } else if (pLayer->m_flWeight != 0.0f) { // give it at least one frame advance cycle to propagate 0.0 to client pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance; pLayer->m_flWeight = clamp( pLayer->m_flWeight.Get(), 0.0, 1.0 ); } else { // shift the other layers down in order if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() ); } FastRemoveLayer( i ); // needs at least one thing cycle dead to trigger sequence change pLayer->Dying(); continue; } } pLayer->StudioFrameAdvance( flAdvance, this ); if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) ) { pLayer->m_flWeight = 0.0f; pLayer->KillMe(); } } else if (pLayer->IsDying()) { pLayer->Dead(); } else if (pLayer->m_flWeight > 0.0) { // Now that the server blends, it is turning off layers all the time. Having a weight left over // when you're no longer marked as active is now harmless and commonplace. Just clean up. pLayer->Init( this ); pLayer->Dying(); } } if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) { for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) { if (m_AnimOverlay[ i ].IsActive()) { /* if (m_AnimOverlay[ i ].IsAbandoned()) { Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess ); } */ Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() ); } } } VerifyOrder(); }