forked from teamnwah/openmw-tes3coop
Adjust turning animation speed multiplier based on turning speed
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6debd21ec6
commit
3ce3f31452
4 changed files with 30 additions and 1 deletions
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@ -416,7 +416,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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speedmult = mMovementSpeed / vel;
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speedmult = mMovementSpeed / vel;
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}
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}
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else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
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else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
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speedmult = 1.f; // TODO: should get a speed mult depending on the current turning speed
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speedmult = 1.f; // adjusted each frame
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else if (mMovementSpeed > 0.0f)
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else if (mMovementSpeed > 0.0f)
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{
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{
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// The first person anims don't have any velocity to calculate a speed multiplier from.
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// The first person anims don't have any velocity to calculate a speed multiplier from.
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@ -592,6 +592,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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, mSkipAnim(false)
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, mSkipAnim(false)
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, mSecondsOfRunning(0)
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, mSecondsOfRunning(0)
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, mSecondsOfSwimming(0)
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, mSecondsOfSwimming(0)
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, mTurnAnimationThreshold(0)
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{
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{
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if(!mAnimation)
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if(!mAnimation)
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return;
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return;
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@ -1480,6 +1481,15 @@ void CharacterController::update(float duration)
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}
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}
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}
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}
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mTurnAnimationThreshold -= duration;
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if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft)
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mTurnAnimationThreshold = 0.05;
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else if (movestate == CharState_None && (mMovementState == CharState_TurnRight || mMovementState == CharState_TurnLeft)
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&& mTurnAnimationThreshold > 0)
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{
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movestate = mMovementState;
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}
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if (onground)
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if (onground)
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cls.getCreatureStats(mPtr).land();
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cls.getCreatureStats(mPtr).land();
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@ -1510,6 +1520,12 @@ void CharacterController::update(float duration)
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if (inJump)
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if (inJump)
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mMovementAnimationControlled = false;
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mMovementAnimationControlled = false;
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if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
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{
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if (duration > 0)
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mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z) / duration / Ogre::Math::PI));
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}
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if (!mSkipAnim)
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if (!mSkipAnim)
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{
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{
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rot *= Ogre::Math::RadiansToDegrees(1.0f);
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rot *= Ogre::Math::RadiansToDegrees(1.0f);
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@ -171,6 +171,8 @@ class CharacterController
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float mSecondsOfSwimming;
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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float mSecondsOfRunning;
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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std::string mAttackType; // slash, chop or thrust
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std::string mAttackType; // slash, chop or thrust
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void determineAttackType();
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void determineAttackType();
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@ -914,6 +914,13 @@ void Animation::play(const std::string &groupname, int priority, int groups, boo
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}
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}
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}
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}
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void Animation::adjustSpeedMult(const std::string &groupname, float speedmult)
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{
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AnimStateMap::iterator state(mStates.find(groupname));
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if(state != mStates.end())
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state->second.mSpeedMult = speedmult;
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}
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bool Animation::isPlaying(const std::string &groupname) const
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bool Animation::isPlaying(const std::string &groupname) const
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{
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{
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AnimStateMap::const_iterator state(mStates.find(groupname));
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AnimStateMap::const_iterator state(mStates.find(groupname));
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@ -260,6 +260,10 @@ public:
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float speedmult, const std::string &start, const std::string &stop,
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float speedmult, const std::string &start, const std::string &stop,
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float startpoint, size_t loops);
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float startpoint, size_t loops);
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/** Adjust the speed multiplier of an already playing animation.
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*/
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void adjustSpeedMult (const std::string& groupname, float speedmult);
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/** Returns true if the named animation group is playing. */
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/** Returns true if the named animation group is playing. */
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bool isPlaying(const std::string &groupname) const;
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bool isPlaying(const std::string &groupname) const;
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