forked from teamnwah/openmw-tes3coop
Store the available animation names in the character controller
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parent
afbc9f3e41
commit
852aa214cc
4 changed files with 17 additions and 14 deletions
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@ -32,10 +32,13 @@ namespace MWMechanics
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state)
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: mPtr(ptr), mAnimation(anim), mState(state)
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{
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if(mAnimation && mAnimation->getAnimationCount() == 0)
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if(mAnimation)
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mAnimNames = mAnimation->getAnimationNames();
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if(mAnimNames.size() == 0)
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{
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mAnimation = NULL;
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if(!mAnimation)
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return;
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}
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mAnimation->setController(this);
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switch(mState)
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@ -52,9 +55,10 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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}
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CharacterController::CharacterController(const CharacterController &rhs)
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: mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mState(rhs.mState)
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: mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mAnimNames(rhs.mAnimNames)
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, mState(rhs.mState)
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{
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if(!mAnimation)
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if(mAnimNames.size() == 0)
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return;
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/* We've been copied. Update the animation with the new controller. */
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mAnimation->setController(this);
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@ -82,7 +86,7 @@ Ogre::Vector3 CharacterController::update(float duration)
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void CharacterController::playGroup(const std::string &groupname, int mode, int count)
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{
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// set mState = CharState_Idle?
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if(mAnimation)
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if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
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mAnimation->playGroup(groupname, mode, count);
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}
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@ -97,7 +101,7 @@ void CharacterController::setState(CharacterState state)
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{
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mState = state;
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if(!mAnimation)
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if(mAnimNames.size() == 0)
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return;
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switch(mState)
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{
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@ -21,6 +21,8 @@ class CharacterController
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MWWorld::Ptr mPtr;
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MWRender::Animation *mAnimation;
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std::vector<std::string> mAnimNames;
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std::string mCurrentGroup;
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CharacterState mState;
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@ -98,20 +98,17 @@ void Animation::createEntityList(Ogre::SceneNode *node, const std::string &model
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}
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int Animation::getAnimationCount()
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std::vector<std::string> Animation::getAnimationNames()
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{
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int num = 0;
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std::vector<std::string> anims;
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if(mEntityList.mSkelBase)
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{
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Ogre::AnimationStateSet *as = mEntityList.mSkelBase->getAllAnimationStates();
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Ogre::AnimationStateIterator ai = as->getAnimationStateIterator();
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while(ai.hasMoreElements())
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{
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num++;
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ai.moveNext();
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}
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anims.push_back(ai.getNext()->getAnimationName());
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}
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return num;
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return anims;
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}
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@ -66,7 +66,7 @@ public:
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virtual ~Animation();
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void setController(MWMechanics::CharacterController *controller);
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int getAnimationCount();
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std::vector<std::string> getAnimationNames();
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void playGroup(std::string groupname, int mode, int loops);
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void skipAnim();
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