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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-06 18:15:32 +00:00
Extend the animation priority system to one priority value per bone group / distinct blend mask
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parent
335ef97cf5
commit
e93a578f23
2 changed files with 38 additions and 9 deletions
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@ -461,7 +461,7 @@ namespace MWRender
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mTextKeyListener->handleTextKey(groupname, key, map);
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}
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void Animation::play(const std::string &groupname, int priority, int blendMask, bool autodisable, float speedmult,
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void Animation::play(const std::string &groupname, AnimPriority priority, int blendMask, bool autodisable, float speedmult,
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const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback)
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{
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if(!mObjectRoot || mAnimSources.empty())
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@ -473,8 +473,6 @@ namespace MWRender
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return;
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}
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priority = std::max(0, priority);
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AnimStateMap::iterator stateiter = mStates.begin();
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while(stateiter != mStates.end())
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{
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@ -653,7 +651,7 @@ namespace MWRender
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if(!(state->second.mBlendMask&(1<<blendMask)))
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continue;
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if(active == mStates.end() || active->second.mPriority < state->second.mPriority)
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if(active == mStates.end() || active->second.mPriority.mPriority[blendMask] < state->second.mPriority.mPriority[blendMask])
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active = state;
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}
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@ -690,6 +688,7 @@ namespace MWRender
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addControllers();
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}
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// TODO: remove
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void Animation::changeBlendMask(const std::string &groupname, int mask)
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{
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AnimStateMap::iterator stateiter = mStates.find(groupname);
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@ -1208,9 +1207,10 @@ namespace MWRender
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{
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for (AnimStateMap::const_iterator stateiter = mStates.begin(); stateiter != mStates.end(); ++stateiter)
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{
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if((stateiter->second.mPriority > MWMechanics::Priority_Movement
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&& stateiter->second.mPriority < MWMechanics::Priority_Torch)
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|| stateiter->second.mPriority == MWMechanics::Priority_Death)
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if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Hit))
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|| stateiter->second.mPriority.contains(int(MWMechanics::Priority_Weapon))
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|| stateiter->second.mPriority.contains(int(MWMechanics::Priority_Knockdown))
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|| stateiter->second.mPriority.contains(int(MWMechanics::Priority_Death)))
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return false;
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}
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return true;
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@ -118,6 +118,35 @@ protected:
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struct AnimSource;
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/// Holds an animation priority value for each distinct bone blendmask.
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struct AnimPriority
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{
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/// Convenience constructor, initialises all priorities to the same value.
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AnimPriority(int priority)
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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mPriority[i] = priority;
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}
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bool operator == (const AnimPriority& other) const
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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if (other.mPriority[i] != mPriority[i])
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return false;
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return true;
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}
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bool contains(int priority) const
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{
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for (unsigned int i=0; i<sNumBlendMasks; ++i)
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if (priority == mPriority[i])
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return true;
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return false;
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}
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int mPriority[sNumBlendMasks];
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};
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struct AnimState {
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boost::shared_ptr<AnimSource> mSource;
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float mStartTime;
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@ -132,7 +161,7 @@ protected:
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bool mPlaying;
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size_t mLoopCount;
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int mPriority;
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AnimPriority mPriority;
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int mBlendMask;
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bool mAutoDisable;
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@ -319,7 +348,7 @@ public:
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* \param loopFallback Allow looping an animation that has no loop keys, i.e. fall back to use
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* the "start" and "stop" keys for looping?
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*/
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void play(const std::string &groupname, int priority, int blendMask, bool autodisable,
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void play(const std::string &groupname, AnimPriority priority, int blendMask, bool autodisable,
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float speedmult, const std::string &start, const std::string &stop,
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float startpoint, size_t loops, bool loopfallback=false);
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