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Allow specifying the accumulation for animations

Animations that move a character may do so either visually or physically. An
axis' accumuluation value specifies whether the movement is visual (0) or
physical (1). Idle animations, for instance, typically don't physically move a
character, while death animations may physically move them along the X and Y
planes, but not along Z (the vertical movement is purely visual).
This commit is contained in:
Chris Robinson 2013-01-18 14:25:32 -08:00
parent 5cafc24ee2
commit 3e9b0a333c
3 changed files with 18 additions and 12 deletions

View file

@ -41,17 +41,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
}
mAnimation->setController(this);
switch(mState)
{
case CharState_Idle:
mCurrentGroup = "idle";
mAnimation->play(mCurrentGroup, "start");
break;
case CharState_Dead:
mCurrentGroup = "death1";
mAnimation->play(mCurrentGroup, "stop");
break;
}
setState(mState);
}
CharacterController::CharacterController(const CharacterController &rhs)
@ -138,6 +128,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
while(count-- > 0)
mAnimQueue.push_back(groupname);
mCurrentGroup = groupname;
mAnimation->setAccumulation(Ogre::Vector3::ZERO);
mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"));
}
else if(mode == 0)
@ -166,10 +157,12 @@ void CharacterController::setState(CharacterState state)
{
case CharState_Idle:
mCurrentGroup = "idle";
mAnimation->setAccumulation(Ogre::Vector3::ZERO);
mAnimation->play(mCurrentGroup, "start");
break;
case CharState_Dead:
mCurrentGroup = "death1";
mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
mAnimation->play(mCurrentGroup, "start");
break;
}

View file

@ -21,6 +21,7 @@ Animation::Animation(const MWWorld::Ptr &ptr)
, mInsert(NULL)
, mAccumRoot(NULL)
, mNonAccumRoot(NULL)
, mAccumulate(Ogre::Vector3::ZERO)
, mStartPosition(0.0f)
, mLastPosition(0.0f)
, mCurrentKeys(NULL)
@ -118,6 +119,12 @@ void Animation::setController(MWMechanics::CharacterController *controller)
}
void Animation::setAccumulation(const Ogre::Vector3 &accum)
{
mAccumulate = accum;
}
void Animation::updatePosition(float time)
{
mAnimState->setTimePosition(time);
@ -127,7 +134,7 @@ void Animation::updatePosition(float time)
/* Update the animation and get the non-accumulation root's difference from the
* last update. */
mEntityList.mSkelBase->getSkeleton()->setAnimationState(*mAnimState->getParent());
Ogre::Vector3 posdiff = mNonAccumRoot->getPosition() - mLastPosition;
Ogre::Vector3 posdiff = (mNonAccumRoot->getPosition() - mLastPosition) * mAccumulate;
/* Translate the accumulation root back to compensate for the move. */
mAccumRoot->translate(-posdiff);

View file

@ -24,6 +24,7 @@ protected:
std::map<std::string,NifOgre::TextKeyMap> mTextKeys;
Ogre::Bone *mAccumRoot;
Ogre::Bone *mNonAccumRoot;
Ogre::Vector3 mAccumulate;
Ogre::Vector3 mStartPosition;
Ogre::Vector3 mLastPosition;
@ -49,6 +50,11 @@ public:
void setController(MWMechanics::CharacterController *controller);
std::vector<std::string> getAnimationNames();
// Specifies the axis' to accumulate on. Non-accumulated axis will just
// move visually, but not affect the actual movement. Each x/y/z value
// should be on the scale of 0 to 1.
void setAccumulation(const Ogre::Vector3 &accum);
void play(const std::string &groupname, const std::string &start);
virtual void runAnimation(float timepassed);
};