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Update mTime when updating or reseting the animation, and refactor the animation loop

This commit is contained in:
Chris Robinson 2013-01-16 20:14:49 -08:00
parent 685f219560
commit 4dd01b81c6

View file

@ -124,6 +124,8 @@ void Animation::setController(MWMechanics::CharacterController *controller)
void Animation::updatePosition(float time)
{
mCurGroup.mAnimState->setTimePosition(time);
mTime = time;
if(mNonAccumRoot)
{
/* Update the animation and get the non-accumulation root's difference from the
@ -150,9 +152,10 @@ void Animation::updatePosition(float time)
void Animation::resetPosition(float time)
{
mCurGroup.mAnimState->setTimePosition(time);
mTime = time;
mCurGroup.mNext = mCurGroup.mStart;
while(mCurGroup.mNext->first < time)
while(mCurGroup.mNext != mCurGroup.mTextKeys->end() && mCurGroup.mNext->first < time)
mCurGroup.mNext++;
if(mNonAccumRoot)
@ -233,7 +236,7 @@ void Animation::playGroup(std::string groupname, int mode, int loops)
}
times.mNext = ((mode==2) ? times.mLoopStart : times.mStart);
if(mode == 0 && mCurGroup.mLoops > 0)
if(mode == 0 && mCurGroup.mAnimState)
mNextGroup = times;
else
{
@ -241,9 +244,8 @@ void Animation::playGroup(std::string groupname, int mode, int loops)
mCurGroup.mAnimState->setEnabled(false);
mCurGroup = times;
mNextGroup = GroupTimes();
mTime = mCurGroup.mNext->first;
mCurGroup.mAnimState->setEnabled(true);
resetPosition(mTime);
resetPosition(mCurGroup.mNext->first);
}
}
@ -254,62 +256,46 @@ void Animation::skipAnim()
void Animation::runAnimation(float timepassed)
{
if(mCurGroup.mAnimState && !mSkipFrame)
{
mTime += timepassed;
recheck:
if(mTime >= mCurGroup.mLoopStop->first)
{
while(mCurGroup.mNext != mCurGroup.mTextKeys->end() &&
mCurGroup.mNext->first <= mCurGroup.mLoopStop->first)
{
if(mController)
mController->markerEvent(mCurGroup.mNext->second);
mCurGroup.mNext++;
}
if(mSkipFrame)
timepassed = 0.0f;
mSkipFrame = false;
if(mCurGroup.mLoops > 1)
{
mCurGroup.mLoops--;
updatePosition(mCurGroup.mLoopStop->first);
mTime = mTime - mCurGroup.mLoopStop->first + mCurGroup.mLoopStart->first;
resetPosition(mCurGroup.mLoopStart->first);
goto recheck;
}
else if(mTime >= mCurGroup.mStop->first)
{
while(mCurGroup.mNext != mCurGroup.mTextKeys->end() &&
mCurGroup.mNext->first <= mCurGroup.mStop->first)
{
if(mController)
mController->markerEvent(mCurGroup.mNext->second);
mCurGroup.mNext++;
}
if(mNextGroup.mLoops > 0)
{
updatePosition(mCurGroup.mStop->first);
mTime = mTime - mCurGroup.mStop->first + mNextGroup.mStart->first;
mCurGroup.mAnimState->setEnabled(false);
mCurGroup = mNextGroup;
mNextGroup = GroupTimes();
mCurGroup.mAnimState->setEnabled(true);
resetPosition(mCurGroup.mStart->first);
goto recheck;
}
mTime = mCurGroup.mStop->first;
}
}
while(mCurGroup.mNext != mCurGroup.mTextKeys->end() &&
mCurGroup.mNext->first <= mTime)
while(mCurGroup.mAnimState && timepassed > 0.0f)
{
float targetTime = mTime + timepassed;
if(mCurGroup.mNext != mCurGroup.mTextKeys->end() &&
mCurGroup.mNext->first <= targetTime)
{
updatePosition(mCurGroup.mNext->first);
timepassed = targetTime - mTime;
if(mController)
mController->markerEvent(mCurGroup.mNext->second);
if(mCurGroup.mNext == mCurGroup.mLoopStop && mCurGroup.mLoops > 1)
{
mCurGroup.mLoops--;
resetPosition(mCurGroup.mLoopStart->first);
continue;
}
else if(mCurGroup.mNext == mCurGroup.mStop)
{
if(!mNextGroup.mAnimState)
break;
mCurGroup.mAnimState->setEnabled(false);
mCurGroup = mNextGroup;
mNextGroup = GroupTimes();
mCurGroup.mAnimState->setEnabled(true);
resetPosition(mCurGroup.mStart->first);
continue;
}
mCurGroup.mNext++;
continue;
}
updatePosition(mTime);
updatePosition(targetTime);
timepassed = targetTime - mTime;
}
mSkipFrame = false;
}
}