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Figure out which animations to play based on priority

Bone group will also be taken into account later.
This commit is contained in:
Chris Robinson 2013-05-10 18:37:44 -07:00
parent 921f534980
commit 7c3b014193
4 changed files with 106 additions and 63 deletions

View file

@ -171,7 +171,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
std::string group;
getCurrentGroup(group);
mMovingAnim = mAnimation->play(group, "start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default, "start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
}
CharacterController::~CharacterController()
@ -346,6 +346,7 @@ void CharacterController::update(float duration, Movement &movement)
else
{
mMovingAnim = mAnimation->play(mAnimQueue.front().first,
MWRender::Animation::Priority_Default,
"start", "stop", 0.0f,
mAnimQueue.front().second);
mAnimQueue.pop_front();
@ -381,7 +382,8 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
mAnimQueue.clear();
mCharState = CharState_SpecialIdle;
mLooping = false;
mMovingAnim = mAnimation->play(groupname, ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
mMovingAnim = mAnimation->play(groupname, MWRender::Animation::Priority_Default,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
}
else if(mode == 0)
{
@ -424,7 +426,8 @@ void CharacterController::forceStateUpdate()
std::string group;
getCurrentGroup(group);
mMovingAnim = mAnimation->play(group, "start", "stop", 0.0f, mLooping ? (~(size_t)0) : 0);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default,
"start", "stop", 0.0f, mLooping ? (~(size_t)0) : 0);
mAnimation->showWeapons(mWeapState != WeapState_None && mWeapState != WeapState_HandToHand &&
mWeapState != WeapState_Spell);

View file

@ -372,7 +372,7 @@ void Animation::updatePosition(float time, Ogre::Vector3 &position)
mAccumRoot->setPosition(-mLastPosition);
}
bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint)
bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint)
{
std::string tag = groupname+": "+start;
NifOgre::TextKeyMap::const_iterator startkey(keys.begin());
@ -413,9 +413,6 @@ bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, NifOgre
state.mNextKey++;
}
if(nonaccumctrl)
mLastPosition = nonaccumctrl->getTranslation(state.mTime) * mAccumulate;
return true;
}
@ -429,8 +426,6 @@ bool Animation::doLoop(AnimState &state)
state.mNextKey = state.mLoopStartKey;
state.mNextKey++;
state.mPlaying = true;
if(mNonAccumCtrl)
mLastPosition = mNonAccumCtrl->getTranslation(state.mTime) * mAccumulate;
return true;
}
@ -476,6 +471,11 @@ bool Animation::handleTextKey(AnimState &state, const std::string &groupname, co
if(state.mTime >= time)
return false;
}
// Ugly
if(mNonAccumCtrl && groupname == mAnimationValuePtr[0]->getAnimName())
mLastPosition = mNonAccumCtrl->getTranslation(state.mTime) * mAccumulate;
return true;
}
@ -484,78 +484,101 @@ bool Animation::handleTextKey(AnimState &state, const std::string &groupname, co
}
bool Animation::play(const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, size_t loops)
bool Animation::play(const std::string &groupname, Priority priority, const std::string &start, const std::string &stop, float startpoint, size_t loops)
{
if(!mSkelBase || groupname.empty())
if(!mSkelBase)
return false;
if(groupname.empty())
return resetActiveGroups();
AnimStateMap::iterator stateiter = mStates.find(groupname);
if(stateiter != mStates.end())
mStates.erase(stateiter);
{
stateiter->second.mPriority = priority;
return resetActiveGroups();
}
// HACK: Don't clear all active animations
mStates.clear();
bool movinganim = false;
bool foundanim = false;
/* Look in reverse; last-inserted source has priority. */
AnimSourceList::reverse_iterator iter(mAnimSources.rbegin());
for(;iter != mAnimSources.rend();iter++)
{
const NifOgre::TextKeyMap &keys = iter->mTextKeys;
NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl = NULL;
if(mNonAccumRoot)
AnimState state;
if(reset(state, iter->mTextKeys, groupname, start, stop, startpoint))
{
for(size_t i = 0;i < iter->mControllers[0].size();i++)
{
NifOgre::NodeTargetValue<Ogre::Real> *dstval;
dstval = dynamic_cast<NifOgre::NodeTargetValue<Ogre::Real>*>(iter->mControllers[0][i].getDestination().getPointer());
if(dstval && dstval->getNode() == mNonAccumRoot)
{
nonaccumctrl = dstval;
break;
}
}
}
if(!foundanim)
{
AnimState state;
if(!reset(state, keys, nonaccumctrl, groupname, start, stop, startpoint))
continue;
foundanim = true;
state.mSource = &*iter;
state.mLoopCount = loops;
state.mPlaying = true;
state.mPriority = priority;
mStates[groupname] = state;
// FIXME
mAnimationValuePtr[0]->setAnimName(groupname);
mNonAccumCtrl = nonaccumctrl;
mAnimVelocity = 0.0f;
if(mAccumulate == Ogre::Vector3(0.0f))
break;
}
if(!nonaccumctrl)
break;
mAnimVelocity = calcAnimVelocity(keys, nonaccumctrl, mAccumulate, groupname);
if(mAnimVelocity > 1.0f)
{
movinganim = (nonaccumctrl==mNonAccumCtrl);
break;
}
}
if(!foundanim)
if(iter == mAnimSources.rend())
std::cerr<< "Failed to find animation "<<groupname <<std::endl;
return movinganim;
return resetActiveGroups();
}
bool Animation::resetActiveGroups()
{
for(size_t grp = 0;grp < sNumGroups;grp++)
{
AnimStateMap::const_iterator active = mStates.end();
AnimStateMap::const_iterator state = mStates.begin();
for(;state != mStates.end();state++)
{
#if 0
if(!(state->second.mGroups&(1<<grp)))
continue;
#endif
if(active == mStates.end() || active->second.mPriority < state->second.mPriority)
active = state;
}
mAnimationValuePtr[grp]->setAnimName((active == mStates.end()) ?
std::string() : active->first);
}
mNonAccumCtrl = NULL;
mAnimVelocity = 0.0f;
mLastPosition = Ogre::Vector3(0.0f);
if(!mNonAccumRoot || mAccumulate == Ogre::Vector3(0.0f))
return false;
AnimStateMap::const_iterator state = mStates.find(mAnimationValuePtr[0]->getAnimName());
if(state == mStates.end())
return false;
bool ismoving = false;
const NifOgre::TextKeyMap &keys = state->second.mSource->mTextKeys;
std::vector<Ogre::Controller<Ogre::Real> >&ctrls = state->second.mSource->mControllers[0];
for(size_t i = 0;i < ctrls.size();i++)
{
NifOgre::NodeTargetValue<Ogre::Real> *dstval;
dstval = static_cast<NifOgre::NodeTargetValue<Ogre::Real>*>(ctrls[i].getDestination().getPointer());
if(dstval->getNode() == mNonAccumRoot)
{
mAnimVelocity = calcAnimVelocity(keys, dstval, mAccumulate, state->first);
ismoving = (mAnimVelocity > 1.0f);
mLastPosition = dstval->getTranslation(state->second.mTime) * mAccumulate;
mNonAccumCtrl = dstval;
break;
}
}
return ismoving;
}
bool Animation::getInfo(const std::string &groupname, float *complete, std::string *start, std::string *stop) const
{
AnimStateMap::const_iterator iter = mStates.find(groupname);
@ -591,14 +614,14 @@ Ogre::Vector3 Animation::runAnimation(float duration)
if(state.mNextKey->first > targetTime)
{
state.mTime = targetTime;
if(mNonAccumCtrl)
if(mNonAccumCtrl && stateiter->first == mAnimationValuePtr[0]->getAnimName())
updatePosition(state.mTime, movement);
break;
}
NifOgre::TextKeyMap::const_iterator key(state.mNextKey++);
state.mTime = key->first;
if(mNonAccumCtrl)
if(mNonAccumCtrl && stateiter->first == mAnimationValuePtr[0]->getAnimName())
updatePosition(state.mTime, movement);
state.mPlaying = (key != state.mStopKey);

View file

@ -14,6 +14,14 @@ namespace MWRender
class Animation
{
public:
enum Priority {
Priority_Nil = -1, /* Do not use */
Priority_Default,
Num_Priorities
};
protected:
static const size_t sNumGroups = 1;
@ -55,6 +63,8 @@ protected:
bool mPlaying;
size_t mLoopCount;
int mPriority;
AnimState() : mSource(NULL), mTime(0.0f), mPlaying(false), mLoopCount(0)
{ }
};
@ -79,6 +89,11 @@ protected:
Ogre::SharedPtr<AnimationValue> mAnimationValuePtr[sNumGroups];
/* Sets the appropriate animations on the bone groups based on priority.
* Returns true if the NonAccum root will provide movement.
*/
bool resetActiveGroups();
static size_t detectAnimGroup(const Ogre::Node *node);
static float calcAnimVelocity(const NifOgre::TextKeyMap &keys,
@ -102,7 +117,6 @@ protected:
* false.
*/
bool reset(AnimState &state, const NifOgre::TextKeyMap &keys,
NifOgre::NodeTargetValue<Ogre::Real> *nonaccumctrl,
const std::string &groupname, const std::string &start, const std::string &stop,
float startpoint);
@ -136,6 +150,9 @@ public:
/** Plays an animation.
* \param groupname Name of the animation group to play.
* \param priority Priority of the animation. The animation will play on
* bone groups that don't have another animation set of a
* higher priority.
* \param start Key marker from which to start.
* \param stop Key marker to stop at.
* \param startpoint How far in between the two markers to start. 0 starts
@ -146,7 +163,7 @@ public:
* \return Boolean specifying whether the animation will return movement
* for the character at all.
*/
bool play(const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, size_t loops);
bool play(const std::string &groupname, Priority priority, const std::string &start, const std::string &stop, float startpoint, size_t loops);
void disable(const std::string &groupname);

View file

@ -172,7 +172,7 @@ namespace MWRender
if(groupname != mCurrentAnimGroup)
{
mCurrentAnimGroup = groupname;
mAnimation->play(mCurrentAnimGroup, "start", "stop", 0.0f, 0);
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default, "start", "stop", 0.0f, 0);
}
mAnimation->forceUpdate();
@ -199,7 +199,7 @@ namespace MWRender
mAnimation->showWeapons(true);
mCurrentAnimGroup = "inventoryhandtohand";
mAnimation->play(mCurrentAnimGroup, "start", "stop", 0.0f, 0);
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default, "start", "stop", 0.0f, 0);
}
// --------------------------------------------------------------------------------------------------
@ -233,7 +233,7 @@ namespace MWRender
void RaceSelectionPreview::onSetup ()
{
mAnimation->play("idle", "start", "stop", 0.0f, 0);
mAnimation->play("idle", Animation::Priority_Default, "start", "stop", 0.0f, 0);
updateCamera();
}