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Allow specifying which bone groups to play an animation on

This commit is contained in:
Chris Robinson 2013-05-10 20:05:09 -07:00
parent 56eede2610
commit abc676eedd
4 changed files with 24 additions and 10 deletions

View file

@ -171,7 +171,9 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
std::string group;
getCurrentGroup(group);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default, "start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
"start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
}
CharacterController::~CharacterController()
@ -347,6 +349,7 @@ void CharacterController::update(float duration, Movement &movement)
{
mMovingAnim = mAnimation->play(mAnimQueue.front().first,
MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
"start", "stop", 0.0f,
mAnimQueue.front().second);
mAnimQueue.pop_front();
@ -383,6 +386,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
mCharState = CharState_SpecialIdle;
mLooping = false;
mMovingAnim = mAnimation->play(groupname, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
}
else if(mode == 0)
@ -427,6 +431,7 @@ void CharacterController::forceStateUpdate()
std::string group;
getCurrentGroup(group);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
"start", "stop", 0.0f, mLooping ? (~(size_t)0) : 0);
mAnimation->showWeapons(mWeapState != WeapState_None && mWeapState != WeapState_HandToHand &&

View file

@ -474,7 +474,7 @@ bool Animation::handleTextKey(AnimState &state, const std::string &groupname, co
}
bool Animation::play(const std::string &groupname, Priority priority, const std::string &start, const std::string &stop, float startpoint, size_t loops)
bool Animation::play(const std::string &groupname, Priority priority, int groups, const std::string &start, const std::string &stop, float startpoint, size_t loops)
{
if(!mSkelBase)
return false;
@ -502,6 +502,7 @@ bool Animation::play(const std::string &groupname, Priority priority, const std:
state.mLoopCount = loops;
state.mPlaying = true;
state.mPriority = priority;
state.mGroups = groups;
mStates[groupname] = state;
break;
@ -522,10 +523,9 @@ bool Animation::resetActiveGroups()
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;
}

View file

@ -22,6 +22,11 @@ public:
Num_Priorities
};
enum Group {
Group_Default = 1<<0,
Group_All = Group_Default
};
protected:
static const size_t sNumGroups = 1;
@ -64,6 +69,7 @@ protected:
size_t mLoopCount;
int mPriority;
int mGroups;
AnimState() : mSource(NULL), mTime(0.0f), mPlaying(false), mLoopCount(0)
{ }
@ -152,6 +158,7 @@ public:
* \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 groups Bone groups to play the animation on.
* \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
@ -162,9 +169,9 @@ public:
* \return Boolean specifying whether the animation will return movement
* for the character at all.
*/
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);
bool play(const std::string &groupname, Priority priority, int groups,
const std::string &start, const std::string &stop,
float startpoint, size_t loops);
/** Gets info about the given animation group.
* \param groupname Animation group to check.

View file

@ -172,7 +172,8 @@ namespace MWRender
if(groupname != mCurrentAnimGroup)
{
mCurrentAnimGroup = groupname;
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default, "start", "stop", 0.0f, 0);
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default,
Animation::Group_All, "start", "stop", 0.0f, 0);
}
mAnimation->forceUpdate();
@ -199,7 +200,8 @@ namespace MWRender
mAnimation->showWeapons(true);
mCurrentAnimGroup = "inventoryhandtohand";
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default, "start", "stop", 0.0f, 0);
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default,
Animation::Group_All, "start", "stop", 0.0f, 0);
}
// --------------------------------------------------------------------------------------------------
@ -233,7 +235,7 @@ namespace MWRender
void RaceSelectionPreview::onSetup ()
{
mAnimation->play("idle", Animation::Priority_Default, "start", "stop", 0.0f, 0);
mAnimation->play("idle", Animation::Priority_Default, Animation::Group_All, "start", "stop", 0.0f, 0);
updateCamera();
}