Merge pull request #1029 from Allofich/anim

Improvements for playgroup and loopgroup
coverity_scan^2
scrawl 8 years ago committed by GitHub
commit 346f5a19a3

@ -1524,6 +1524,26 @@ bool CharacterController::updateWeaponState()
return forcestateupdate;
}
void CharacterController::updateAnimQueue()
{
if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
{
mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front();
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
}
}
if(!mAnimQueue.empty())
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
}
void CharacterController::update(float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
@ -1534,21 +1554,7 @@ void CharacterController::update(float duration)
updateMagicEffects();
if(!cls.isActor())
{
if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
{
mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front();
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
}
}
}
updateAnimQueue();
else if(!cls.getCreatureStats(mPtr).isDead())
{
bool onground = world->isOnGround(mPtr);
@ -1816,19 +1822,8 @@ void CharacterController::update(float duration)
{
idlestate = (inwater ? CharState_IdleSwim : (sneak && !inJump ? CharState_IdleSneak : CharState_Idle));
}
else if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
{
mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front();
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
}
}
else
updateAnimQueue();
if (!mSkipAnim)
{
@ -1994,9 +1989,10 @@ void CharacterController::unpersistAnimationState()
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(anim.mGroup,
Priority_Default, MWRender::Animation::BlendMask_All, false, 1.0f,
"start", "stop", complete, anim.mLoopCount);
"start", "stop", complete, anim.mLoopCount, loopfallback);
}
}
@ -2009,6 +2005,27 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
}
else
{
// If the given animation is a looped animation, is already playing
// and has not yet reached its Loop Stop key, make it the only animation
// in the queue, and retain the loop count from the animation that was
// already playing. This emulates observed behavior from the original
// engine and allows banners to animate correctly.
if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop start") >= 0)
{
float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
if (endOfLoop < 0) // if no Loop Stop key was found, use the Stop key
endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": stop");
if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
{
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, true);
mAnimQueue.resize(1);
return true;
}
}
count = std::max(count, 1);
AnimationQueueEntry entry;
@ -2032,8 +2049,6 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
}
else if(mode == 0)
{
if (!mAnimQueue.empty())
mAnimation->stopLooping(mAnimQueue.front().mGroup);
mAnimQueue.resize(1);
mAnimQueue.push_back(entry);
}

@ -212,6 +212,8 @@ class CharacterController : public MWRender::Animation::TextKeyListener
bool updateCreatureState();
void updateIdleStormState(bool inwater);
void updateAnimQueue();
void updateHeadTracking(float duration);
void updateMagicEffects();

@ -873,16 +873,6 @@ namespace MWRender
addControllers();
}
void Animation::stopLooping(const std::string& groupname)
{
AnimStateMap::iterator stateiter = mStates.find(groupname);
if(stateiter != mStates.end())
{
stateiter->second.mLoopCount = 0;
return;
}
}
void Animation::adjustSpeedMult(const std::string &groupname, float speedmult)
{
AnimStateMap::iterator state(mStates.find(groupname));
@ -1023,35 +1013,33 @@ namespace MWRender
{
float targetTime;
if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0)
goto handle_loop;
targetTime = state.getTime() + timepassed;
if(textkey == textkeys.end() || textkey->first > targetTime)
{
if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), targetTime, movement);
state.setTime(std::min(targetTime, state.mStopTime));
}
else
if (!state.shouldLoop())
{
if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), textkey->first, movement);
state.setTime(textkey->first);
}
targetTime = state.getTime() + timepassed;
if(textkey == textkeys.end() || textkey->first > targetTime)
{
if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), targetTime, movement);
state.setTime(std::min(targetTime, state.mStopTime));
}
else
{
if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
updatePosition(state.getTime(), textkey->first, movement);
state.setTime(textkey->first);
}
state.mPlaying = (state.getTime() < state.mStopTime);
timepassed = targetTime - state.getTime();
state.mPlaying = (state.getTime() < state.mStopTime);
timepassed = targetTime - state.getTime();
while(textkey != textkeys.end() && textkey->first <= state.getTime())
{
handleTextKey(state, stateiter->first, textkey, textkeys);
++textkey;
while(textkey != textkeys.end() && textkey->first <= state.getTime())
{
handleTextKey(state, stateiter->first, textkey, textkeys);
++textkey;
}
}
if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0)
if(state.shouldLoop())
{
handle_loop:
state.mLoopCount--;
state.setTime(state.mLoopStartTime);
state.mPlaying = true;
@ -1065,7 +1053,7 @@ namespace MWRender
if(state.getTime() >= state.mLoopStopTime)
break;
}
}
if(timepassed <= 0.0f)
break;
@ -1095,6 +1083,13 @@ namespace MWRender
return movement;
}
void Animation::setLoopingEnabled(const std::string &groupname, bool enabled)
{
AnimStateMap::iterator state(mStates.find(groupname));
if(state != mStates.end())
state->second.mLoopingEnabled = enabled;
}
void Animation::setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature)
{
osg::ref_ptr<osg::StateSet> previousStateset;

@ -183,6 +183,7 @@ protected:
float mSpeedMult;
bool mPlaying;
bool mLoopingEnabled;
size_t mLoopCount;
AnimPriority mPriority;
@ -190,8 +191,8 @@ protected:
bool mAutoDisable;
AnimState() : mStartTime(0.0f), mLoopStartTime(0.0f), mLoopStopTime(0.0f), mStopTime(0.0f),
mTime(new float), mSpeedMult(1.0f), mPlaying(false), mLoopCount(0),
mPriority(0), mBlendMask(0), mAutoDisable(true)
mTime(new float), mSpeedMult(1.0f), mPlaying(false), mLoopingEnabled(true),
mLoopCount(0), mPriority(0), mBlendMask(0), mAutoDisable(true)
{
}
~AnimState();
@ -204,6 +205,11 @@ protected:
{
*mTime = time;
}
bool shouldLoop() const
{
return getTime() >= mLoopStopTime && mLoopingEnabled && mLoopCount > 0;
}
};
typedef std::map<std::string,AnimState> AnimStateMap;
AnimStateMap mStates;
@ -389,10 +395,6 @@ public:
float speedmult, const std::string &start, const std::string &stop,
float startpoint, size_t loops, bool loopfallback=false);
/** If the given animation group is currently playing, set its remaining loop count to '0'.
*/
void stopLooping(const std::string& groupName);
/** Adjust the speed multiplier of an already playing animation.
*/
void adjustSpeedMult (const std::string& groupname, float speedmult);
@ -432,6 +434,8 @@ public:
virtual osg::Vec3f runAnimation(float duration);
void setLoopingEnabled(const std::string &groupname, bool enabled);
/// This is typically called as part of runAnimation, but may be called manually if needed.
void updateEffects(float duration);

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