Reduce jittering during turning animations for player

remotes/1728160796594174844/tmp_0.7.0-alpha
Andrei Kortunov 7 years ago
parent cd92014533
commit 6a03aa6fdb

@ -83,6 +83,7 @@
Bug #4563: Fast travel price logic checks destination cell instead of service actor cell
Bug #4565: Underwater view distance should be limited
Bug #4573: Player uses headtracking in the 1st-person mode
Bug #4574: Player turning animations are twitchy
Feature #2606: Editor: Implemented (optional) case sensitive global search
Feature #3083: Play animation when NPC is casting spell via script
Feature #3103: Provide option for disposition to get increased by successful trade

@ -1992,13 +1992,31 @@ void CharacterController::update(float duration)
}
}
mTurnAnimationThreshold -= duration;
if (isTurning())
mTurnAnimationThreshold = 0.05f;
else if (movestate == CharState_None && isTurning()
&& mTurnAnimationThreshold > 0)
// Player can not use smooth turning as NPCs, so we play turning animation a bit to avoid jittering
if (mPtr == getPlayer())
{
float threshold = mCurrentMovement.find("swim") == std::string::npos ? 0.4f : 0.8f;
float complete;
bool animPlaying = mAnimation->getInfo(mCurrentMovement, &complete);
if (movestate == CharState_None && isTurning())
{
if ((animPlaying && complete < threshold) || mJumpState != jumpstate)
movestate = mMovementState;
}
}
else
{
movestate = mMovementState;
mTurnAnimationThreshold -= duration;
if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft ||
movestate == CharState_SwimTurnRight || movestate == CharState_SwimTurnLeft)
{
mTurnAnimationThreshold = 0.05f;
}
else if (movestate == CharState_None && isTurning()
&& mTurnAnimationThreshold > 0)
{
movestate = mMovementState;
}
}
if(movestate != CharState_None && !isTurning())
@ -2028,8 +2046,10 @@ void CharacterController::update(float duration)
if (isTurning())
{
// Adjust animation speed from 1.0 to 1.5 multiplier
float turnSpeed = std::min(1.5f, std::abs(rot.z()) / duration / static_cast<float>(osg::PI));
if (duration > 0)
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z()) / duration / static_cast<float>(osg::PI)));
mAnimation->adjustSpeedMult(mCurrentMovement, std::max(turnSpeed, 1.0f));
}
else if (mMovementState != CharState_None && mAdjustMovementAnimSpeed)
{

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