bb
157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
289 lines
7.8 KiB
C++
289 lines
7.8 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "UnitAnimation.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/SkeletonAnim.h"
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#include "graphics/SkeletonAnimDef.h"
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#include "graphics/Unit.h"
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#include "lib/rand.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpSoundManager.h"
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#include <cstdlib>
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#include <cmath>
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// Randomly modify the speed, so that units won't stay perfectly
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// synchronised if they're playing animations of the same length
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static float DesyncSpeed(float speed, float desync)
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{
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if (desync == 0.0f)
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return speed;
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return speed * (1.f - desync + 2.f*desync*(rand(0, 256)/255.f));
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}
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CUnitAnimation::CUnitAnimation(entity_id_t ent, CModel* model, CObjectEntry* object)
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: m_Entity(ent), m_State("idle"), m_Looping(true),
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m_Speed(1.f), m_SyncRepeatTime(0.f), m_OriginalSpeed(1.f), m_Desync(0.f)
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{
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ReloadUnit(model, object);
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}
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void CUnitAnimation::SetEntityID(entity_id_t ent)
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{
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m_Entity = ent;
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}
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void CUnitAnimation::AddModel(CModel* model, const CObjectEntry* object)
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{
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SModelAnimState state;
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state.model = model;
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state.object = object;
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state.anim = object->GetRandomAnimation(m_State, m_AnimationID);
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state.time = 0.f;
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state.pastLoadPos = false;
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state.pastActionPos = false;
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state.pastSoundPos = false;
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ENSURE(state.anim != NULL); // there must always be an idle animation
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m_AnimStates.push_back(state);
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model->SetAnimation(state.anim, !m_Looping);
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// Detect if this unit has any non-static animations
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for (CSkeletonAnim* anim : object->GetAnimations(m_State))
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if (anim->m_AnimDef != NULL)
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m_AnimStatesAreStatic = false;
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// Recursively add all props
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const std::vector<CModel::Prop>& props = model->GetProps();
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for (const CModel::Prop& prop : props)
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{
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CModel* propModel = prop.m_Model->ToCModel();
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if (propModel)
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AddModel(propModel, prop.m_ObjectEntry);
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}
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}
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void CUnitAnimation::ReloadAnimation()
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{
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ReloadUnit(m_Model, m_Object);
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}
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void CUnitAnimation::ReloadUnit(CModel* model, const CObjectEntry* object)
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{
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m_Model = model;
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m_Object = object;
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m_AnimStates.clear();
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m_AnimStatesAreStatic = true;
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PickAnimationID();
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AddModel(m_Model, m_Object);
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}
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void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, float desync, const CStrW& actionSound)
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{
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m_Looping = !once;
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m_OriginalSpeed = speed;
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m_Desync = desync;
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m_ActionSound = actionSound;
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m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
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m_SyncRepeatTime = 0.f;
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if (name != m_State)
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{
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m_State = name;
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ReloadAnimation();
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}
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}
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void CUnitAnimation::SetAnimationSyncRepeat(float repeatTime)
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{
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m_SyncRepeatTime = repeatTime;
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}
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void CUnitAnimation::SetAnimationSyncOffset(float actionTime)
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{
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if (m_AnimStatesAreStatic)
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return;
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// Update all the synced prop models to each coincide with actionTime
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for (std::vector<SModelAnimState>::iterator it = m_AnimStates.begin(); it != m_AnimStates.end(); ++it)
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{
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CSkeletonAnimDef* animDef = it->anim->m_AnimDef;
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if (animDef == NULL)
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continue; // ignore static animations
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float duration = animDef->GetDuration();
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float actionPos = it->anim->m_ActionPos;
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bool hasActionPos = (actionPos != -1.f);
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if (!hasActionPos)
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continue;
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float speed = duration / m_SyncRepeatTime;
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// Need to offset so that start+actionTime*speed = actionPos
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float start = actionPos - actionTime*speed;
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// Wrap it so that it's within the animation
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start = fmodf(start, duration);
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if (start < 0)
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start += duration;
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it->time = start;
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}
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}
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void CUnitAnimation::Update(float time)
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{
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if (m_AnimStatesAreStatic)
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return;
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bool shouldPlaySound = false;
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// Advance all of the prop models independently
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for (std::vector<SModelAnimState>::iterator it = m_AnimStates.begin(); it != m_AnimStates.end(); ++it)
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{
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CSkeletonAnimDef* animDef = it->anim->m_AnimDef;
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if (!animDef)
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continue; // ignore static animations
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float duration = animDef->GetDuration();
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float actionPos = it->anim->m_ActionPos;
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float loadPos = it->anim->m_ActionPos2;
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// SoundPos is either the m_SoundPos when available, or m_ActionPos. Else no sound is played.
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// TODO: Should they be totally independent?
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float soundPos = it->anim->m_SoundPos != -1.f ? it->anim->m_SoundPos : actionPos;
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bool hasActionPos = (actionPos != -1.f);
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bool hasLoadPos = (loadPos != -1.f);
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bool hasSoundPos = (soundPos != -1.f);
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// Find the current animation speed
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float speed;
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if (m_SyncRepeatTime && hasActionPos)
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speed = duration / m_SyncRepeatTime;
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else
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speed = m_Speed * it->anim->m_Speed;
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// Convert from real time to scaled animation time
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float advance = time * speed;
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float nextPos = it->time + advance;
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// If we're going to advance past the load point in this update, then load the ammo
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if (hasLoadPos && !it->pastLoadPos && nextPos >= loadPos)
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{
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it->model->ShowAmmoProp();
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it->pastLoadPos = true;
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}
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// If we're going to advance past the action point in this update, then perform the action.
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if (hasActionPos && !it->pastActionPos && nextPos >= actionPos)
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{
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if (hasLoadPos)
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it->model->HideAmmoProp();
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it->pastActionPos = true;
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}
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// If we're going to advance past the sound point in this update, then play the sound.
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if (hasSoundPos && !it->pastSoundPos && nextPos >= soundPos && !m_ActionSound.empty())
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{
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shouldPlaySound = true;
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it->pastSoundPos = true;
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}
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if (nextPos < duration)
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{
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// If we're still within the current animation, then simply update it
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it->time += advance;
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it->model->UpdateTo(it->time);
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}
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else if (m_Looping)
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{
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// If we've finished the current animation and want to loop...
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// Wrap the timer around
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it->time = std::fmod(nextPos, duration);
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// Pick a new random animation
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CSkeletonAnim* anim;
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if (it->model == m_Model)
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{
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// we're handling the root model
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// choose animations from the complete state
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CStr oldID = m_AnimationID;
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PickAnimationID();
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anim = it->object->GetRandomAnimation(m_State, m_AnimationID);
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if (oldID != m_AnimationID)
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for (SModelAnimState animState : m_AnimStates)
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if (animState.model != m_Model)
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animState.model->SetAnimation(animState.object->GetRandomAnimation(m_State, m_AnimationID));
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}
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else
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// choose animations that match the root
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anim = it->object->GetRandomAnimation(m_State, m_AnimationID);
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if (anim != it->anim)
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{
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it->anim = anim;
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it->model->SetAnimation(anim, !m_Looping);
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}
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it->pastActionPos = false;
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it->pastLoadPos = false;
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it->pastSoundPos = false;
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it->model->UpdateTo(it->time);
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}
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else
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{
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// If we've finished the current animation and don't want to loop...
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// Update to very nearly the end of the last frame (but not quite the end else we'll wrap around when skinning)
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float nearlyEnd = duration - 1.f;
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if (std::abs(it->time - nearlyEnd) > 1.f)
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{
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it->time = nearlyEnd;
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it->model->UpdateTo(it->time);
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}
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}
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}
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if (!shouldPlaySound)
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return;
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CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpSoundManager)
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cmpSoundManager->PlaySoundGroup(m_ActionSound, m_Entity);
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}
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void CUnitAnimation::PickAnimationID()
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{
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m_AnimationID = m_Object->GetRandomAnimation(m_State)->m_ID;
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}
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