0ad/source/graphics/UnitAnimation.cpp
Ykkrosh 2b57f4f998 # Initial support for formation movement.
Support asynchronous path queries.
Allow escaping when stuck in impassable terrain tiles.
Split Update message in multiple phases, to cope with ordering
requirements.
Support automatic walk/run animation switching.

This was SVN commit r8058.
2010-09-03 09:55:14 +00:00

231 lines
6.4 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "UnitAnimation.h"
#include "graphics/Model.h"
#include "graphics/ObjectEntry.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/Unit.h"
#include "lib/rand.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpSoundManager.h"
// Randomly modify the speed, so that units won't stay perfectly
// synchronised if they're playing animations of the same length
static float DesyncSpeed(float speed, float desync)
{
if (desync == 0.0f)
return speed;
return speed * (1.f - desync + 2.f*desync*(rand(0, 256)/255.f));
}
CUnitAnimation::CUnitAnimation(CUnit& unit)
: m_Unit(unit), m_State("idle"), m_Looping(true), m_Speed(1.f), m_SyncRepeatTime(0.f), m_OriginalSpeed(1.f), m_Desync(0.f)
{
ReloadUnit();
}
void CUnitAnimation::AddModel(CModel* model, const CObjectEntry* object)
{
SModelAnimState state;
state.anims = object->GetAnimations(m_State);
if (state.anims.empty())
state.anims = object->GetAnimations("idle");
debug_assert(!state.anims.empty()); // there must always be an idle animation
state.model = model;
state.animIdx = rand(0, state.anims.size());
state.time = 0.f;
state.pastLoadPos = false;
state.pastActionPos = false;
m_AnimStates.push_back(state);
model->SetAnimation(state.anims[state.animIdx], !m_Looping);
// Recursively add all props
const std::vector<CModel::Prop>& props = model->GetProps();
for (std::vector<CModel::Prop>::const_iterator it = props.begin(); it != props.end(); ++it)
{
AddModel(it->m_Model, it->m_ObjectEntry);
}
}
void CUnitAnimation::ReloadUnit()
{
m_AnimStates.clear();
AddModel(&m_Unit.GetModel(), &m_Unit.GetObject());
}
void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& actionSound)
{
m_Looping = !once;
m_OriginalSpeed = speed;
m_Desync = desync;
m_ActionSound = actionSound;
m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
m_SyncRepeatTime = 0.f;
if (name != m_State)
{
m_State = name;
if (! keepSelection)
m_Unit.SetEntitySelection(name);
ReloadUnit();
}
}
void CUnitAnimation::SetAnimationSyncRepeat(float repeatTime)
{
m_SyncRepeatTime = repeatTime;
}
void CUnitAnimation::SetAnimationSyncOffset(float actionTime)
{
// Update all the synced prop models to each coincide with actionTime
for (std::vector<SModelAnimState>::iterator it = m_AnimStates.begin(); it != m_AnimStates.end(); ++it)
{
CSkeletonAnimDef* animDef = it->anims[it->animIdx]->m_AnimDef;
if (animDef == NULL)
continue; // ignore static animations
float duration = animDef->GetDuration();
float actionPos = it->anims[it->animIdx]->m_ActionPos;
bool hasActionPos = (actionPos != -1.f);
if (!hasActionPos)
continue;
float speed = duration / m_SyncRepeatTime;
// Need to offset so that start+actionTime*speed = actionPos
float start = actionPos - actionTime*speed;
// Wrap it so that it's within the animation
start = fmodf(start, duration);
if (start < 0)
start += duration;
it->time = start;
}
}
void CUnitAnimation::Update(float time)
{
// Advance all of the prop models independently
for (std::vector<SModelAnimState>::iterator it = m_AnimStates.begin(); it != m_AnimStates.end(); ++it)
{
CSkeletonAnimDef* animDef = it->anims[it->animIdx]->m_AnimDef;
if (animDef == NULL)
continue; // ignore static animations
float duration = animDef->GetDuration();
float actionPos = it->anims[it->animIdx]->m_ActionPos;
float loadPos = it->anims[it->animIdx]->m_ActionPos2;
bool hasActionPos = (actionPos != -1.f);
bool hasLoadPos = (loadPos != -1.f);
// Find the current animation speed
float speed;
if (m_SyncRepeatTime && hasActionPos)
speed = duration / m_SyncRepeatTime;
else
speed = m_Speed * it->anims[it->animIdx]->m_Speed;
// Convert from real time to scaled animation time
float advance = time * speed;
// If we're going to advance past the load point in this update, then load the ammo
if (hasLoadPos && !it->pastLoadPos && it->time + advance >= loadPos)
{
it->model->ShowAmmoProp();
it->pastLoadPos = true;
}
// If we're going to advance past the action point in this update, then perform the action
if (hasActionPos && !it->pastActionPos && it->time + advance >= actionPos)
{
if (hasLoadPos)
it->model->HideAmmoProp();
if (!m_ActionSound.empty())
{
CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpSoundManager.null())
cmpSoundManager->PlaySoundGroup(m_ActionSound, m_Unit.GetID());
}
it->pastActionPos = true;
}
if (it->time + advance < duration)
{
// If we're still within the current animation, then simply update it
it->time += advance;
it->model->UpdateTo(it->time);
}
else if (m_Looping)
{
// If we've finished the current animation and want to loop...
// Wrap the timer around
it->time = fmod(it->time + advance, duration);
// If there's a choice of multiple animations, pick a new random one
if (it->anims.size() > 1)
{
size_t newAnimIdx = rand(0, it->anims.size());
if (newAnimIdx != it->animIdx)
{
it->animIdx = newAnimIdx;
it->model->SetAnimation(it->anims[it->animIdx], !m_Looping);
}
}
it->pastActionPos = false;
it->pastLoadPos = false;
it->model->UpdateTo(it->time);
}
else
{
// If we've finished the current animation and don't want to loop...
// Update to very nearly the end of the last frame (but not quite the end else we'll wrap around when skinning)
float nearlyEnd = duration - 1.f;
if (fabs(it->time - nearlyEnd) > 1.f)
{
it->time = nearlyEnd;
it->model->UpdateTo(it->time);
}
}
}
}