Preserve player colours and animations when serializing models
This was SVN commit r10453.
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b454ccca79
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21c6141cdc
@ -143,7 +143,7 @@ INTERFACE(Vision)
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COMPONENT(Vision)
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INTERFACE(Visual)
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COMPONENT(VisualActor)
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COMPONENT(VisualActor) // must be after Ownership (dependency in Deserialize)
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INTERFACE(WaterManager)
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COMPONENT(WaterManager)
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@ -20,6 +20,7 @@
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#include "simulation2/system/Component.h"
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#include "ICmpVisual.h"
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#include "ICmpOwnership.h"
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#include "ICmpPosition.h"
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#include "ICmpRangeManager.h"
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#include "ICmpVision.h"
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@ -59,14 +60,13 @@ public:
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ICmpRangeManager::ELosVisibility m_Visibility; // only valid between Interpolate and RenderSubmit
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// Current animation state
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float m_AnimRunThreshold; // if non-zero this is the special walk/run mode
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fixed m_AnimRunThreshold; // if non-zero this is the special walk/run mode
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std::string m_AnimName;
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bool m_AnimOnce;
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float m_AnimSpeed;
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fixed m_AnimSpeed;
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std::wstring m_SoundGroup;
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float m_AnimDesync;
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float m_AnimSyncRepeatTime; // 0.0 if not synced
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fixed m_AnimDesync;
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fixed m_AnimSyncRepeatTime; // 0.0 if not synced
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static std::string GetSchema()
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{
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@ -118,24 +118,21 @@ public:
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std::set<CStr> selections;
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m_Unit = GetSimContext().GetUnitManager().CreateUnit(m_ActorName, GetActorSeed(), selections);
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if (!m_Unit)
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if (m_Unit)
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{
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// The error will have already been logged
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return;
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u32 modelFlags = 0;
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if (paramNode.GetChild("SilhouetteDisplay").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY;
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if (paramNode.GetChild("SilhouetteOccluder").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER;
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if (m_Unit->GetModel().ToCModel())
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m_Unit->GetModel().ToCModel()->AddFlagsRec(modelFlags);
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m_Unit->SetID(GetEntityId());
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}
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u32 modelFlags = 0;
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if (paramNode.GetChild("SilhouetteDisplay").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_DISPLAY;
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if (paramNode.GetChild("SilhouetteOccluder").ToBool())
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modelFlags |= MODELFLAG_SILHOUETTE_OCCLUDER;
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if (m_Unit->GetModel().ToCModel())
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m_Unit->GetModel().ToCModel()->AddFlagsRec(modelFlags);
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m_Unit->SetID(GetEntityId());
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SelectAnimation("idle", false, 0.f, L"");
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SelectAnimation("idle", false, fixed::Zero(), L"");
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}
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virtual void Deinit()
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@ -147,6 +144,31 @@ public:
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}
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}
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template<typename S>
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void SerializeCommon(S& serialize)
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{
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// TODO: store random variation. This ought to be synchronised across saved games
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// and networks, so everyone sees the same thing. Saving the list of selection strings
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// would be awfully inefficient, so actors should be changed to (by default) represent
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// variations with a 16-bit RNG seed (selected randomly when creating new units, or
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// when someone hits the "randomise" button in the map editor), only overridden with
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// a list of strings if it really needs to be a specific variation.
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serialize.NumberFixed_Unbounded("r", m_R);
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serialize.NumberFixed_Unbounded("g", m_G);
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serialize.NumberFixed_Unbounded("b", m_B);
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serialize.NumberFixed_Unbounded("anim run threshold", m_AnimRunThreshold);
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serialize.StringASCII("anim name", m_AnimName, 0, 256);
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serialize.Bool("anim once", m_AnimOnce);
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serialize.NumberFixed_Unbounded("anim speed", m_AnimSpeed);
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serialize.String("sound group", m_SoundGroup, 0, 256);
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serialize.NumberFixed_Unbounded("anim desync", m_AnimDesync);
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serialize.NumberFixed_Unbounded("anim sync repeat time", m_AnimSyncRepeatTime);
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// TODO: store actor variables?
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}
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virtual void Serialize(ISerializer& serialize)
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{
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// TODO: store the actor name, if !debug and it differs from the template
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@ -156,27 +178,30 @@ public:
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serialize.String("actor", m_ActorName, 0, 256);
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}
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// TODO: store random variation. This ought to be synchronised across saved games
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// and networks, so everyone sees the same thing. Saving the list of selection strings
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// would be awfully inefficient, so actors should be changed to (by default) represent
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// variations with a 16-bit RNG seed (selected randomly when creating new units, or
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// when someone hits the "randomise" button in the map editor), only overridden with
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// a list of strings if it really needs to be a specific variation.
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// TODO: store animation state
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serialize.NumberFixed_Unbounded("r", m_R);
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serialize.NumberFixed_Unbounded("g", m_G);
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serialize.NumberFixed_Unbounded("b", m_B);
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SerializeCommon(serialize);
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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deserialize.NumberFixed_Unbounded("r", m_R);
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deserialize.NumberFixed_Unbounded("g", m_G);
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deserialize.NumberFixed_Unbounded("b", m_B);
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SerializeCommon(deserialize);
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fixed repeattime = m_AnimSyncRepeatTime; // save because SelectAnimation overwrites it
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if (m_AnimRunThreshold.IsZero())
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SelectAnimation(m_AnimName, m_AnimOnce, m_AnimSpeed, m_SoundGroup);
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else
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SelectMovementAnimation(m_AnimRunThreshold);
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SetAnimationSyncRepeat(repeattime);
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if (m_Unit)
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{
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CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), GetEntityId());
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if (!cmpOwnership.null())
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m_Unit->GetModel().SetPlayerID(cmpOwnership->GetOwner());
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}
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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@ -266,57 +291,54 @@ public:
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return CVector3D();
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}
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virtual void SelectAnimation(std::string name, bool once, float speed, std::wstring soundgroup)
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virtual void SelectAnimation(std::string name, bool once, fixed speed, std::wstring soundgroup)
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{
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if (!m_Unit)
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return;
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if (!isfinite(speed) || speed < 0) // JS 'undefined' converts to NaN, which causes Bad Things
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speed = 1.f;
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m_AnimRunThreshold = 0.f;
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m_AnimRunThreshold = fixed::Zero();
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m_AnimName = name;
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m_AnimOnce = once;
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m_AnimSpeed = speed;
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m_SoundGroup = soundgroup;
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m_AnimDesync = 0.05f; // TODO: make this an argument
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m_AnimSyncRepeatTime = 0.0f;
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m_AnimDesync = fixed::FromInt(1)/20; // TODO: make this an argument
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m_AnimSyncRepeatTime = fixed::Zero();
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m_Unit->SetEntitySelection(m_AnimName);
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed, m_AnimDesync, m_SoundGroup.c_str());
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if (m_Unit)
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{
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m_Unit->SetEntitySelection(m_AnimName);
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
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}
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}
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virtual void SelectMovementAnimation(float runThreshold)
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virtual void SelectMovementAnimation(fixed runThreshold)
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{
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if (!m_Unit)
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return;
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m_AnimRunThreshold = runThreshold;
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m_Unit->SetEntitySelection("walk");
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState("walk", false, 1.f, 0.f, L"");
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if (m_Unit)
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{
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m_Unit->SetEntitySelection("walk");
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState("walk", false, 1.f, 0.f, L"");
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}
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}
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virtual void SetAnimationSyncRepeat(float repeattime)
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virtual void SetAnimationSyncRepeat(fixed repeattime)
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{
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if (!m_Unit)
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return;
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m_AnimSyncRepeatTime = repeattime;
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime);
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
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}
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}
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virtual void SetAnimationSyncOffset(float actiontime)
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virtual void SetAnimationSyncOffset(fixed actiontime)
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{
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if (!m_Unit)
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return;
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime);
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime.ToFloat());
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}
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}
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virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a)
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@ -329,10 +351,10 @@ public:
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virtual void SetVariable(std::string name, float value)
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{
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if (!m_Unit)
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return;
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m_Unit->GetModel().SetEntityVariable(name, value);
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if (m_Unit)
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{
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m_Unit->GetModel().SetEntityVariable(name, value);
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}
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}
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virtual void Hotload(const VfsPath& name)
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@ -361,12 +383,12 @@ public:
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m_Unit->SetEntitySelection(m_AnimName);
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed, m_AnimDesync, m_SoundGroup.c_str());
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m_Unit->GetAnimation()->SetAnimationState(m_AnimName, m_AnimOnce, m_AnimSpeed.ToFloat(), m_AnimDesync.ToFloat(), m_SoundGroup.c_str());
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// We'll lose the exact synchronisation but we should at least make sure it's going at the correct rate
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if (m_AnimSyncRepeatTime != 0.0f)
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if (!m_AnimSyncRepeatTime.IsZero())
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime);
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
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m_Unit->GetModel().SetShadingColor(shading);
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@ -394,7 +416,7 @@ void CCmpVisualActor::Update(fixed turnLength)
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return;
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// If we're in the special movement mode, select an appropriate animation
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if (m_AnimRunThreshold)
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if (!m_AnimRunThreshold.IsZero())
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{
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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@ -408,7 +430,7 @@ void CCmpVisualActor::Update(fixed turnLength)
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationState("idle", false, 1.f, 0.f, L"");
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}
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else if (speed < m_AnimRunThreshold)
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else if (speed < m_AnimRunThreshold.ToFloat())
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{
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m_Unit->SetEntitySelection("walk");
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if (m_Unit->GetAnimation())
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@ -22,10 +22,10 @@
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(Visual)
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DEFINE_INTERFACE_METHOD_4("SelectAnimation", void, ICmpVisual, SelectAnimation, std::string, bool, float, std::wstring)
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DEFINE_INTERFACE_METHOD_1("SelectMovementAnimation", void, ICmpVisual, SelectMovementAnimation, float)
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DEFINE_INTERFACE_METHOD_1("SetAnimationSyncRepeat", void, ICmpVisual, SetAnimationSyncRepeat, float)
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DEFINE_INTERFACE_METHOD_1("SetAnimationSyncOffset", void, ICmpVisual, SetAnimationSyncOffset, float)
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DEFINE_INTERFACE_METHOD_4("SelectAnimation", void, ICmpVisual, SelectAnimation, std::string, bool, fixed, std::wstring)
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DEFINE_INTERFACE_METHOD_1("SelectMovementAnimation", void, ICmpVisual, SelectMovementAnimation, fixed)
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DEFINE_INTERFACE_METHOD_1("SetAnimationSyncRepeat", void, ICmpVisual, SetAnimationSyncRepeat, fixed)
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DEFINE_INTERFACE_METHOD_1("SetAnimationSyncOffset", void, ICmpVisual, SetAnimationSyncOffset, fixed)
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DEFINE_INTERFACE_METHOD_4("SetShadingColour", void, ICmpVisual, SetShadingColour, fixed, fixed, fixed, fixed)
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DEFINE_INTERFACE_METHOD_2("SetVariable", void, ICmpVisual, SetVariable, std::string, float)
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END_INTERFACE_WRAPPER(Visual)
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@ -71,25 +71,25 @@ public:
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* @param speed animation speed multiplier (typically 1.0 for the default speed)
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* @param soundgroup VFS path of sound group .xml, relative to audio/, or empty string for none
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*/
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virtual void SelectAnimation(std::string name, bool once, float speed, std::wstring soundgroup) = 0;
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virtual void SelectAnimation(std::string name, bool once, fixed speed, std::wstring soundgroup) = 0;
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/**
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* Start playing the walk/run animations, scaled to the unit's movement speed.
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* @param runThreshold movement speed at which to switch to the run animation
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*/
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virtual void SelectMovementAnimation(float runThreshold) = 0;
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virtual void SelectMovementAnimation(fixed runThreshold) = 0;
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/**
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* Adjust the speed of the current animation, so it can match simulation events.
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* @param repeattime time for complete loop of animation, in msec
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*/
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virtual void SetAnimationSyncRepeat(float repeattime) = 0;
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virtual void SetAnimationSyncRepeat(fixed repeattime) = 0;
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/**
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* Adjust the offset of the current animation, so it can match simulation events.
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* @param actiontime time between now and when the 'action' event should occur, in msec
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*/
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virtual void SetAnimationSyncOffset(float actiontime) = 0;
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virtual void SetAnimationSyncOffset(fixed actiontime) = 0;
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/**
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* Set the shading colour that will be modulated with the model's textures.
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@ -285,9 +285,9 @@ void ActorViewer::SetActor(const CStrW& name, const CStrW& animation)
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if (!cmpVisual.null())
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{
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// TODO: SetEntitySelection(anim)
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cmpVisual->SelectAnimation(anim, false, speed, soundgroup);
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cmpVisual->SelectAnimation(anim, false, fixed::FromFloat(speed), soundgroup);
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if (repeattime)
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cmpVisual->SetAnimationSyncRepeat(repeattime);
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cmpVisual->SetAnimationSyncRepeat(fixed::FromFloat(repeattime));
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}
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}
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