Ykkrosh
fc111ecb08
Made CMatrix3D::Translate assume something sensible about the structure of the matrix, so it doesn't have to do a matrix multiplication. Added quaternion nlerp (but haven't used it anywhere). Changed animation interpolation so it loops smoothly in the actor viewer but (hopefully) doesn't interpolate dying units into a half-upright pose. This was SVN commit r4932.
99 lines
2.9 KiB
C++
99 lines
2.9 KiB
C++
#include "precompiled.h"
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#include "UnitAnimation.h"
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#include "graphics/Model.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 "ps/CStr.h"
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namespace
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{
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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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float DesyncSpeed(float speed)
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{
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// const float var = 0.05f; // max fractional variation from default
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// return speed * (1.f - var + 2.f*var*(rand(0, 256)/255.f));
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// TODO: enable this desyncing for cases where we don't care about
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// accurate looping, and just don't do it for e.g. projectile-launchers
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// where we do care
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return speed;
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}
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}
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CUnitAnimation::CUnitAnimation(CUnit& unit)
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: m_Unit(unit), m_State("idle"), m_Looping(true), m_Speed(0.f), m_OriginalSpeed(0.f), m_TimeToNextSync(0.f)
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{
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}
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void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, bool keepSelection)
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{
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if (name == m_State)
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return;
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m_State = name;
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m_Looping = !once;
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m_Speed = m_OriginalSpeed = speed;
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m_TimeToNextSync = 0.f;
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if (! keepSelection)
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m_Unit.SetEntitySelection(name);
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m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
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}
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void CUnitAnimation::SetAnimationSync(float timeUntilActionPos)
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{
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// We need to finish looping our animation at the specified time from now.
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// Assume it's playing at nearly the right speed, and we just need to perhaps
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// shift it a little bit to stay in sync.
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m_TimeToNextSync = timeUntilActionPos;
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CModel* model = m_Unit.GetModel();
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// Calculate the required playback speed so ActionPos coincides with timeUntilActionPos
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float currentPos = model->m_AnimTime / model->m_Anim->m_AnimDef->GetDuration();
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float length = (model->m_Anim->m_ActionPos - currentPos);
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if (length < 0.f)
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length += 1.f;
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float requiredSpeed = length / m_TimeToNextSync;
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// Shift in the right direction
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if (requiredSpeed > m_OriginalSpeed)
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m_Speed = std::min(requiredSpeed, m_OriginalSpeed*1.1f);
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else if (requiredSpeed < m_OriginalSpeed)
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m_Speed = std::max(requiredSpeed, m_OriginalSpeed*0.9f);
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model->m_AnimSpeed = m_Speed * model->m_Anim->m_AnimDef->GetDuration() * model->m_Anim->m_Speed;
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// TODO: this should use the ActionPos2, instead of totally ignoring it
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m_Unit.ShowAmmunition();
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}
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void CUnitAnimation::Update(float time)
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{
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CModel* model = m_Unit.GetModel();
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// Choose a new random animation if we're going to loop
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if (m_Looping && model->NeedsNewAnim(time))
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{
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m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
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// TODO: this really ought to transition smoothly into the new animation,
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// instead of just cutting off the end of the previous one and jumping
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// straight into the new.
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}
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if (m_TimeToNextSync >= 0.0 && m_TimeToNextSync-time < 0.0)
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m_Unit.HideAmmunition();
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m_TimeToNextSync -= time;
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// TODO: props should get a new random animation once they loop, independent
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// of the object they're propped onto
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model->Update(time);
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}
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