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forked from 0ad/0ad
0ad/source/graphics/UnitAnimation.cpp
Ykkrosh fc111ecb08 # Minor optimisations and features.
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.
2007-03-01 00:14:35 +00:00

99 lines
2.9 KiB
C++

#include "precompiled.h"
#include "UnitAnimation.h"
#include "graphics/Model.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/Unit.h"
#include "ps/CStr.h"
namespace
{
// Randomly modify the speed, so that units won't stay perfectly
// synchronised if they're playing animations of the same length
float DesyncSpeed(float speed)
{
// const float var = 0.05f; // max fractional variation from default
// return speed * (1.f - var + 2.f*var*(rand(0, 256)/255.f));
// TODO: enable this desyncing for cases where we don't care about
// accurate looping, and just don't do it for e.g. projectile-launchers
// where we do care
return speed;
}
}
CUnitAnimation::CUnitAnimation(CUnit& unit)
: m_Unit(unit), m_State("idle"), m_Looping(true), m_Speed(0.f), m_OriginalSpeed(0.f), m_TimeToNextSync(0.f)
{
}
void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, bool keepSelection)
{
if (name == m_State)
return;
m_State = name;
m_Looping = !once;
m_Speed = m_OriginalSpeed = speed;
m_TimeToNextSync = 0.f;
if (! keepSelection)
m_Unit.SetEntitySelection(name);
m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
}
void CUnitAnimation::SetAnimationSync(float timeUntilActionPos)
{
// We need to finish looping our animation at the specified time from now.
// Assume it's playing at nearly the right speed, and we just need to perhaps
// shift it a little bit to stay in sync.
m_TimeToNextSync = timeUntilActionPos;
CModel* model = m_Unit.GetModel();
// Calculate the required playback speed so ActionPos coincides with timeUntilActionPos
float currentPos = model->m_AnimTime / model->m_Anim->m_AnimDef->GetDuration();
float length = (model->m_Anim->m_ActionPos - currentPos);
if (length < 0.f)
length += 1.f;
float requiredSpeed = length / m_TimeToNextSync;
// Shift in the right direction
if (requiredSpeed > m_OriginalSpeed)
m_Speed = std::min(requiredSpeed, m_OriginalSpeed*1.1f);
else if (requiredSpeed < m_OriginalSpeed)
m_Speed = std::max(requiredSpeed, m_OriginalSpeed*0.9f);
model->m_AnimSpeed = m_Speed * model->m_Anim->m_AnimDef->GetDuration() * model->m_Anim->m_Speed;
// TODO: this should use the ActionPos2, instead of totally ignoring it
m_Unit.ShowAmmunition();
}
void CUnitAnimation::Update(float time)
{
CModel* model = m_Unit.GetModel();
// Choose a new random animation if we're going to loop
if (m_Looping && model->NeedsNewAnim(time))
{
m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
// TODO: this really ought to transition smoothly into the new animation,
// instead of just cutting off the end of the previous one and jumping
// straight into the new.
}
if (m_TimeToNextSync >= 0.0 && m_TimeToNextSync-time < 0.0)
m_Unit.HideAmmunition();
m_TimeToNextSync -= time;
// TODO: props should get a new random animation once they loop, independent
// of the object they're propped onto
model->Update(time);
}