forked from 0ad/0ad
Allow to give a frequency to animations, and allow to sync randomly selected animations on base model and prop. Fixes #2324
This was SVN commit r18265.
This commit is contained in:
parent
92e28ba947
commit
df971c3885
@ -38,6 +38,7 @@ element actor {
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element animations {
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element animation {
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attribute name { text } &
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attribute frequency { xsd:nonNegativeInteger }? &
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attribute file { text }? &
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attribute speed { xsd:nonNegativeInteger } &
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attribute event { xsd:decimal { minInclusive = "0" maxInclusive = "1" } }? &
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@ -93,6 +93,11 @@
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<element name="animation">
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<interleave>
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<attribute name="name"/>
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<optional>
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<attribute name="frequency">
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<data type="nonNegativeInteger"/>
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</attribute>
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</optional>
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<optional>
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<attribute name="file"/>
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</optional>
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@ -34,6 +34,7 @@ element variant {
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element animations {
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element animation {
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attribute name { text } &
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attribute frequency { xsd:nonNegativeInteger }? &
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attribute file { text }? &
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attribute speed { xsd:nonNegativeInteger } &
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attribute event { xsd:decimal { minInclusive = "0" maxInclusive = "1" } }? &
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@ -82,6 +82,11 @@ NOTE: To modify this Relax NG grammar, edit the Relax NG Compact (.rnc) file
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<element name="animation">
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<interleave>
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<attribute name="name"/>
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<optional>
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<attribute name="frequency">
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<data type="nonNegativeInteger"/>
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</attribute>
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</optional>
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<optional>
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<attribute name="file"/>
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</optional>
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2016 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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@ -255,7 +255,7 @@ const CBoundingBoxAligned CModel::GetObjectSelectionBoundsRec()
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// BuildAnimation: load raw animation frame animation from given file, and build a
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// animation specific to this model
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CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const CStr& name, float speed, float actionpos, float actionpos2, float soundpos)
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CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const CStr& name, int frequency, float speed, float actionpos, float actionpos2, float soundpos)
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{
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CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(pathname);
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if (!def)
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@ -263,6 +263,7 @@ CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const CStr& name,
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CSkeletonAnim* anim = new CSkeletonAnim();
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anim->m_Name = name;
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anim->m_Frequency = frequency;
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anim->m_AnimDef = def;
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anim->m_Speed = speed;
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2016 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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@ -201,13 +201,14 @@ public:
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* animation specific to this model.
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* @param pathname animation file to load
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* @param name animation name (e.g. "idle")
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* @param frequency influences the random choices
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* @param speed animation speed as a factor of the default animation speed
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* @param actionpos offset of 'action' event, in range [0, 1]
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* @param actionpos2 offset of 'action2' event, in range [0, 1]
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* @param sound offset of 'sound' event, in range [0, 1]
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* @return new animation, or NULL on error
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*/
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CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const CStr& name, float speed, float actionpos, float actionpos2, float soundpos);
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CSkeletonAnim* BuildAnimation(const VfsPath& pathname, const CStr& name, int frequency, float speed, float actionpos, float actionpos2, float soundpos);
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/**
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* Add a prop to the model on the given point.
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@ -163,6 +163,8 @@ void CObjectBase::LoadVariant(const CXeromyces& XeroFile, const XMBElement& vari
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{
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if (ae.Name == at_name)
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anim.m_AnimName = ae.Value;
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else if (ae.Name == at_frequency)
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anim.m_Frequency = ae.Value.ToInt();
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else if (ae.Name == at_file)
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anim.m_FileName = VfsPath("art/animation") / ae.Value.FromUTF8();
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else if (ae.Name == at_speed)
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@ -42,9 +42,10 @@ public:
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struct Anim
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{
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// constructor
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Anim() : m_Speed(1.f), m_ActionPos(-1.f), m_ActionPos2(-1.f), m_SoundPos(-1.f) {}
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Anim() : m_Frequency(0), m_Speed(1.f), m_ActionPos(-1.f), m_ActionPos2(-1.f), m_SoundPos(-1.f) {}
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// name of the animation - "Idle", "Run", etc
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CStr m_AnimName;
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int m_Frequency;
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// filename of the animation - manidle.psa, manrun.psa, etc
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VfsPath m_FileName;
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// animation speed, as specified in XML actor file
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@ -161,7 +161,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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if (!it->second.m_FileName.empty())
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{
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CSkeletonAnim* anim = model->BuildAnimation(it->second.m_FileName, name, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2, it->second.m_SoundPos);
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CSkeletonAnim* anim = model->BuildAnimation(it->second.m_FileName, name, it->second.m_Frequency, it->second.m_Speed, it->second.m_ActionPos, it->second.m_ActionPos2, it->second.m_SoundPos);
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if (anim)
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m_Animations.insert(std::make_pair(name, anim));
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}
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@ -248,15 +248,24 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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CSkeletonAnim* CObjectEntry::GetRandomAnimation(const CStr& animationName) const
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{
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SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
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SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
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size_t count = std::distance(lower, upper);
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if (count == 0)
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return NULL;
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std::vector<CSkeletonAnim*> anims = GetAnimations(animationName);
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size_t id = rand(0, count);
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std::advance(lower, id);
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return lower->second;
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int totalFreq = 0;
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for (CSkeletonAnim* anim : anims)
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totalFreq += anim->m_Frequency;
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if (totalFreq == 0)
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return anims[rand(0, anims.size())];
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int r = rand(0, totalFreq);
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for (CSkeletonAnim* anim : anims)
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{
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r -= anim->m_Frequency;
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if (r < 0)
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return anim;
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}
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LOGERROR("No animation found");
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return NULL;
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}
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std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationName) const
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@ -265,7 +274,23 @@ std::vector<CSkeletonAnim*> CObjectEntry::GetAnimations(const CStr& animationNam
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SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound(animationName);
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SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound(animationName);
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for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
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anims.push_back(it->second);
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if (anims.size() == 0)
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for (const std::pair<CStr, CSkeletonAnim*>& anim : m_Animations)
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if (anim.second->m_Frequency > 0)
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anims.push_back(anim.second);
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if (anims.size() == 0)
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{
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SkeletonAnimMap::const_iterator lower = m_Animations.lower_bound("idle");
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SkeletonAnimMap::const_iterator upper = m_Animations.upper_bound("idle");
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for (SkeletonAnimMap::const_iterator it = lower; it != upper; ++it)
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anims.push_back(it->second);
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}
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ENSURE(anims.size() > 0);
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return anims;
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2016 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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@ -63,11 +63,20 @@ public:
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std::wstring m_ProjectileModelName;
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// Returns a randomly-chosen animation matching the given name.
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// If none is found, returns NULL.
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/**
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* Returns a randomly-chosen animation matching the given name.
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* The chosen animation is picked randomly from the GetAnimations list
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* with the frequencies as weights (if there are any defined).
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* This method should always return an animation
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*/
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CSkeletonAnim* GetRandomAnimation(const CStr& animationName) const;
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// Returns all the animations matching the given name.
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/**
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* Returns all the animations matching the given name.
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* - Prefers the animations names like the animationName
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* - Second choice are animations with a frequency
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* - Last choice are the Idle animations (which are always added)
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*/
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std::vector<CSkeletonAnim*> GetAnimations(const CStr& animationName) const;
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// corresponding model
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@ -1,4 +1,4 @@
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2016 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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@ -34,6 +34,8 @@ class CSkeletonAnim
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public:
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// the name of the action which uses this animation (e.g. "idle")
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CStr m_Name;
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// frequency of the animation
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int m_Frequency;
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// the raw animation frame data; may be NULL if this is a static 'animation'
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CSkeletonAnimDef* m_AnimDef;
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// speed at which this animation runs, as a factor of the AnimDef default speed
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@ -1,4 +1,4 @@
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2016 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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@ -41,7 +41,7 @@ static float DesyncSpeed(float speed, float desync)
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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_Entity(ent), m_State("idle"), m_AnimationName("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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@ -56,26 +56,23 @@ void CUnitAnimation::AddModel(CModel* model, const CObjectEntry* object)
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{
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SModelAnimState state;
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state.anims = object->GetAnimations(m_State);
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if (state.anims.empty())
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state.anims = object->GetAnimations("idle");
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ENSURE(!state.anims.empty()); // there must always be an idle animation
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state.model = model;
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state.animIdx = rand(0, state.anims.size());
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state.object = object;
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state.anim = object->GetRandomAnimation(m_State);
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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.anims[state.animIdx], !m_Looping);
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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 (size_t i = 0; i < state.anims.size(); i++)
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if (state.anims[i]->m_AnimDef != NULL)
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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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@ -111,6 +108,7 @@ void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed,
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if (name != m_State)
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{
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m_State = name;
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m_AnimationName = name;
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ReloadUnit(m_Model, m_Object);
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}
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@ -129,13 +127,13 @@ void CUnitAnimation::SetAnimationSyncOffset(float actionTime)
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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->anims[it->animIdx]->m_AnimDef;
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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->anims[it->animIdx]->m_ActionPos;
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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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@ -162,15 +160,15 @@ void CUnitAnimation::Update(float time)
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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->anims[it->animIdx]->m_AnimDef;
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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->anims[it->animIdx]->m_ActionPos;
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float loadPos = it->anims[it->animIdx]->m_ActionPos2;
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float soundPos = it->anims[it->animIdx]->m_SoundPos;
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float actionPos = it->anim->m_ActionPos;
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float loadPos = it->anim->m_ActionPos2;
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float soundPos = it->anim->m_SoundPos;
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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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@ -180,7 +178,7 @@ void CUnitAnimation::Update(float time)
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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->anims[it->animIdx]->m_Speed;
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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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@ -232,15 +230,29 @@ void CUnitAnimation::Update(float time)
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// Wrap the timer around
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it->time = fmod(it->time + advance, duration);
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// If there's a choice of multiple animations, pick a new random one
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if (it->anims.size() > 1)
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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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size_t newAnimIdx = rand(0, it->anims.size());
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if (newAnimIdx != it->animIdx)
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{
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it->animIdx = newAnimIdx;
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it->model->SetAnimation(it->anims[it->animIdx], !m_Looping);
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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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anim = it->object->GetRandomAnimation(m_State);
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m_AnimationName = anim->m_Name;
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// if we use a new animation name,
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// update the animations of all non-root models
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if (it->anim->m_Name != m_AnimationName)
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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_AnimationName));
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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_AnimationName);
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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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@ -1,4 +1,4 @@
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/* Copyright (C) 2011 Wildfire Games.
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/* Copyright (C) 2016 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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@ -95,8 +95,8 @@ private:
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struct SModelAnimState
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{
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CModel* model;
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std::vector<CSkeletonAnim*> anims;
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size_t animIdx;
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CSkeletonAnim* anim;
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const CObjectEntry* object;
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float time;
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bool pastLoadPos;
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bool pastActionPos;
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@ -117,6 +117,7 @@ private:
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CModel* m_Model;
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const CObjectEntry* m_Object;
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CStr m_State;
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CStr m_AnimationName;
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bool m_Looping;
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float m_OriginalSpeed;
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float m_Speed;
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