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Better handle animations with a 0-length loop
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1aa92067c2
commit
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@ -833,7 +833,12 @@ Ogre::Vector3 Animation::runAnimation(float duration)
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float timepassed = duration * state.mSpeedMult;
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float timepassed = duration * state.mSpeedMult;
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while(state.mPlaying)
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while(state.mPlaying)
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{
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{
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float targetTime = state.mTime + timepassed;
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float targetTime;
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if(state.mTime >= state.mLoopStopTime && state.mLoopCount > 0)
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goto handle_loop;
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targetTime = state.mTime + timepassed;
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if(textkey == textkeys.end() || textkey->first > targetTime)
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if(textkey == textkeys.end() || textkey->first > targetTime)
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{
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{
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if(mNonAccumCtrl && stateiter->first == mAnimationValuePtr[0]->getAnimName())
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if(mNonAccumCtrl && stateiter->first == mAnimationValuePtr[0]->getAnimName())
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@ -858,11 +863,10 @@ Ogre::Vector3 Animation::runAnimation(float duration)
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if(state.mTime >= state.mLoopStopTime && state.mLoopCount > 0)
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if(state.mTime >= state.mLoopStopTime && state.mLoopCount > 0)
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{
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{
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handle_loop:
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state.mLoopCount--;
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state.mLoopCount--;
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state.mTime = state.mLoopStartTime;
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state.mTime = state.mLoopStartTime;
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state.mPlaying = true;
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state.mPlaying = true;
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if(state.mTime >= state.mLoopStopTime)
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break;
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textkey = textkeys.lower_bound(state.mTime);
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textkey = textkeys.lower_bound(state.mTime);
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while(textkey != textkeys.end() && textkey->first <= state.mTime)
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while(textkey != textkeys.end() && textkey->first <= state.mTime)
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@ -870,6 +874,9 @@ Ogre::Vector3 Animation::runAnimation(float duration)
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handleTextKey(state, stateiter->first, textkey);
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handleTextKey(state, stateiter->first, textkey);
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textkey++;
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textkey++;
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}
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}
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if(state.mTime >= state.mLoopStopTime)
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break;
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}
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}
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if(timepassed <= 0.0f)
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if(timepassed <= 0.0f)
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