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Merged pull request #1937
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commit
5fa9b32e76
@ -351,64 +351,69 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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idle = CharState_None;
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idle = CharState_None;
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}
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}
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void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, bool force)
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void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, CharacterState& movement, bool force)
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{
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{
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if(force || jump != mJumpState)
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if (!force && jump == mJumpState && idle == CharState_None && movement == CharState_None)
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return;
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if (jump != JumpState_None && !(mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())) // FIXME
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{
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{
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if (jump != JumpState_None)
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idle = CharState_None;
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idle = CharState_None;
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movement = CharState_None;
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}
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bool startAtLoop = (jump == mJumpState);
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std::string jumpAnimName;
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mJumpState = jump;
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MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
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if (jump != JumpState_None)
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std::string jumpAnimName;
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{
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MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
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jumpAnimName = "jump";
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if(mJumpState != JumpState_None)
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if(weap != sWeaponTypeListEnd)
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{
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{
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jumpAnimName = "jump";
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jumpAnimName += weap->shortgroup;
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if(weap != sWeaponTypeListEnd)
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if(!mAnimation->hasAnimation(jumpAnimName))
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{
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{
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jumpAnimName += weap->shortgroup;
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jumpmask = MWRender::Animation::BlendMask_LowerBody;
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if(!mAnimation->hasAnimation(jumpAnimName))
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jumpAnimName = "jump";
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{
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jumpmask = MWRender::Animation::BlendMask_LowerBody;
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jumpAnimName = "jump";
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// Since we apply movement only for lower body, do not reset idle animations.
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// Since we apply movement only for lower body, do not reset idle animations.
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// For upper body there will be idle animation.
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// For upper body there will be idle animation.
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if (idle == CharState_None)
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if (idle == CharState_None)
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idle = CharState_Idle;
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idle = CharState_Idle;
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// For crossbow animations use 1h ones as fallback
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// For crossbow animations use 1h ones as fallback
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if (mWeaponType == WeapType_Crossbow)
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if (mWeaponType == WeapType_Crossbow)
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jumpAnimName += "1h";
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jumpAnimName += "1h";
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}
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}
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}
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}
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}
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}
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if (!mCurrentJump.empty())
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if (!force && jump == mJumpState)
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{
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return;
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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}
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if(mJumpState == JumpState_InAir)
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mJumpState = jump;
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if (!mCurrentJump.empty())
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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}
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if(mJumpState == JumpState_InAir)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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{
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1.0f, "start", "stop", 0.f, ~0ul);
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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mCurrentJump = jumpAnimName;
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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mCurrentJump = jumpAnimName;
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}
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}
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}
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else if (mJumpState == JumpState_Landing)
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}
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else if (mJumpState == JumpState_Landing)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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{
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1.0f, "loop stop", "stop", 0.0f, 0);
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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mCurrentJump = jumpAnimName;
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1.0f, "loop stop", "stop", 0.0f, 0);
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mCurrentJump = jumpAnimName;
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}
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}
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}
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}
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}
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}
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}
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@ -494,10 +499,9 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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}
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}
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// If we're playing the same animation, start it from the point it ended
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// If we're playing the same animation, start it from the point it ended
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bool sameAnim = (movementAnimName == mCurrentMovement);
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float startpoint = 0.f;
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float startPoint = 0.f;
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if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement)
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if (sameAnim)
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mAnimation->getInfo(mCurrentMovement, &startpoint);
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mAnimation->getInfo(mCurrentMovement, &startPoint);
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mMovementAnimationControlled = true;
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mMovementAnimationControlled = true;
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@ -546,7 +550,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
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}
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}
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mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
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mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
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1.f, (!sameAnim ? "start" : "loop start"), "stop", startPoint, ~0ul, true);
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1.f, "start", "stop", startpoint, ~0ul, true);
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}
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}
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}
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}
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}
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}
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@ -626,7 +630,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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if (!mPtr.getClass().hasInventoryStore(mPtr))
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if (!mPtr.getClass().hasInventoryStore(mPtr))
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weap = sWeaponTypeListEnd;
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weap = sWeaponTypeListEnd;
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refreshJumpAnims(weap, jump, idle, force);
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refreshJumpAnims(weap, jump, idle, movement, force);
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refreshMovementAnims(weap, movement, idle, force);
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refreshMovementAnims(weap, movement, idle, force);
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// idle handled last as it can depend on the other states
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// idle handled last as it can depend on the other states
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@ -2164,12 +2168,12 @@ void CharacterController::update(float duration)
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if(mAnimQueue.empty() || inwater || sneak)
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if(mAnimQueue.empty() || inwater || sneak)
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{
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{
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// Note: turning animations should not interrupt idle ones
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// Note: turning animations should not interrupt idle ones
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if (inwater)
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if (movestate != CharState_None && !isTurning())
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idlestate = CharState_None;
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else if (inwater)
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idlestate = CharState_IdleSwim;
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idlestate = CharState_IdleSwim;
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else if (sneak && !inJump)
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else if (sneak && !inJump)
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idlestate = CharState_IdleSneak;
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idlestate = CharState_IdleSneak;
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else if (movestate != CharState_None && !isTurning())
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idlestate = CharState_None;
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else
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else
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idlestate = CharState_Idle;
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idlestate = CharState_Idle;
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}
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}
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@ -214,7 +214,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshHitRecoilAnims(CharacterState& idle);
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void refreshHitRecoilAnims(CharacterState& idle);
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void refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, bool force=false);
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void refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, CharacterState& movement, bool force=false);
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void refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, CharacterState& idle, bool force=false);
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void refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, CharacterState& idle, bool force=false);
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void refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force=false);
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void refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force=false);
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