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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-27 03:35:27 +00:00

PlayGroup: Don't loop animations with no loop keys (Fixes #2223)

This commit is contained in:
scrawl 2014-12-21 15:29:20 +01:00
parent 9e5dfb6e98
commit 8bc7eb5530
4 changed files with 22 additions and 11 deletions

View File

@ -325,7 +325,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
mCurrentIdle = idle; mCurrentIdle = idle;
if(!mCurrentIdle.empty()) if(!mCurrentIdle.empty())
mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false, mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, ~0ul); 1.0f, "start", "stop", 0.0f, ~0ul, true);
} }
updateIdleStormState(); updateIdleStormState();
@ -1289,7 +1289,7 @@ bool CharacterController::updateWeaponState()
{ {
mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm, mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm,
false, 1.0f, "start", "stop", 0.0f, (~(size_t)0)); false, 1.0f, "start", "stop", 0.0f, (~(size_t)0), true);
} }
else if (mAnimation->isPlaying("torch")) else if (mAnimation->isPlaying("torch"))
{ {

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@ -613,7 +613,7 @@ void Animation::updatePosition(float oldtime, float newtime, Ogre::Vector3 &posi
mAccumRoot->setPosition(-off); mAccumRoot->setPosition(-off);
} }
bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint) bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const std::string &groupname, const std::string &start, const std::string &stop, float startpoint, bool loopfallback)
{ {
// Look for text keys in reverse. This normally wouldn't matter, but for some reason undeadwolf_2.nif has two // Look for text keys in reverse. This normally wouldn't matter, but for some reason undeadwolf_2.nif has two
// separate walkforward keys, and the last one is supposed to be used. // separate walkforward keys, and the last one is supposed to be used.
@ -654,8 +654,16 @@ bool Animation::reset(AnimState &state, const NifOgre::TextKeyMap &keys, const s
return false; return false;
state.mStartTime = startkey->first; state.mStartTime = startkey->first;
state.mLoopStartTime = startkey->first; if (loopfallback)
state.mLoopStopTime = stopkey->first; {
state.mLoopStartTime = startkey->first;
state.mLoopStopTime = stopkey->first;
}
else
{
state.mLoopStartTime = startkey->first;
state.mLoopStopTime = std::numeric_limits<float>::max();
}
state.mStopTime = stopkey->first; state.mStopTime = stopkey->first;
state.mTime = state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint); state.mTime = state.mStartTime + ((state.mStopTime - state.mStartTime) * startpoint);
@ -850,7 +858,7 @@ void Animation::stopLooping(const std::string& groupname)
} }
} }
void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops) void Animation::play(const std::string &groupname, int priority, int groups, bool autodisable, float speedmult, const std::string &start, const std::string &stop, float startpoint, size_t loops, bool loopfallback)
{ {
if(!mSkelBase || mAnimSources.empty()) if(!mSkelBase || mAnimSources.empty())
return; return;
@ -886,7 +894,7 @@ void Animation::play(const std::string &groupname, int priority, int groups, boo
for(;iter != mAnimSources.rend();++iter) for(;iter != mAnimSources.rend();++iter)
{ {
const NifOgre::TextKeyMap &textkeys = (*iter)->mTextKeys; const NifOgre::TextKeyMap &textkeys = (*iter)->mTextKeys;
if(reset(state, textkeys, groupname, start, stop, startpoint)) if(reset(state, textkeys, groupname, start, stop, startpoint, loopfallback))
{ {
state.mSource = *iter; state.mSource = *iter;
state.mSpeedMult = speedmult; state.mSpeedMult = speedmult;

View File

@ -173,7 +173,7 @@ protected:
*/ */
bool reset(AnimState &state, const NifOgre::TextKeyMap &keys, bool reset(AnimState &state, const NifOgre::TextKeyMap &keys,
const std::string &groupname, const std::string &start, const std::string &stop, const std::string &groupname, const std::string &start, const std::string &stop,
float startpoint); float startpoint, bool loopfallback);
void handleTextKey(AnimState &state, const std::string &groupname, const NifOgre::TextKeyMap::const_iterator &key, void handleTextKey(AnimState &state, const std::string &groupname, const NifOgre::TextKeyMap::const_iterator &key,
const NifOgre::TextKeyMap& map); const NifOgre::TextKeyMap& map);
@ -255,11 +255,14 @@ public:
* at the start marker, 1 starts at the stop marker. * at the start marker, 1 starts at the stop marker.
* \param loops How many times to loop the animation. This will use the * \param loops How many times to loop the animation. This will use the
* "loop start" and "loop stop" markers if they exist, * "loop start" and "loop stop" markers if they exist,
* otherwise it will use "start" and "stop". * otherwise it may fall back to "start" and "stop", but only if
* the \a loopFallback parameter is true.
* \param loopFallback Allow looping an animation that has no loop keys, i.e. fall back to use
* the "start" and "stop" keys for looping?
*/ */
void play(const std::string &groupname, int priority, int groups, bool autodisable, void play(const std::string &groupname, int priority, int groups, bool autodisable,
float speedmult, const std::string &start, const std::string &stop, float speedmult, const std::string &start, const std::string &stop,
float startpoint, size_t loops); float startpoint, size_t loops, bool loopfallback=false);
/** If the given animation group is currently playing, set its remaining loop count to '0'. /** If the given animation group is currently playing, set its remaining loop count to '0'.
*/ */

View File

@ -242,7 +242,7 @@ namespace MWRender
{ {
if(!mAnimation->getInfo("torch")) if(!mAnimation->getInfo("torch"))
mAnimation->play("torch", 2, MWRender::Animation::Group_LeftArm, false, mAnimation->play("torch", 2, MWRender::Animation::Group_LeftArm, false,
1.0f, "start", "stop", 0.0f, ~0ul); 1.0f, "start", "stop", 0.0f, ~0ul, true);
} }
else if(mAnimation->getInfo("torch")) else if(mAnimation->getInfo("torch"))
mAnimation->disable("torch"); mAnimation->disable("torch");