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Emulate vanilla animation loops more closely
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@ -1533,6 +1533,9 @@ void CharacterController::update(float duration)
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updateMagicEffects();
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if(mAnimQueue.size() > 1 && (mAnimation->getLoopingEnabled(mAnimQueue.front().mGroup) == true))
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mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, false);
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if(!cls.isActor())
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{
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if(mAnimQueue.size() > 1)
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@ -2009,8 +2012,26 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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}
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else
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{
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if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname && isAnimPlaying(mAnimQueue.front().mGroup))
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return true;
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// If the given animation is a looped animation, is already playing
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// and has not yet reached its Loop Stop key, make it the only animation
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// in the queue, and retain the loop count from the animation that was
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// already playing. This emulates observed behavior from the original
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// engine and allows banners to animate correctly.
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if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
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mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop start") >= 0)
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{
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float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
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if (endOfLoop < 0) // if no Loop Stop key was found, use the Stop key
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endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": stop");
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if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
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{
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mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, true);
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mAnimQueue.resize(1);
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return true;
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}
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}
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count = std::max(count, 1);
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@ -2035,8 +2056,6 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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}
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else if(mode == 0)
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{
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if (!mAnimQueue.empty())
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mAnimation->stopLooping(mAnimQueue.front().mGroup);
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mAnimQueue.resize(1);
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mAnimQueue.push_back(entry);
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}
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@ -1023,50 +1023,54 @@ namespace MWRender
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{
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float targetTime;
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if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0)
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goto handle_loop;
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targetTime = state.getTime() + timepassed;
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if(textkey == textkeys.end() || textkey->first > targetTime)
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if (state.getTime() < state.mLoopStopTime || state.mLoopCount == 0)
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{
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if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
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updatePosition(state.getTime(), targetTime, movement);
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state.setTime(std::min(targetTime, state.mStopTime));
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}
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else
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{
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if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
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updatePosition(state.getTime(), textkey->first, movement);
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state.setTime(textkey->first);
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}
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targetTime = state.getTime() + timepassed;
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if(textkey == textkeys.end() || textkey->first > targetTime)
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{
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if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
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updatePosition(state.getTime(), targetTime, movement);
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state.setTime(std::min(targetTime, state.mStopTime));
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}
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else
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{
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if(mAccumCtrl && state.mTime == mAnimationTimePtr[0]->getTimePtr())
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updatePosition(state.getTime(), textkey->first, movement);
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state.setTime(textkey->first);
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}
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state.mPlaying = (state.getTime() < state.mStopTime);
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timepassed = targetTime - state.getTime();
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state.mPlaying = (state.getTime() < state.mStopTime);
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timepassed = targetTime - state.getTime();
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while(textkey != textkeys.end() && textkey->first <= state.getTime())
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{
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handleTextKey(state, stateiter->first, textkey, textkeys);
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++textkey;
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}
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if(state.getTime() >= state.mLoopStopTime && state.mLoopCount > 0)
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{
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handle_loop:
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state.mLoopCount--;
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state.setTime(state.mLoopStartTime);
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state.mPlaying = true;
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textkey = textkeys.lower_bound(state.getTime());
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while(textkey != textkeys.end() && textkey->first <= state.getTime())
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{
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handleTextKey(state, stateiter->first, textkey, textkeys);
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++textkey;
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}
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if(state.getTime() >= state.mLoopStopTime)
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break;
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}
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if(state.getTime() >= state.mLoopStopTime)
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{
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if (!state.mLoopingEnabled)
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state.mLoopCount = 0;
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else if (state.mLoopCount > 0)
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{
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state.mLoopCount--;
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state.setTime(state.mLoopStartTime);
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state.mPlaying = true;
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textkey = textkeys.lower_bound(state.getTime());
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while(textkey != textkeys.end() && textkey->first <= state.getTime())
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{
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handleTextKey(state, stateiter->first, textkey, textkeys);
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++textkey;
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}
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if(state.getTime() >= 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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break;
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}
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@ -1095,6 +1099,21 @@ namespace MWRender
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return movement;
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}
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void Animation::setLoopingEnabled(const std::string &groupname, bool enabled)
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{
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AnimStateMap::iterator state(mStates.find(groupname));
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if(state != mStates.end())
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state->second.mLoopingEnabled = enabled;
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}
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bool Animation::getLoopingEnabled(const std::string &groupname) const
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{
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AnimStateMap::const_iterator state(mStates.find(groupname));
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if(state != mStates.end())
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return state->second.mLoopingEnabled;
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return false;
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}
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void Animation::setObjectRoot(const std::string &model, bool forceskeleton, bool baseonly, bool isCreature)
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{
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osg::ref_ptr<osg::StateSet> previousStateset;
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@ -183,6 +183,7 @@ protected:
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float mSpeedMult;
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bool mPlaying;
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bool mLoopingEnabled;
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size_t mLoopCount;
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AnimPriority mPriority;
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@ -190,8 +191,8 @@ protected:
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bool mAutoDisable;
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AnimState() : mStartTime(0.0f), mLoopStartTime(0.0f), mLoopStopTime(0.0f), mStopTime(0.0f),
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mTime(new float), mSpeedMult(1.0f), mPlaying(false), mLoopCount(0),
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mPriority(0), mBlendMask(0), mAutoDisable(true)
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mTime(new float), mSpeedMult(1.0f), mPlaying(false), mLoopingEnabled(true),
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mLoopCount(0), mPriority(0), mBlendMask(0), mAutoDisable(true)
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{
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}
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~AnimState();
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@ -432,6 +433,10 @@ public:
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virtual osg::Vec3f runAnimation(float duration);
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void setLoopingEnabled(const std::string &groupname, bool enabled);
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bool getLoopingEnabled(const std::string &groupname) const;
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/// This is typically called as part of runAnimation, but may be called manually if needed.
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void updateEffects(float duration);
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