anim-clip -- sequence selection by afx effects

This commit is contained in:
Marc Chapman 2017-07-27 00:31:43 +01:00
parent 8c65467697
commit ab88b8f489
6 changed files with 511 additions and 14 deletions

View file

@ -2746,7 +2746,12 @@ void Player::updateMove(const Move* move)
// Desired move direction & speed
VectorF moveVec;
F32 moveSpeed;
if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled)
// If BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
// resume control over the player character. This generally happens for
// short periods of time synchronized with script driven animation at places
// where it makes sense that user motion is prohibited, such as when the
// player is lifted off the ground or knocked down.
if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled && !isAnimationLocked())
{
zRot.getColumn(0,&moveVec);
moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
@ -3031,7 +3036,9 @@ void Player::updateMove(const Move* move)
mContactTimer++;
// Acceleration from Jumping
if (move->trigger[sJumpTrigger] && canJump())// !isMounted() &&
// While BLOCK_USER_CONTROL is set in anim_clip_flags, the user won't be able to
// make the player character jump.
if (move->trigger[sJumpTrigger] && canJump() && !isAnimationLocked())
{
// Scale the jump impulse base on maxJumpSpeed
F32 zSpeedScale = mVelocity.z;
@ -3539,6 +3546,8 @@ void Player::updateLookAnimation(F32 dt)
bool Player::inDeathAnim()
{
if ((anim_clip_flags & ANIM_OVERRIDDEN) != 0 && (anim_clip_flags & IS_DEATH_ANIM) == 0)
return false;
if (mActionAnimation.thread && mActionAnimation.action >= 0)
if (mActionAnimation.action < mDataBlock->actionCount)
return mDataBlock->actionList[mActionAnimation.action].death;
@ -3748,6 +3757,8 @@ bool Player::setArmThread(U32 action)
bool Player::setActionThread(const char* sequence,bool hold,bool wait,bool fsp)
{
if (anim_clip_flags & ANIM_OVERRIDDEN)
return false;
for (U32 i = 1; i < mDataBlock->actionCount; i++)
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
@ -3947,8 +3958,10 @@ void Player::updateActionThread()
pickActionAnimation();
}
// prevent scaling of AFX picked actions
if ( (mActionAnimation.action != PlayerData::LandAnim) &&
(mActionAnimation.action != PlayerData::NullAnimation) )
(mActionAnimation.action != PlayerData::NullAnimation) &&
!(anim_clip_flags & ANIM_OVERRIDDEN))
{
// Update action animation time scale to match ground velocity
PlayerData::ActionAnimation &anim =
@ -4566,6 +4579,10 @@ void Player::updateAnimation(F32 dt)
if (mImageStateThread)
mShapeInstance->advanceTime(dt,mImageStateThread);
// update any active blend clips
if (isGhost())
for (S32 i = 0; i < blend_clips.size(); i++)
mShapeInstance->advanceTime(dt, blend_clips[i].thread);
// If we are the client's player on this machine, then we need
// to make sure the transforms are up to date as they are used
// to setup the camera.
@ -4579,6 +4596,11 @@ void Player::updateAnimation(F32 dt)
else
{
updateAnimationTree(false);
// This addition forces recently visible players to animate their
// skeleton now rather than in pre-render so that constrained effects
// get up-to-date node transforms.
if (didRenderLastRender())
mShapeInstance->animate();
}
}
}
@ -7249,6 +7271,165 @@ void Player::afx_unpackUpdate(NetConnection* con, BitStream* stream)
mark_fx_c_triggers = mask;
}
}
// Code for overriding player's animation with sequences selected by the
// anim-clip component effect.
void Player::restoreAnimation(U32 tag)
{
// check if this is a blended clip
if ((tag & BLENDED_CLIP) != 0)
{
restoreBlendAnimation(tag);
return;
}
if (tag != 0 && tag == last_anim_tag)
{
bool is_death_anim = ((anim_clip_flags & IS_DEATH_ANIM) != 0);
anim_clip_flags &= ~(ANIM_OVERRIDDEN | IS_DEATH_ANIM);
if (isClientObject())
{
if (mDamageState != Enabled)
{
if (!is_death_anim)
{
// this is a bit hardwired and desperate,
// but if he's dead he needs to look like it.
setActionThread("death10", false, false, false);
}
}
else if (mState != MoveState)
{
// not sure what happens here
}
else
{
pickActionAnimation();
}
}
last_anim_tag = 0;
last_anim_id = -1;
}
}
U32 Player::getAnimationID(const char* name)
{
for (U32 i = 0; i < mDataBlock->actionCount; i++)
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
if (dStricmp(anim.name, name) == 0)
return i;
}
Con::errorf("Player::getAnimationID() -- Player does not contain a sequence that matches the name, %s.", name);
return BAD_ANIM_ID;
}
U32 Player::playAnimationByID(U32 anim_id, F32 pos, F32 rate, F32 trans, bool hold, bool wait, bool is_death_anim)
{
if (anim_id == BAD_ANIM_ID)
return 0;
S32 seq_id = mDataBlock->actionList[anim_id].sequence;
if (seq_id == -1)
{
Con::errorf("Player::playAnimation() problem. BAD_SEQ_ID");
return 0;
}
if (mShapeInstance->getShape()->sequences[seq_id].isBlend())
return playBlendAnimation(seq_id, pos, rate);
if (isClientObject())
{
PlayerData::ActionAnimation &anim = mDataBlock->actionList[anim_id];
if (anim.sequence != -1)
{
mActionAnimation.action = anim_id;
mActionAnimation.forward = (rate >= 0);
mActionAnimation.firstPerson = false;
mActionAnimation.holdAtEnd = hold;
mActionAnimation.waitForEnd = hold? true: wait;
mActionAnimation.animateOnServer = false;
mActionAnimation.atEnd = false;
mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
F32 transTime = (trans < 0) ? sAnimationTransitionTime : trans;
mShapeInstance->setTimeScale(mActionAnimation.thread, rate);
mShapeInstance->transitionToSequence(mActionAnimation.thread,anim.sequence,
pos, transTime, true);
}
}
if (is_death_anim)
anim_clip_flags |= IS_DEATH_ANIM;
else
anim_clip_flags &= ~IS_DEATH_ANIM;
anim_clip_flags |= ANIM_OVERRIDDEN;
last_anim_tag = unique_anim_tag_counter++;
last_anim_id = anim_id;
return last_anim_tag;
}
F32 Player::getAnimationDurationByID(U32 anim_id)
{
if (anim_id == BAD_ANIM_ID)
return 0.0f;
S32 seq_id = mDataBlock->actionList[anim_id].sequence;
if (seq_id >= 0 && seq_id < mDataBlock->mShape->sequences.size())
return mDataBlock->mShape->sequences[seq_id].duration;
return 0.0f;
}
bool Player::isBlendAnimation(const char* name)
{
U32 anim_id = getAnimationID(name);
if (anim_id == BAD_ANIM_ID)
return false;
S32 seq_id = mDataBlock->actionList[anim_id].sequence;
if (seq_id >= 0 && seq_id < mDataBlock->mShape->sequences.size())
return mDataBlock->mShape->sequences[seq_id].isBlend();
return false;
}
const char* Player::getLastClipName(U32 clip_tag)
{
if (clip_tag != last_anim_tag || last_anim_id >= PlayerData::NumActionAnims)
return "";
return mDataBlock->actionList[last_anim_id].name;
}
void Player::unlockAnimation(U32 tag, bool force)
{
if ((tag != 0 && tag == last_anim_lock_tag) || force)
anim_clip_flags &= ~BLOCK_USER_CONTROL;
}
U32 Player::lockAnimation()
{
anim_clip_flags |= BLOCK_USER_CONTROL;
last_anim_lock_tag = unique_anim_tag_counter++;
return last_anim_lock_tag;
}
ConsoleMethod(Player, isAnimationLocked, bool, 2, 2, "isAnimationLocked()")
{
return object->isAnimationLocked();
}
#ifdef TORQUE_OPENVR
void Player::setControllers(Vector<OpenVRTrackedObject*> controllerList)
{