# Fix animation syncing.

Make animations trigger sound effects.
Adjust attack animation timings to match simulation.
Simplify the animation speed settings.

This was SVN commit r7438.
This commit is contained in:
Ykkrosh
2010-04-05 23:09:34 +00:00
parent cfca28cab0
commit 4c0d47707b
15 changed files with 281 additions and 153 deletions
+74 -46
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -23,93 +23,121 @@
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/Unit.h"
#include "lib/rand.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpSoundManager.h"
namespace
// Randomly modify the speed, so that units won't stay perfectly
// synchronised if they're playing animations of the same length
static float DesyncSpeed(float speed, float desync)
{
// Randomly modify the speed, so that units won't stay perfectly
// synchronised if they're playing animations of the same length
float DesyncSpeed(float speed)
{
// const float var = 0.05f; // max fractional variation from default
// return speed * (1.f - var + 2.f*var*(rand(0, 256)/255.f));
// TODO: enable this desyncing for cases where we don't care about
// accurate looping, and just don't do it for e.g. projectile-launchers
// where we do care
if (desync == 0.0f)
return speed;
}
return speed * (1.f - desync + 2.f*desync*(rand(0, 256)/255.f));
}
CUnitAnimation::CUnitAnimation(CUnit& unit)
: m_Unit(unit), m_State("idle"), m_Looping(true), m_Speed(0.f), m_OriginalSpeed(0.f), m_TimeToNextSync(0.f)
: m_Unit(unit), m_State("idle"), m_Looping(true), m_Speed(1.f), m_OriginalSpeed(1.f), m_Desync(0.f)
{
}
void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, bool keepSelection)
void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& actionSound)
{
if (name == m_State)
return;
m_State = name;
m_Looping = !once;
m_Speed = m_OriginalSpeed = speed;
m_TimeToNextSync = 0.f;
m_OriginalSpeed = speed;
m_Desync = desync;
m_ActionSound = actionSound;
m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
if (! keepSelection)
m_Unit.SetEntitySelection(name);
m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
m_Unit.SetRandomAnimation(m_State, !m_Looping);
}
void CUnitAnimation::SetAnimationSync(float timeUntilActionPos)
void CUnitAnimation::SetAnimationSync(float actionTime, float repeatTime)
{
// We need to finish looping our animation at the specified time from now.
// Assume it's playing at nearly the right speed, and we just need to perhaps
// shift it a little bit to stay in sync.
m_TimeToNextSync = timeUntilActionPos;
CModel* model = m_Unit.GetModel();
float duration = model->m_Anim->m_AnimDef->GetDuration();
// Calculate the required playback speed so ActionPos coincides with timeUntilActionPos
float currentPos = model->m_AnimTime / model->m_Anim->m_AnimDef->GetDuration();
float length = (model->m_Anim->m_ActionPos - currentPos);
if (length < 0.f)
length += 1.f;
float requiredSpeed = length / m_TimeToNextSync;
// Set the speed so it loops once in repeatTime
float speed = duration / repeatTime;
// Shift in the right direction
if (requiredSpeed > m_OriginalSpeed)
m_Speed = std::min(requiredSpeed, m_OriginalSpeed*1.1f);
else if (requiredSpeed < m_OriginalSpeed)
m_Speed = std::max(requiredSpeed, m_OriginalSpeed*0.9f);
// Need to offset so that start+actionTime*speed = ActionPos
float start = model->m_Anim->m_ActionPos - actionTime*speed;
// Wrap it so that it's within the animation
start = fmodf(start, duration);
if (start < 0)
start += duration;
model->m_AnimSpeed = m_Speed * model->m_Anim->m_AnimDef->GetDuration() * model->m_Anim->m_Speed;
// TODO: this should use the ActionPos2, instead of totally ignoring it
m_Unit.ShowAmmunition();
// Make the animation run at the computed timings
model->m_AnimTime = start;
m_Speed = m_OriginalSpeed = speed;
m_Desync = 0.f;
}
void CUnitAnimation::Update(float time)
{
CModel* model = m_Unit.GetModel();
// Convert from real time to scaled animation time
float advance = time*m_Speed;
// Check if the current animation will trigger the action events
bool action = false;
bool action2 = false;
m_Unit.GetModel()->CheckActionTriggers(advance, action, action2);
// Choose a new random animation if we're going to loop
if (m_Looping && model->NeedsNewAnim(time))
{
m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
// TODO: this really ought to transition smoothly into the new animation,
// Re-desynchronise the animation, to keep the irregular drifting between separate units
m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
advance = time*m_Speed;
// TODO: should subtract time remaining in previous animation from advance, to be a bit more precise
m_Unit.SetRandomAnimation(m_State, false);
// TODO: this really ought to interpolate smoothly into the new animation,
// instead of just cutting off the end of the previous one and jumping
// straight into the new.
// Check if the start of the new animation will trigger the action events
// (This is additive with the previous CheckActionTriggers)
m_Unit.GetModel()->CheckActionTriggers(advance, action, action2);
}
if (m_TimeToNextSync >= 0.0 && m_TimeToNextSync-time < 0.0)
// TODO: props should get a new random animation once they loop, independent
// of the object they're propped onto, if we ever bother with animated props
// If we're going to advance past the action point in this update, then perform the action
if (action)
{
m_Unit.HideAmmunition();
m_TimeToNextSync -= time;
if (!m_ActionSound.empty())
{
CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpSoundManager.null())
cmpSoundManager->PlaySoundGroup(m_ActionSound, m_Unit.GetID());
}
}
// TODO: props should get a new random animation once they loop, independent
// of the object they're propped onto
// Ditto for the second action point
if (action2)
{
m_Unit.ShowAmmunition();
}
model->Update(time);
// TODO: some animations (e.g. wood chopping) have two action points that should trigger sounds,
// so we ought to support that somehow
model->Update(advance);
}