# Updated unit animation code.

Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
This commit is contained in:
Ykkrosh
2007-02-10 03:09:52 +00:00
parent 54f381cc1b
commit bdbb2bcb16
24 changed files with 350 additions and 172 deletions
+17 -10
View File
@@ -101,6 +101,12 @@ bool CSimulation::Update(double frameTime)
return ok;
}
void CSimulation::DiscardMissedUpdates()
{
if (m_DeltaTime > 0.0)
m_DeltaTime = 0.0;
}
void CSimulation::Interpolate(double frameTime)
{
double turnLength = m_pTurnManager->GetTurnLength()/1000.0;
@@ -110,10 +116,9 @@ void CSimulation::Interpolate(double frameTime)
// m_DeltaTime/turnLength will usually be between -1 and 0, indicating
// the time until the next frame, so we can use that easily.
// If the simulation is going too slowly and hasn't been giving a chance
// to catch up before Interpolate is called, then m_DeltaTime > 0, and
// we'll just end up being clamped to offset=1 inside CEntity::interpolate,
// which is alright.
Interpolate(frameTime, m_DeltaTime / turnLength + 1.0);
// to catch up before Interpolate is called, then m_DeltaTime > 0, so we'll
// just clamp it to offset=1, which is alright.
Interpolate(frameTime, clamp(m_DeltaTime / turnLength + 1.0, 0.0, 1.0));
}
void CSimulation::Interpolate(double frameTime, double offset)
@@ -122,25 +127,27 @@ void CSimulation::Interpolate(double frameTime, double offset)
const std::vector<CUnit*>& units = m_pWorld->GetUnitManager().GetUnits();
for (size_t i = 0; i < units.size(); ++i)
units[i]->GetModel()->Update((float)frameTime);
units[i]->UpdateModel((float)frameTime);
g_EntityManager.interpolateAll(offset);
m_pWorld->GetProjectileManager().InterpolateAll(frameTime);
m_pWorld->GetProjectileManager().InterpolateAll(offset);
g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime;
}
void CSimulation::Simulate()
{
float time = m_pTurnManager->GetTurnLength();
PROFILE_START( "scheduler tick" );
g_Scheduler.update(m_pTurnManager->GetTurnLength());
g_Scheduler.update(time);
PROFILE_END( "scheduler tick" );
PROFILE_START( "entity updates" );
g_EntityManager.updateAll( m_pTurnManager->GetTurnLength() );
g_EntityManager.updateAll(time);
PROFILE_END( "entity updates" );
PROFILE_START( "projectile updates" );
m_pWorld->GetProjectileManager().UpdateAll( m_pTurnManager->GetTurnLength() );
m_pWorld->GetProjectileManager().UpdateAll(time);
PROFILE_END( "projectile updates" );
PROFILE_START( "los update" );
@@ -148,7 +155,7 @@ void CSimulation::Simulate()
PROFILE_END( "los update" );
PROFILE_START("trigger update");
g_TriggerManager.Update( m_pTurnManager->GetTurnLength() );
g_TriggerManager.Update(time);
PROFILE_END("trigger udpate");
PROFILE_START( "turn manager update" );