Finished rewrite of actor animation system

* Rewrote the actor animation system to work like sprites
* Renamed a few functions
* Added DeleteSpriteAnimation() and the delete queue to sprites
* Removed transitions for the time being (they don't seem to work in irrlicht right now
* Added PreUpdate() function
* Added documentation for name changes and new functions
This commit is contained in:
n00b
2024-10-20 20:06:20 -04:00
parent 6f5cb3c6d5
commit 1033701d1d
36 changed files with 5043 additions and 1492 deletions

View File

@@ -2998,6 +2998,28 @@ int rc_canvasClip(int x, int y, int w, int h)
void rc_preUpdate()
{
//3D World Update
rc_physics3D.DeltaTime = device->getTimer()->getTime() - rc_physics3D.TimeStamp;
rc_physics3D.TimeStamp = device->getTimer()->getTime();
rc_physics3D.world->stepSimulation(rc_physics3D.DeltaTime*0.001f, rc_physics3D.maxSubSteps, rc_physics3D.fixedTimeStep);
for(int i = 0; i < rc_canvas.size(); i++)
{
if(rc_canvas[i].type != RC_CANVAS_TYPE_SPRITE)
continue;
float step = rc_canvas[i].physics2D.timeStep;
int32 velocityIterations = rc_canvas[i].physics2D.velocityIterations;
int32 positionIterations = rc_canvas[i].physics2D.positionIterations;
if(rc_canvas[i].physics2D.enabled)
rc_canvas[i].physics2D.world->Step(step, velocityIterations, positionIterations);
}
hasPreUpdated = true;
}
bool rc_update()
{
@@ -3353,26 +3375,29 @@ bool rc_update()
for(int i = 0; i < rc_transition_actor.size();)
{
if((frame_current_time - rc_actor[i].transition_start_time) >= rc_actor[i].transition_time)
int t_actor = rc_transition_actor[i];
if((frame_current_time - rc_actor[t_actor].transition_start_time) >= rc_actor[t_actor].transition_time)
{
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[i].mesh_node;
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[t_actor].mesh_node;
node->setTransitionTime(0);
node->setJointMode(irr::scene::EJUOR_NONE);
rc_actor[i].transition = false;
rc_actor[i].transition_time = 0;
rc_actor[i].transition_start_time = 0;
rc_transition_actor.erase(i);
rc_actor[t_actor].transition = false;
rc_actor[t_actor].transition_time = 0;
rc_actor[t_actor].transition_start_time = 0;
rc_transition_actor.erase(t_actor);
rc_actor[i].animation[0].start_frame = (int)rc_actor[i].transition_frame;
rc_actor[i].animation[0].end_frame = (int)rc_actor[i].transition_frame;
rc_actor[i].animation[0].fps = 0;
rc_actor[i].current_animation_loop = 0;
rc_actor[i].isPlaying = true;
rc_actor[i].current_animation = 0;
rc_actor[t_actor].animation[0].start_frame = (int)rc_actor[t_actor].transition_frame;
rc_actor[t_actor].animation[0].end_frame = (int)rc_actor[t_actor].transition_frame;
rc_actor[t_actor].animation[0].fps = 0;
rc_actor[t_actor].current_animation_loop = 0;
rc_actor[t_actor].isPlaying = true;
rc_actor[t_actor].current_animation = 0;
}
else
{
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[i].mesh_node;
//std::cout << "Animate dammit" << std::endl;
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[t_actor].mesh_node;
node->animateJoints();
i++;
}
@@ -3381,9 +3406,12 @@ bool rc_update()
VideoDriver->beginScene(true, true);
rc_physics3D.DeltaTime = device->getTimer()->getTime() - rc_physics3D.TimeStamp;
rc_physics3D.TimeStamp = device->getTimer()->getTime();
rc_physics3D.world->stepSimulation(rc_physics3D.DeltaTime*0.001f, rc_physics3D.maxSubSteps, rc_physics3D.fixedTimeStep);
if(!hasPreUpdated)
{
rc_physics3D.DeltaTime = device->getTimer()->getTime() - rc_physics3D.TimeStamp;
rc_physics3D.TimeStamp = device->getTimer()->getTime();
rc_physics3D.world->stepSimulation(rc_physics3D.DeltaTime*0.001f, rc_physics3D.maxSubSteps, rc_physics3D.fixedTimeStep);
}
for(int i = 0; i < rc_canvas.size(); i++)
{
@@ -3454,6 +3482,8 @@ bool rc_update()
rc_setActiveCanvas(rc_active_canvas);
}
hasPreUpdated = false; //Will be set to true if PreUpdate() is called
#ifdef RC_WEB
emscripten_sleep(0);
#else