Complete rewrite of actor animation system
This commit is contained in:
@@ -604,6 +604,22 @@ int rc_createMeshActor(int mesh_id)
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rc_actor[actor_id] = actor;
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}
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//animation
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rc_actor_animation_obj animation;
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animation.start_frame = 0;
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animation.end_frame = 0;
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animation.fps = 60.0;
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animation.frame_start_time = SDL_GetTicks();
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animation.frame_swap_time = 1000/60;
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rc_actor[actor_id].animation.push_back(animation);
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rc_animEndCallBack* anim_callback = new rc_animEndCallBack();
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anim_callback->ref_actor = &rc_actor[actor_id];
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anim_callback->OnAnimationEnd(node);
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node->setAnimationEndCallback(anim_callback);
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node->setLoopMode(false);
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anim_callback->drop();
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//Actor RigidBody
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rc_actor[actor_id].physics.shape_type = RC_NODE_SHAPE_TYPE_BOX;
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rc_actor[actor_id].physics.rigid_body = NULL;
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@@ -4952,21 +4968,97 @@ void rc_setWorld3DTimeStep(double ts)
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//set actor animation [TODO]
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void rc_setActorAnimation(int actor, int start_frame, int end_frame)
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int rc_createActorAnimation(int actor, int start_frame, int end_frame, double speed)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return -1;
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rc_actor_animation_obj animation;
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animation.active = true;
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animation.start_frame = start_frame;
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animation.end_frame = end_frame;
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animation.fps = speed;
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animation.frame_swap_time = 1000/speed;
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int animation_id = rc_actor[actor].animation.size();
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if(rc_actor[actor].deleted_animation.size() > 0)
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{
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animation_id = rc_actor[actor].deleted_animation[0];
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rc_actor[actor].deleted_animation.erase(0);
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rc_actor[actor].animation[animation_id] = animation;
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}
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else
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rc_actor[actor].animation.push_back(animation);
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return animation_id;
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}
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void rc_deleteActorAnimation(int actor, int animation)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return;
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if(!rc_actor[actor].animation[animation].active)
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return;
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rc_actor[actor].animation[animation].active = false;
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rc_actor[actor].deleted_animation.push_back(animation);
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}
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void rc_setActorAnimation(int actor, int animation, int num_loops)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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int start_frame = rc_actor[actor].animation[animation].start_frame;
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int end_frame = rc_actor[actor].animation[animation].end_frame;
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rc_actor[actor].current_animation = animation;
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rc_actor[actor].current_animation_loop = 0;
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rc_actor[actor].num_animation_loops = num_loops;
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rc_actor[actor].isPlaying = true;
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node->setCurrentFrame(start_frame);
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node->setFrameLoop((irr::s32)start_frame, (irr::s32)end_frame );
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node->setAnimationSpeed(rc_actor[actor].animation[animation].fps);
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break;
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}
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}
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void rc_setActorMD2Animation(int actor, int md2_animation)
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int rc_getActorCurrentAnimation(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return -1;
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return rc_actor[actor].current_animation;
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}
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int rc_numActorAnimationLoops(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return -1;
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return rc_actor[actor].num_animation_loops;
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}
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bool rc_actorAnimationIsPlaying(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return -1;
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return rc_actor[actor].isPlaying;
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}
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void rc_setActorMD2Animation(int actor, int md2_animation, int num_loops)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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@@ -4976,11 +5068,21 @@ void rc_setActorMD2Animation(int actor, int md2_animation)
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setMD2Animation( (irr::scene::EMD2_ANIMATION_TYPE) md2_animation );
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//int start_frame = node->getStartFrame();
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//int end_frame = node->getEndFrame();
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rc_actor[actor].current_animation = RC_ANIMATION_MD2;
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rc_actor[actor].current_animation_loop = 0;
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rc_actor[actor].num_animation_loops = num_loops;
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rc_actor[actor].isPlaying = true;
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//node->setCurrentFrame(start_frame);
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//node->setFrameLoop((irr::s32)start_frame, (irr::s32)end_frame ); //setMD2Animation() does this for me
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node->setAnimationSpeed(node->getMesh()->getAnimationSpeed());
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break;
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}
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}
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void rc_setActorMD2AnimationByName(int actor, std::string animation_name)
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void rc_setActorMD2AnimationByName(int actor, std::string animation_name, int num_loops)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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@@ -4990,35 +5092,65 @@ void rc_setActorMD2AnimationByName(int actor, std::string animation_name)
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setMD2Animation( animation_name.c_str() );
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//int start_frame = node->getStartFrame();
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//int end_frame = node->getEndFrame();
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rc_actor[actor].current_animation = RC_ANIMATION_MD2;
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rc_actor[actor].current_animation_loop = 0;
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rc_actor[actor].num_animation_loops = num_loops;
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rc_actor[actor].isPlaying = true;
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//node->setCurrentFrame(start_frame);
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//node->setFrameLoop((irr::s32)start_frame, (irr::s32)end_frame ); //setMD2Animation() does this for me
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node->setAnimationSpeed(node->getMesh()->getAnimationSpeed());
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break;
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}
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}
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int rc_getActorStartFrame(int actor)
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int rc_getActorAnimationStartFrame(int actor, int animation)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return 0;
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return 0;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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return node->getStartFrame();
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if(rc_actor[actor].current_animation == animation)
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{
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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return node->getStartFrame();
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}
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else
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{
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return rc_actor[actor].animation[animation].start_frame;
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}
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}
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return 0;
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}
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int rc_getActorEndFrame(int actor)
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int rc_getActorAnimationEndFrame(int actor, int animation)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return 0;
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return 0;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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return node->getEndFrame();
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if(rc_actor[actor].current_animation == animation)
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{
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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return node->getEndFrame();
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}
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else
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{
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return rc_actor[actor].animation[animation].end_frame;
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}
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}
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return 0;
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@@ -5040,33 +5172,37 @@ int rc_getActorCurrentFrame(int actor)
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}
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//set actor animation speed
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void rc_setActorAnimationSpeed(int actor, double speed)
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void rc_setActorAnimationSpeed(int actor, int animation, double speed)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setAnimationSpeed( (irr::f32)speed );
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rc_actor[actor].animation[animation].fps = speed;
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if(animation == rc_actor[actor].current_animation)
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{
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setAnimationSpeed( (irr::f32)speed );
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}
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break;
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}
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}
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double rc_getActorAnimationSpeed(int actor)
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double rc_getActorAnimationSpeed(int actor, int animation)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return 0;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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return node->getAnimationSpeed();
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}
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return 0;
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return 0;
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return rc_actor[actor].animation[animation].fps;
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}
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void rc_setActorFrame(int actor, int frame)
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@@ -5078,11 +5214,117 @@ void rc_setActorFrame(int actor, int frame)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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rc_actor[actor].animation[0].start_frame = frame;
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rc_actor[actor].animation[0].end_frame = frame;
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rc_actor[actor].animation[0].fps = 0;
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rc_actor[actor].current_animation_loop = 0;
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rc_actor[actor].isPlaying = true;
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rc_actor[actor].current_animation = 0;
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node->setCurrentFrame(frame);
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break;
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}
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}
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void rc_setActorAnimationFrames(int actor, int animation, int start_frame, int end_frame)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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if(animation < 0 || animation >= rc_actor[actor].animation.size())
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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rc_actor[actor].animation[animation].start_frame = start_frame;
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rc_actor[actor].animation[animation].end_frame = end_frame;
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if(animation == rc_actor[actor].current_animation)
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{
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setFrameLoop(start_frame, end_frame);
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}
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break;
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}
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}
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void rc_startActorTransition(int actor, double frame, double transition_time)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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if(rc_actor[actor].transition)
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setTransitionTime(transition_time);
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node->setJointMode(irr::scene::EJUOR_CONTROL);
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node->setCurrentFrame(frame);
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rc_actor[actor].transition_frame = frame;
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rc_actor[actor].transition = true;
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rc_actor[actor].transition_time = transition_time;
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rc_actor[actor].transition_start_time = ((double)SDL_GetTicks())/1000.0;
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rc_actor[actor].current_animation = RC_ANIMATION_TRANSITION;
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rc_transition_actor.push_back(actor);
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}
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}
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double rc_getActorTransitionTime(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return 0;
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if(rc_actor[actor].transition)
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return rc_actor[actor].transition_time;
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return 0;
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}
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void rc_stopActorTransition(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setTransitionTime(0);
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node->setJointMode(irr::scene::EJUOR_NONE);
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rc_actor[actor].transition = false;
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rc_actor[actor].transition_time = 0;
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rc_setActorFrame(actor, rc_actor[actor].transition_frame);
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for(int i = 0; i < rc_transition_actor.size();)
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{
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if(rc_transition_actor[i] == actor)
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{
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rc_transition_actor.erase(i);
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}
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else
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i++;
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}
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}
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}
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bool rc_actorIsInTransition(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return false;
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return rc_actor[actor].transition;
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}
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//set actor animation speed
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void rc_setActorAutoCulling(int actor, int cull_type)
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{
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@@ -5458,34 +5700,7 @@ Uint32 rc_getLightSpecularColor(int actor)
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}
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void rc_loopActorAnimation(int actor, bool flag)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setLoopMode(flag);
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break;
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}
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}
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bool rc_actorAnimationIsLooped(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return false;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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return node->getLoopMode();
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}
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return false;
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}
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//set actor animation speed
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void rc_setActorVisible(int actor, bool flag)
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@@ -5505,75 +5720,6 @@ bool rc_actorIsVisible(int actor)
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return rc_actor[actor].mesh_node->isVisible();
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}
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void rc_startActorTransition(int actor, double frame, double transition_time)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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if(rc_actor[actor].transition)
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setTransitionTime(transition_time);
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node->setJointMode(irr::scene::EJUOR_CONTROL);
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node->setCurrentFrame(frame);
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rc_actor[actor].transition = true;
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rc_actor[actor].transition_time = transition_time;
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rc_actor[actor].transition_start_time = ((double)SDL_GetTicks())/1000.0;
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rc_transition_actor.push_back(actor);
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}
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}
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double rc_getActorTransitionTime(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return 0;
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if(rc_actor[actor].transition)
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return rc_actor[actor].transition_time;
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return 0;
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}
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void rc_stopActorTransition(int actor)
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{
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if(actor < 0 || actor >= rc_actor.size())
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return;
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switch(rc_actor[actor].node_type)
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{
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case RC_NODE_TYPE_MESH:
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irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
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node->setTransitionTime(0);
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node->setJointMode(irr::scene::EJUOR_NONE);
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rc_actor[actor].transition = false;
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rc_actor[actor].transition_time = 0;
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|
||||
for(int i = 0; i < rc_transition_actor.size();)
|
||||
{
|
||||
if(rc_transition_actor[i] == actor)
|
||||
{
|
||||
rc_transition_actor.erase(i);
|
||||
}
|
||||
else
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool rc_actorIsInTransition(int actor)
|
||||
{
|
||||
if(actor < 0 || actor >= rc_actor.size())
|
||||
return false;
|
||||
|
||||
return rc_actor[actor].transition;
|
||||
}
|
||||
|
||||
|
||||
void rc_getTerrainPatchAABB(int actor, double patch_x, double patch_z, double* min_x, double* min_y, double* min_z, double* max_x, double* max_y, double* max_z)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user