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96 lines
2.2 KiB
C++
96 lines
2.2 KiB
C++
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#include <base/math.hpp>
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#include <engine/e_client_interface.h>
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#include <game/generated/g_protocol.hpp>
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#include <game/generated/gc_data.hpp>
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#include "animstate.hpp"
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static void anim_seq_eval(ANIM_SEQUENCE *seq, float time, ANIM_KEYFRAME *frame)
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{
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if(seq->num_frames == 0)
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{
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frame->time = 0;
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frame->x = 0;
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frame->y = 0;
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frame->angle = 0;
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}
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else if(seq->num_frames == 1)
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{
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*frame = seq->frames[0];
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}
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else
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{
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//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
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ANIM_KEYFRAME *frame1 = 0;
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ANIM_KEYFRAME *frame2 = 0;
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float blend = 0.0f;
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// TODO: make this smarter.. binary search
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for (int i = 1; i < seq->num_frames; i++)
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{
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if (seq->frames[i-1].time <= time && seq->frames[i].time >= time)
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{
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frame1 = &seq->frames[i-1];
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frame2 = &seq->frames[i];
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blend = (time - frame1->time) / (frame2->time - frame1->time);
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break;
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}
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}
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if (frame1 && frame2)
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{
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frame->time = time;
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frame->x = mix(frame1->x, frame2->x, blend);
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frame->y = mix(frame1->y, frame2->y, blend);
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frame->angle = mix(frame1->angle, frame2->angle, blend);
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}
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}
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}
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static void anim_add_keyframe(ANIM_KEYFRAME *seq, ANIM_KEYFRAME *added, float amount)
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{
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seq->x += added->x*amount;
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seq->y += added->y*amount;
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seq->angle += added->angle*amount;
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}
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static void anim_add(ANIMSTATE *state, ANIMSTATE *added, float amount)
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{
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anim_add_keyframe(&state->body, &added->body, amount);
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anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
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anim_add_keyframe(&state->front_foot, &added->front_foot, amount);
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anim_add_keyframe(&state->attach, &added->attach, amount);
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}
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void ANIMSTATE::set(ANIMATION *anim, float time)
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{
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anim_seq_eval(&anim->body, time, &body);
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anim_seq_eval(&anim->back_foot, time, &back_foot);
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anim_seq_eval(&anim->front_foot, time, &front_foot);
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anim_seq_eval(&anim->attach, time, &attach);
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}
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void ANIMSTATE::add(ANIMATION *anim, float time, float amount)
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{
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ANIMSTATE add;
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add.set(anim, time);
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anim_add(this, &add, amount);
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}
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ANIMSTATE *ANIMSTATE::get_idle()
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{
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static ANIMSTATE state;
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static bool init = true;
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if(init)
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{
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state.set(&data->animations[ANIM_BASE], 0);
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state.add(&data->animations[ANIM_IDLE], 0, 1.0f);
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init = false;
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}
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return &state;
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}
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