示例#1
0
void Mover::Update(float timeStep)
{
    node_->Translate(Vector3::FORWARD * moveSpeed_ * timeStep);

    // If in risk of going outside the plane, rotate the model right
    Vector3 pos = node_->GetPosition();
    if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
        node_->Yaw(rotationSpeed_ * timeStep);

    // Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
    // in the same scene node
    AnimatedModel* model = GetComponent<AnimatedModel>();
    if (model->GetNumAnimationStates())
    {
        AnimationState* state = model->GetAnimationStates()[0];
        state->AddTime(timeStep);
    }
}
示例#2
0
文件: Mover.cpp 项目: PeteX/Urho3D
void Mover::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
{
    // Get the timestep from the update event
    using namespace SceneUpdate;
    float timeStep = eventData[P_TIMESTEP].GetFloat();
    
    node_->TranslateRelative(Vector3::FORWARD * moveSpeed_ * timeStep);
    
    // If in risk of going outside the plane, rotate the model right
    Vector3 pos = node_->GetPosition();
    if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
        node_->Yaw(rotationSpeed_ * timeStep);
    
    // Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
    // in the same scene node
    AnimatedModel* model = GetComponent<AnimatedModel>();
    if (model->GetNumAnimationStates())
    {
        AnimationState* state = model->GetAnimationStates()[0];
        state->AddTime(timeStep);
    }
}
void AnimationController::Update(float timeStep)
{
    // Loop through animations
    for (unsigned i = 0; i < animations_.Size();)
    {
        AnimationControl& ctrl = animations_[i];
        AnimationState* state = GetAnimationState(ctrl.hash_);
        bool remove = false;

        if (!state)
            remove = true;
        else
        {
            // Advance the animation
            if (ctrl.speed_ != 0.0f)
                state->AddTime(ctrl.speed_ * timeStep);

            float targetWeight = ctrl.targetWeight_;
            float fadeTime = ctrl.fadeTime_;

            // If non-looped animation at the end, activate autofade as applicable
            if (!state->IsLooped() && state->GetTime() >= state->GetLength() && ctrl.autoFadeTime_ > 0.0f)
            {
                targetWeight = 0.0f;
                fadeTime = ctrl.autoFadeTime_;
            }

            // Process weight fade
            float currentWeight = state->GetWeight();
            if (currentWeight != targetWeight)
            {
                if (fadeTime > 0.0f)
                {
                    float weightDelta = 1.0f / fadeTime * timeStep;
                    if (currentWeight < targetWeight)
                        currentWeight = Min(currentWeight + weightDelta, targetWeight);
                    else if (currentWeight > targetWeight)
                        currentWeight = Max(currentWeight - weightDelta, targetWeight);
                    state->SetWeight(currentWeight);
                }
                else
                    state->SetWeight(targetWeight);
            }

            // Remove if weight zero and target weight zero
            if (state->GetWeight() == 0.0f && (targetWeight == 0.0f || fadeTime == 0.0f) && ctrl.removeOnCompletion_)
                remove = true;
        }

        // Decrement the command time-to-live values
        if (ctrl.setTimeTtl_ > 0.0f)
            ctrl.setTimeTtl_ = Max(ctrl.setTimeTtl_ - timeStep, 0.0f);
        if (ctrl.setWeightTtl_ > 0.0f)
            ctrl.setWeightTtl_ = Max(ctrl.setWeightTtl_ - timeStep, 0.0f);

        if (remove)
        {
            if (state)
                RemoveAnimationState(state);
            animations_.Erase(i);
            MarkNetworkUpdate();
        }
        else
            ++i;
    }

    // Node hierarchy animations need to be applied manually
    for (Vector<SharedPtr<AnimationState> >::Iterator i = nodeAnimationStates_.Begin(); i != nodeAnimationStates_.End(); ++i)
        (*i)->Apply();
}
示例#4
0
void AnimationController::Update(float timeStep)
{
    AnimatedModel* model = GetComponent<AnimatedModel>();
    if (!model)
        return;
    
    // Loop through animations
    for (Vector<AnimationControl>::Iterator i = animations_.Begin(); i != animations_.End();)
    {
        bool remove = false;
        AnimationState* state = model->GetAnimationState(i->hash_);
        if (!state)
            remove = true;
        else
        {
            // Advance the animation
            if (i->speed_ != 0.0f)
                state->AddTime(i->speed_ * timeStep);
            
            float targetWeight = i->targetWeight_;
            float fadeTime = i->fadeTime_;
            
            // If non-looped animation at the end, activate autofade as applicable
            if (!state->IsLooped() && state->GetTime() >= state->GetLength() && i->autoFadeTime_ > 0.0f)
            {
                targetWeight = 0.0f;
                fadeTime = i->autoFadeTime_;
            }
            
            // Process weight fade
            float currentWeight = state->GetWeight();
            if (currentWeight != targetWeight)
            {
                if (fadeTime > 0.0f)
                {
                    float weightDelta = 1.0f / fadeTime * timeStep;
                    if (currentWeight < targetWeight)
                        currentWeight = Min(currentWeight + weightDelta, targetWeight);
                    else if (currentWeight > targetWeight)
                        currentWeight = Max(currentWeight - weightDelta, targetWeight);
                    state->SetWeight(currentWeight);
                }
                else
                    state->SetWeight(targetWeight);
            }
            
            // Remove if weight zero and target weight zero
            if (state->GetWeight() == 0.0f && (targetWeight == 0.0f || fadeTime == 0.0f))
                remove = true;
        }
        
        // Decrement the command time-to-live values
        if (i->setTimeTtl_ > 0.0f)
            i->setTimeTtl_ = Max(i->setTimeTtl_ - timeStep, 0.0f);
        if (i->setWeightTtl_ > 0.0f)
            i->setWeightTtl_ = Max(i->setWeightTtl_ - timeStep, 0.0f);
        
        if (remove)
        {
            if (state)
                model->RemoveAnimationState(state);
            i = animations_.Erase(i);
            MarkNetworkUpdate();
        }
        else
            ++i;
    }
}