Added ability to skip to frame xx in the current animation. Used in HowToPlay. Also allows an animation freeze, if re-iterated

This commit is contained in:
Kevin Slaughter
2003-08-20 09:15:53 +00:00
parent b9e74687bf
commit 82a8340afd
2 changed files with 21 additions and 2 deletions
+17 -2
View File
@@ -17,6 +17,7 @@
#include "RageTextureManager.h"
#include "IniFile.h"
#include "RageFile.h"
#include "RageLog.h"
const float FRAMES_PER_SECOND = 30;
const CString DEFAULT_ANIMATION_NAME = "default";
@@ -27,6 +28,7 @@ Model::Model ()
m_bTextureWrapping = true;
m_bUseZBuffer = true;
m_pCurAnimation = NULL;
m_bRevertToDefaultAnimation = false;
}
Model::~Model ()
@@ -676,6 +678,10 @@ void Model::DrawPrimitives()
}
void Model::SetDefaultAnimation( CString sAnimation )
{
m_sDefaultAnimation = sAnimation;
}
void Model::PlayAnimation( CString sAniName )
{
@@ -752,8 +758,16 @@ Model::AdvanceFrame (float dt)
return; // bail early
m_fCurrFrame += FRAMES_PER_SECOND * dt;
if (m_fCurrFrame > (float) m_pCurAnimation->nTotalFrames)
m_fCurrFrame = 0.0f;
if (m_fCurrFrame >= (float) m_pCurAnimation->nTotalFrames)
{
if( (m_bRevertToDefaultAnimation) && (m_sDefaultAnimation != "") )
{
this->PlayAnimation( m_sDefaultAnimation );
m_fCurrFrame = 0.0f;
return;
}
}
int nBoneCount = (int)m_pCurAnimation->Bones.size();
int i, j;
@@ -870,6 +884,7 @@ void Model::Update( float fDelta )
{
Actor::Update( fDelta );
AdvanceFrame( fDelta );
for( int i=0; i<(int)m_Materials.size(); i++ )
m_Materials[i].aniTexture.Update( fDelta );
}
+4
View File
@@ -60,6 +60,9 @@ public:
float GetCurFrame();
void SetFrame( float fNewFrame );
virtual int GetNumStates();
CString GetDefaultAnimation() { return m_sDefaultAnimation; };
void SetDefaultAnimation( CString sAnimation );
bool m_bRevertToDefaultAnimation;
private:
@@ -73,6 +76,7 @@ private:
typedef vector<RageModelVertex> RageModelVertexVector;
vector<RageModelVertexVector> m_vTempVerticesByBone;
float m_fCurrFrame;
CString m_sDefaultAnimation;
};