3rd person animations idle bug fixed

This commit is contained in:
viktorljung
2016-03-12 15:47:19 +01:00
parent 060585a388
commit 0b26f23188
8 changed files with 67 additions and 153 deletions
@@ -163,6 +163,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
aeb.Duration = 0.1;
aeb.NodeName = "Run";
aeb.RootNode = firstPersonModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
@@ -172,6 +173,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
aeb.Duration = 0.1;
aeb.NodeName = "Run";
aeb.RootNode = firstPersonModel;
aeb.SingleLevelBlend = true;
aeb.Start = true;
aeb.Reverse = true;
m_EventBroker->Publish(aeb);
@@ -211,10 +213,10 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
}
//Animation
if (glm::length2(m_Movement) < 0.25f) {
//Blend to Idle
if (m_PlayerEntity.Valid()) {
if (m_PlayerEntity.Valid()) {
glm::vec2 movementXZ = glm::vec2(m_Movement.x, m_Movement.z);
if (glm::length(movementXZ) < 0.1f) {
//Blend to Idle
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
@@ -233,10 +235,8 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
aeb.Start = true;
m_EventBroker->Publish(aeb);
}
}
} else {
//Blend to movement
if (m_PlayerEntity.Valid()) {
} else {
//Blend to movement
EntityWrapper playerModel = m_PlayerEntity.FirstChildByName("PlayerModel");
if (playerModel.Valid()) {
Events::AutoAnimationBlend aeb;
@@ -248,8 +248,7 @@ bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputComm
}
}
if (glm::length2(m_Movement) > 0) {
if (glm::length(m_Movement) > 0) {
m_Movement = glm::normalize(m_Movement);
//Animation
+1 -2
View File
@@ -49,9 +49,7 @@ public:
next = next->Child[0];
}
}
return next;
}
};
@@ -82,6 +80,7 @@ public:
BlendTree::Node* FirstCommonParent(Node* node1, Node* node2);
EntityWrapper GetSubTreeRoot(std::string nodeName);
std::vector<EntityWrapper> GetSubTreeRoots(std::string nodeName);
std::vector<EntityWrapper> GetSingleLevelRoots(std::string name);
std::vector<EntityWrapper> GetEntitesByName(std::string name);