Control over animation looping and event on animation completion

This commit is contained in:
2015-10-21 15:38:34 +02:00
parent e7c1dc20ba
commit 52f7e3f64b
4 changed files with 48 additions and 2 deletions
+23 -2
View File
@@ -24,8 +24,29 @@ void dd::Systems::AnimationSystem::Update(double dt)
}
for (auto& component : *animations) {
auto animation = static_cast<Components::Animation*>(component.get());
animation->Time += animation->Speed * dt;
EntityID ent = component->Entity;
auto animationComponent = static_cast<Components::Animation*>(component.get());
// Get animation information
auto modelComponent = m_World->GetComponent<Components::Model>(ent);
auto model = ResourceManager::Load<Model>(modelComponent->ModelFile);
auto skeleton = model->m_Skeleton;
auto animation = skeleton->GetAnimation(animationComponent->Name);
if (animationComponent->Speed != 0.0) {
double nextTime = animationComponent->Time + animationComponent->Speed * dt;
if (glm::abs(nextTime) > animation->Duration) {
if (!animationComponent->Loop) {
animationComponent->Time = glm::sign(nextTime) * animation->Duration;
animationComponent->Speed = 0.0;
LOG_DEBUG("Animation \"%s\" on Entity %i finished.", animationComponent->Name.c_str(), ent);
Events::AnimationComplete e;
e.Entity = ent;
e.Animation = animationComponent->Name;
}
}
animationComponent->Time = nextTime;
}
}
}