Control over animation looping and event on animation completion
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@@ -4,6 +4,9 @@
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#include "Core/System.h"
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#include "Core/World.h"
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#include "Rendering/CAnimation.h"
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#include "Rendering/EAnimationComplete.h"
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#include "Rendering/CModel.h"
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#include "Rendering/Model.h"
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#include "Game/EPause.h"
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#include "Game/EResume.h"
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@@ -13,6 +13,7 @@ struct Animation : Component
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std::string Name;
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double Time = 0.0;
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double Speed = 0.0;
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bool Loop = true;
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bool NoRootMotion = true;
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};
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@@ -0,0 +1,21 @@
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#ifndef RENDERING_EANIMATIONCOMPLETE_H__
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#define RENDERING_EANIMATIONCOMPLETE_H__
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#include "Core/Entity.h"
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#include "Core/EventBroker.h"
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namespace dd
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{
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namespace Events
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{
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struct AnimationComplete
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{
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EntityID Entity;
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std::string Animation;
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};
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}
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}
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#endif
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@@ -24,8 +24,29 @@ void dd::Systems::AnimationSystem::Update(double dt)
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}
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for (auto& component : *animations) {
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auto animation = static_cast<Components::Animation*>(component.get());
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animation->Time += animation->Speed * dt;
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EntityID ent = component->Entity;
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auto animationComponent = static_cast<Components::Animation*>(component.get());
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// Get animation information
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auto modelComponent = m_World->GetComponent<Components::Model>(ent);
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auto model = ResourceManager::Load<Model>(modelComponent->ModelFile);
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auto skeleton = model->m_Skeleton;
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auto animation = skeleton->GetAnimation(animationComponent->Name);
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if (animationComponent->Speed != 0.0) {
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double nextTime = animationComponent->Time + animationComponent->Speed * dt;
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if (glm::abs(nextTime) > animation->Duration) {
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if (!animationComponent->Loop) {
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animationComponent->Time = glm::sign(nextTime) * animation->Duration;
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animationComponent->Speed = 0.0;
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LOG_DEBUG("Animation \"%s\" on Entity %i finished.", animationComponent->Name.c_str(), ent);
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Events::AnimationComplete e;
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e.Entity = ent;
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e.Animation = animationComponent->Name;
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}
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}
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animationComponent->Time = nextTime;
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}
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}
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}
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