LCOV - code coverage report
Current view: top level - source/graphics - UnitAnimation.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 137 0.7 %
Date: 2023-01-19 00:18:29 Functions: 2 13 15.4 %

          Line data    Source code
       1             : /* Copyright (C) 2021 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "UnitAnimation.h"
      21             : 
      22             : #include "graphics/Model.h"
      23             : #include "graphics/ObjectEntry.h"
      24             : #include "graphics/SkeletonAnim.h"
      25             : #include "graphics/SkeletonAnimDef.h"
      26             : #include "graphics/Unit.h"
      27             : #include "lib/rand.h"
      28             : #include "ps/CStr.h"
      29             : #include "ps/Game.h"
      30             : #include "simulation2/Simulation2.h"
      31             : #include "simulation2/components/ICmpSoundManager.h"
      32             : 
      33             : #include <cstdlib>
      34             : #include <cmath>
      35             : 
      36             : // Randomly modify the speed, so that units won't stay perfectly
      37             : // synchronised if they're playing animations of the same length
      38           0 : static float DesyncSpeed(float speed, float desync)
      39             : {
      40           0 :     if (desync == 0.0f)
      41           0 :         return speed;
      42             : 
      43           0 :     return speed * (1.f - desync + 2.f*desync*(rand(0, 256)/255.f));
      44             : }
      45             : 
      46           0 : CUnitAnimation::CUnitAnimation(entity_id_t ent, CModel* model, CObjectEntry* object)
      47             :     : m_Entity(ent), m_State("idle"), m_Looping(true),
      48           0 :       m_Speed(1.f), m_SyncRepeatTime(0.f), m_OriginalSpeed(1.f), m_Desync(0.f)
      49             : {
      50           0 :     ReloadUnit(model, object);
      51           0 : }
      52             : 
      53           0 : void CUnitAnimation::SetEntityID(entity_id_t ent)
      54             : {
      55           0 :     m_Entity = ent;
      56           0 : }
      57             : 
      58           0 : void CUnitAnimation::AddModel(CModel* model, const CObjectEntry* object)
      59             : {
      60             :     SModelAnimState state;
      61             : 
      62           0 :     state.model = model;
      63           0 :     state.object = object;
      64           0 :     state.anim = object->GetRandomAnimation(m_State, m_AnimationID);
      65           0 :     state.time = 0.f;
      66           0 :     state.pastLoadPos = false;
      67           0 :     state.pastActionPos = false;
      68           0 :     state.pastSoundPos = false;
      69             : 
      70           0 :     ENSURE(state.anim != NULL); // there must always be an idle animation
      71             : 
      72           0 :     m_AnimStates.push_back(state);
      73             : 
      74           0 :     model->SetAnimation(state.anim, !m_Looping);
      75             : 
      76             :     // Detect if this unit has any non-static animations
      77           0 :     for (CSkeletonAnim* anim : object->GetAnimations(m_State))
      78           0 :         if (anim->m_AnimDef != NULL)
      79           0 :             m_AnimStatesAreStatic = false;
      80             : 
      81             :     // Recursively add all props
      82           0 :     const std::vector<CModel::Prop>& props = model->GetProps();
      83           0 :     for (const CModel::Prop& prop : props)
      84             :     {
      85           0 :         CModel* propModel = prop.m_Model->ToCModel();
      86           0 :         if (propModel)
      87           0 :             AddModel(propModel, prop.m_ObjectEntry);
      88             :     }
      89           0 : }
      90             : 
      91           0 : void CUnitAnimation::ReloadAnimation()
      92             : {
      93           0 :     ReloadUnit(m_Model, m_Object);
      94           0 : }
      95             : 
      96           0 : void CUnitAnimation::ReloadUnit(CModel* model, const CObjectEntry* object)
      97             : {
      98           0 :     m_Model = model;
      99           0 :     m_Object = object;
     100             : 
     101           0 :     m_AnimStates.clear();
     102           0 :     m_AnimStatesAreStatic = true;
     103           0 :     PickAnimationID();
     104           0 :     AddModel(m_Model, m_Object);
     105           0 : }
     106             : 
     107           0 : void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, float desync, const CStrW& actionSound)
     108             : {
     109           0 :     m_Looping = !once;
     110           0 :     m_OriginalSpeed = speed;
     111           0 :     m_Desync = desync;
     112           0 :     m_ActionSound = actionSound;
     113             : 
     114           0 :     m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
     115           0 :     m_SyncRepeatTime = 0.f;
     116             : 
     117           0 :     if (name != m_State)
     118             :     {
     119           0 :         m_State = name;
     120           0 :         ReloadAnimation();
     121             :     }
     122           0 : }
     123             : 
     124           0 : void CUnitAnimation::SetAnimationSyncRepeat(float repeatTime)
     125             : {
     126           0 :     m_SyncRepeatTime = repeatTime;
     127           0 : }
     128             : 
     129           0 : void CUnitAnimation::SetAnimationSyncOffset(float actionTime)
     130             : {
     131           0 :     if (m_AnimStatesAreStatic)
     132           0 :         return;
     133             : 
     134             :     // Update all the synced prop models to each coincide with actionTime
     135           0 :     for (std::vector<SModelAnimState>::iterator it = m_AnimStates.begin(); it != m_AnimStates.end(); ++it)
     136             :     {
     137           0 :         CSkeletonAnimDef* animDef = it->anim->m_AnimDef;
     138           0 :         if (animDef == NULL)
     139           0 :             continue; // ignore static animations
     140             : 
     141           0 :         float duration = animDef->GetDuration();
     142             : 
     143           0 :         float actionPos = it->anim->m_ActionPos;
     144           0 :         bool hasActionPos = (actionPos != -1.f);
     145             : 
     146           0 :         if (!hasActionPos)
     147           0 :             continue;
     148             : 
     149           0 :         float speed = duration / m_SyncRepeatTime;
     150             : 
     151             :         // Need to offset so that start+actionTime*speed = actionPos
     152           0 :         float start = actionPos - actionTime*speed;
     153             :         // Wrap it so that it's within the animation
     154           0 :         start = fmodf(start, duration);
     155           0 :         if (start < 0)
     156           0 :             start += duration;
     157             : 
     158           0 :         it->time = start;
     159             :     }
     160             : }
     161             : 
     162           0 : void CUnitAnimation::Update(float time)
     163             : {
     164           0 :     if (m_AnimStatesAreStatic)
     165           0 :         return;
     166             : 
     167           0 :     bool shouldPlaySound = false;
     168             : 
     169             :     // Advance all of the prop models independently
     170           0 :     for (std::vector<SModelAnimState>::iterator it = m_AnimStates.begin(); it != m_AnimStates.end(); ++it)
     171             :     {
     172           0 :         CSkeletonAnimDef* animDef = it->anim->m_AnimDef;
     173           0 :         if (!animDef)
     174           0 :             continue; // ignore static animations
     175             : 
     176           0 :         float duration = animDef->GetDuration();
     177           0 :         float actionPos = it->anim->m_ActionPos;
     178           0 :         float loadPos = it->anim->m_ActionPos2;
     179             :         // SoundPos is either the m_SoundPos when available, or m_ActionPos. Else no sound is played.
     180             :         // TODO: Should they be totally independent?
     181           0 :         float soundPos = it->anim->m_SoundPos != -1.f ? it->anim->m_SoundPos : actionPos;
     182           0 :         bool hasActionPos = (actionPos != -1.f);
     183           0 :         bool hasLoadPos = (loadPos != -1.f);
     184           0 :         bool hasSoundPos = (soundPos != -1.f);
     185             : 
     186             :         // Find the current animation speed
     187             :         float speed;
     188           0 :         if (m_SyncRepeatTime && hasActionPos)
     189           0 :             speed = duration / m_SyncRepeatTime;
     190             :         else
     191           0 :             speed = m_Speed * it->anim->m_Speed;
     192             : 
     193             :         // Convert from real time to scaled animation time
     194           0 :         float advance = time * speed;
     195           0 :         float nextPos = it->time + advance;
     196             : 
     197             :         // If we're going to advance past the load point in this update, then load the ammo
     198           0 :         if (hasLoadPos && !it->pastLoadPos && nextPos >= loadPos)
     199             :         {
     200           0 :             it->model->ShowAmmoProp();
     201           0 :             it->pastLoadPos = true;
     202             :         }
     203             : 
     204             :         // If we're going to advance past the action point in this update, then perform the action.
     205           0 :         if (hasActionPos && !it->pastActionPos && nextPos >= actionPos)
     206             :         {
     207           0 :             if (hasLoadPos)
     208           0 :                 it->model->HideAmmoProp();
     209             : 
     210           0 :             it->pastActionPos = true;
     211             :         }
     212             : 
     213             :         // If we're going to advance past the sound point in this update, then play the sound.
     214           0 :         if (hasSoundPos && !it->pastSoundPos && nextPos >= soundPos && !m_ActionSound.empty())
     215             :         {
     216           0 :             shouldPlaySound = true;
     217           0 :             it->pastSoundPos = true;
     218             :         }
     219             : 
     220           0 :         if (nextPos < duration)
     221             :         {
     222             :             // If we're still within the current animation, then simply update it
     223           0 :             it->time += advance;
     224           0 :             it->model->UpdateTo(it->time);
     225             :         }
     226           0 :         else if (m_Looping)
     227             :         {
     228             :             // If we've finished the current animation and want to loop...
     229             : 
     230             :             // Wrap the timer around
     231           0 :             it->time = std::fmod(nextPos, duration);
     232             : 
     233             :             // Pick a new random animation
     234             :             CSkeletonAnim* anim;
     235           0 :             if (it->model == m_Model)
     236             :             {
     237             :                 // we're handling the root model
     238             :                 // choose animations from the complete state
     239           0 :                 CStr oldID = m_AnimationID;
     240           0 :                 PickAnimationID();
     241           0 :                 anim = it->object->GetRandomAnimation(m_State, m_AnimationID);
     242           0 :                 if (oldID != m_AnimationID)
     243           0 :                     for (SModelAnimState animState : m_AnimStates)
     244           0 :                         if (animState.model != m_Model)
     245           0 :                             animState.model->SetAnimation(animState.object->GetRandomAnimation(m_State, m_AnimationID));
     246             :             }
     247             :             else
     248             :                 // choose animations that match the root
     249           0 :                 anim = it->object->GetRandomAnimation(m_State, m_AnimationID);
     250             : 
     251           0 :             if (anim != it->anim)
     252             :             {
     253           0 :                 it->anim = anim;
     254           0 :                 it->model->SetAnimation(anim, !m_Looping);
     255             :             }
     256             : 
     257           0 :             it->pastActionPos = false;
     258           0 :             it->pastLoadPos = false;
     259           0 :             it->pastSoundPos = false;
     260             : 
     261           0 :             it->model->UpdateTo(it->time);
     262             :         }
     263             :         else
     264             :         {
     265             :             // If we've finished the current animation and don't want to loop...
     266             : 
     267             :             // Update to very nearly the end of the last frame (but not quite the end else we'll wrap around when skinning)
     268           0 :             float nearlyEnd = duration - 1.f;
     269           0 :             if (std::abs(it->time - nearlyEnd) > 1.f)
     270             :             {
     271           0 :                 it->time = nearlyEnd;
     272           0 :                 it->model->UpdateTo(it->time);
     273             :             }
     274             :         }
     275             :     }
     276             : 
     277           0 :     if (!shouldPlaySound)
     278           0 :         return;
     279             : 
     280           0 :     CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
     281           0 :     if (cmpSoundManager)
     282           0 :         cmpSoundManager->PlaySoundGroup(m_ActionSound, m_Entity);
     283             : }
     284             : 
     285           0 : void CUnitAnimation::PickAnimationID()
     286             : {
     287           0 :     m_AnimationID = m_Object->GetRandomAnimation(m_State)->m_ID;
     288           3 : }

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