fix bug in animation jitter on turn

This commit is contained in:
ZappoMan 2014-11-13 23:03:12 -08:00
parent 744f9bc508
commit 7b69642c67

View file

@ -115,7 +115,9 @@ int ModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data,
READ_ENTITY_PROPERTY(PROP_ANIMATION_PLAYING, bool, animationIsPlaying);
if (propertyFlags.getHasProperty(PROP_ANIMATION_PLAYING)) {
setAnimationIsPlaying(animationIsPlaying);
if (animationIsPlaying != getAnimationIsPlaying()) {
setAnimationIsPlaying(animationIsPlaying);
}
}
if (propertyFlags.getHasProperty(PROP_ANIMATION_FPS)) {
setAnimationFPS(animationFPS);
@ -345,7 +347,6 @@ QVector<glm::quat> ModelEntityItem::getAnimationFrame() {
if (frameCount > 0) {
int animationFrameIndex = (int)(glm::floor(getAnimationFrameIndex())) % frameCount;
if (animationFrameIndex < 0 || animationFrameIndex > frameCount) {
animationFrameIndex = 0;
}
@ -427,7 +428,9 @@ void ModelEntityItem::setAnimationSettings(const QString& value) {
if (settingsMap.contains("running")) {
bool running = settingsMap["running"].toBool();
setAnimationIsPlaying(running);
if (running != getAnimationIsPlaying()) {
setAnimationIsPlaying(running);
}
}
if (settingsMap.contains("firstFrame")) {