mirror of
https://github.com/overte-org/overte.git
synced 2025-08-06 18:50:00 +02:00
Merge pull request #16042 from luiscuenca/randomAnimDif
DEV-327: Prevent AnimRandomSwitch from repeating same animation twice in a row
This commit is contained in:
commit
ab63aecf29
3 changed files with 24 additions and 15 deletions
|
@ -943,9 +943,6 @@ bool processRandomSwitchStateMachineNode(AnimNode::Pointer node, const QJsonObje
|
||||||
}
|
}
|
||||||
|
|
||||||
auto randomStatePtr = std::make_shared<AnimRandomSwitch::RandomSwitchState>(id, iter->second, interpTarget, interpDuration, interpTypeEnum, easingTypeEnum, priority, resume);
|
auto randomStatePtr = std::make_shared<AnimRandomSwitch::RandomSwitchState>(id, iter->second, interpTarget, interpDuration, interpTypeEnum, easingTypeEnum, priority, resume);
|
||||||
if (priority > 0.0f) {
|
|
||||||
smNode->addToPrioritySum(priority);
|
|
||||||
}
|
|
||||||
assert(randomStatePtr);
|
assert(randomStatePtr);
|
||||||
|
|
||||||
if (!interpTargetVar.isEmpty()) {
|
if (!interpTargetVar.isEmpty()) {
|
||||||
|
|
|
@ -27,22 +27,35 @@ const AnimPoseVec& AnimRandomSwitch::evaluate(const AnimVariantMap& animVars, co
|
||||||
AnimRandomSwitch::RandomSwitchState::Pointer desiredState = _currentState;
|
AnimRandomSwitch::RandomSwitchState::Pointer desiredState = _currentState;
|
||||||
if (abs(_randomSwitchEvaluationCount - context.getEvaluationCount()) > 1 || animVars.lookup(_triggerRandomSwitchVar, false)) {
|
if (abs(_randomSwitchEvaluationCount - context.getEvaluationCount()) > 1 || animVars.lookup(_triggerRandomSwitchVar, false)) {
|
||||||
|
|
||||||
// get a random number and decide which motion to choose.
|
// filter states different to the last random state and with priorities.
|
||||||
bool currentStateHasPriority = false;
|
bool currentStateHasPriority = false;
|
||||||
float dice = randFloatInRange(0.0f, 1.0f);
|
std::vector<RandomSwitchState::Pointer> randomStatesToConsider;
|
||||||
float lowerBound = 0.0f;
|
randomStatesToConsider.reserve(_randomStates.size());
|
||||||
for (const RandomSwitchState::Pointer& randState : _randomStates) {
|
float totalPriorities = 0.0f;
|
||||||
|
for (size_t i = 0; i < _randomStates.size(); i++) {
|
||||||
|
auto randState = _randomStates[i];
|
||||||
if (randState->getPriority() > 0.0f) {
|
if (randState->getPriority() > 0.0f) {
|
||||||
float upperBound = lowerBound + (randState->getPriority() / _totalPriorities);
|
bool isRepeatingClip = _children[randState->getChildIndex()]->getID() == _lastPlayedState;
|
||||||
if ((dice > lowerBound) && (dice < upperBound)) {
|
if (!isRepeatingClip) {
|
||||||
desiredState = randState;
|
randomStatesToConsider.push_back(randState);
|
||||||
|
totalPriorities += randState->getPriority();
|
||||||
}
|
}
|
||||||
lowerBound = upperBound;
|
|
||||||
|
|
||||||
// this indicates if the curent state is one that can be selected randomly, or is one that was transitioned to by the random duration timer.
|
// this indicates if the curent state is one that can be selected randomly, or is one that was transitioned to by the random duration timer.
|
||||||
currentStateHasPriority = currentStateHasPriority || (_currentState == randState);
|
currentStateHasPriority = currentStateHasPriority || (_currentState == randState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// get a random number and decide which motion to choose.
|
||||||
|
float dice = randFloatInRange(0.0f, 1.0f);
|
||||||
|
float lowerBound = 0.0f;
|
||||||
|
for (size_t i = 0; i < randomStatesToConsider.size(); i++) {
|
||||||
|
auto randState = randomStatesToConsider[i];
|
||||||
|
float upperBound = lowerBound + (randState->getPriority() / totalPriorities);
|
||||||
|
if ((dice > lowerBound) && (dice < upperBound)) {
|
||||||
|
desiredState = randState;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
lowerBound = upperBound;
|
||||||
|
}
|
||||||
if (abs(_randomSwitchEvaluationCount - context.getEvaluationCount()) > 1) {
|
if (abs(_randomSwitchEvaluationCount - context.getEvaluationCount()) > 1) {
|
||||||
_duringInterp = false;
|
_duringInterp = false;
|
||||||
switchRandomState(animVars, context, desiredState, _duringInterp);
|
switchRandomState(animVars, context, desiredState, _duringInterp);
|
||||||
|
@ -155,8 +168,8 @@ void AnimRandomSwitch::addState(RandomSwitchState::Pointer randomState) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void AnimRandomSwitch::switchRandomState(const AnimVariantMap& animVars, const AnimContext& context, RandomSwitchState::Pointer desiredState, bool shouldInterp) {
|
void AnimRandomSwitch::switchRandomState(const AnimVariantMap& animVars, const AnimContext& context, RandomSwitchState::Pointer desiredState, bool shouldInterp) {
|
||||||
|
|
||||||
auto nextStateNode = _children[desiredState->getChildIndex()];
|
auto nextStateNode = _children[desiredState->getChildIndex()];
|
||||||
|
_lastPlayedState = nextStateNode->getID();
|
||||||
if (shouldInterp) {
|
if (shouldInterp) {
|
||||||
|
|
||||||
const float FRAMES_PER_SECOND = 30.0f;
|
const float FRAMES_PER_SECOND = 30.0f;
|
||||||
|
|
|
@ -143,7 +143,6 @@ protected:
|
||||||
void setTransitionVar(const QString& transitionVar) { _transitionVar = transitionVar; }
|
void setTransitionVar(const QString& transitionVar) { _transitionVar = transitionVar; }
|
||||||
void setTriggerTimeMin(float triggerTimeMin) { _triggerTimeMin = triggerTimeMin; }
|
void setTriggerTimeMin(float triggerTimeMin) { _triggerTimeMin = triggerTimeMin; }
|
||||||
void setTriggerTimeMax(float triggerTimeMax) { _triggerTimeMax = triggerTimeMax; }
|
void setTriggerTimeMax(float triggerTimeMax) { _triggerTimeMax = triggerTimeMax; }
|
||||||
void addToPrioritySum(float priority) { _totalPriorities += priority; }
|
|
||||||
|
|
||||||
void addState(RandomSwitchState::Pointer randomState);
|
void addState(RandomSwitchState::Pointer randomState);
|
||||||
|
|
||||||
|
@ -164,7 +163,6 @@ protected:
|
||||||
float _alpha = 0.0f;
|
float _alpha = 0.0f;
|
||||||
AnimPoseVec _prevPoses;
|
AnimPoseVec _prevPoses;
|
||||||
AnimPoseVec _nextPoses;
|
AnimPoseVec _nextPoses;
|
||||||
float _totalPriorities { 0.0f };
|
|
||||||
|
|
||||||
RandomSwitchState::Pointer _currentState;
|
RandomSwitchState::Pointer _currentState;
|
||||||
RandomSwitchState::Pointer _previousState;
|
RandomSwitchState::Pointer _previousState;
|
||||||
|
@ -179,6 +177,7 @@ protected:
|
||||||
float _randomSwitchTimeMin { 10.0f };
|
float _randomSwitchTimeMin { 10.0f };
|
||||||
float _randomSwitchTimeMax { 20.0f };
|
float _randomSwitchTimeMax { 20.0f };
|
||||||
float _randomSwitchTime { 0.0f };
|
float _randomSwitchTime { 0.0f };
|
||||||
|
QString _lastPlayedState;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// no copies
|
// no copies
|
||||||
|
|
Loading…
Reference in a new issue