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Report animation triggers to normal javascript animationStateHandlers, and update away.js as an example.
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3 changed files with 13 additions and 13 deletions
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@ -14,7 +14,6 @@
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// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
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// See MAIN CONTROL, below, for what "paused" actually does.
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var IK_WINDOW_AFTER_GOING_ACTIVE = 3000; // milliseconds
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var OVERLAY_DATA = {
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text: "Paused:\npress any key to continue",
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font: {size: 75},
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@ -31,7 +30,6 @@ function playAwayAnimation() {
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return {isAway: true, isNotAway: false, isNotMoving: false, ikOverlayAlpha: 0.0};
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}
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if (stopper) {
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Script.clearTimeout(stopper);
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stopper = false;
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MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); // do it now, before making new assignment
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}
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@ -47,15 +45,14 @@ function stopAwayAnimation() {
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// It cannot be as soon as we want to stop the away animation, because then things will look goofy as we come out of that animation.
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// (Imagine an away animation that sits or kneels, and then stands back up when coming out of it. If head is at the HMD, then it won't
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// want to track the standing up animation.)
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// Our standard anim graph flips 'awayOutroOnDone' for one frame, but it's a trigger (not an animVar) and other folks might use different graphs.
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// So... Just give us a fixed amount of time to be done with animation, before we turn ik back on.
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// The anim graph will trigger awayOutroOnDone when awayOutro is finished.
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var backToNormal = false;
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stopper = Script.setTimeout(function () {
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backToNormal = true;
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stopper = false;
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}, IK_WINDOW_AFTER_GOING_ACTIVE);
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stopper = true;
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function animateActive(state) {
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if (state.ikOverlayAlpha) {
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if (state.awayOutroOnDone) {
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backToNormal = true;
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stopper = false;
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} else if (state.ikOverlayAlpha) {
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// Once the right state gets reflected back to us, we don't need the hander any more.
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// But we are locked against handler changes during the execution of a handler, so remove asynchronously.
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Script.setTimeout(function () { MyAvatar.removeAnimationStateHandler(activeAnimationHandlerId); }, 0);
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@ -63,7 +60,7 @@ function stopAwayAnimation() {
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// It might be cool to "come back to life" by fading the ik overlay back in over a short time. But let's see how this goes.
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return {isAway: false, isNotAway: true, ikOverlayAlpha: backToNormal ? 1.0 : 0.0}; // IWBNI we had a way of deleting an anim var.
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}
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activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['isAway', 'isNotAway', 'isNotMoving', 'ikOverlayAlpha']);
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activeAnimationHandlerId = MyAvatar.addAnimationStateHandler(animateActive, ['ikOverlayAlpha', 'awayOutroOnDone']);
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}
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// OVERLAY
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@ -50,9 +50,11 @@ QScriptValue AnimVariantMap::animVariantMapToScriptValue(QScriptEngine* engine,
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if (useNames) { // copy only the requested names
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for (const QString& name : names) {
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auto search = _map.find(name);
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if (search != _map.end()) { // scripts are allowed to request names that do not exist
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if (search != _map.end()) {
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setOne(name, search->second);
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}
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} else if (_triggers.count(name) == 1) {
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target.setProperty(name, true);
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} // scripts are allowed to request names that do not exist
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}
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} else { // copy all of them
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@ -717,7 +717,8 @@ void Rig::updateAnimationStateHandlers() { // called on avatar update thread (wh
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// This works (I tried it), but the result would be that we would still have same runtime type checks as the invokeMethod above
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// (occuring within the ScriptEngine::callAnimationStateHandler invokeMethod trampoline), _plus_ another runtime check for the dynamic_cast.
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// gather results in (likely from an earlier update):
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// Gather results in (likely from an earlier update).
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// Note: the behavior is undefined if a handler (re-)sets a trigger. Scripts should not be doing that.
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_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registgered wins. (_map preserves order).
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}
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}
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