replace naive interpolation logic with more exact logic

This commit is contained in:
Ricardo Luís Vaz Silva 2024-09-10 23:10:08 -03:00
parent ed39413532
commit 17d7006d72
3 changed files with 29 additions and 20 deletions

View file

@ -702,8 +702,8 @@ enum EViewPosFlags // [MC] Flags for SetViewPos.
enum EAnimOverrideFlags
{
ANIMOVERRIDE_NONE = 1 << 0, // no animation
ANIMOVERRIDE_LOOP = 1 << 1, // animation loops, otherwise it stays on the last frame once it ends
ANIMOVERRIDE_NONE = 1 << 0, // no animation
ANIMOVERRIDE_LOOP = 1 << 1, // animation loops, otherwise it stays on the last frame once it ends
};
struct AnimOverride

View file

@ -5128,7 +5128,7 @@ enum ESetAnimationFlags
SAF_NOOVERRIDE = 1 << 2,
};
extern double getCurrentFrame(const AnimOverride &anim, double tic);
extern double getCurrentFrame(const AnimOverride &anim, double tic, bool *looped);
void SetAnimationInternal(AActor * self, FName animName, double framerate, int startFrame, int loopFrame, int endFrame, int interpolateTics, int flags, double ticFrac)
{
@ -5218,7 +5218,13 @@ void SetAnimationInternal(AActor * self, FName animName, double framerate, int s
if(!(flags & SAF_INSTANT))
{
self->modelData->prevAnim.startFrame = getCurrentFrame(self->modelData->prevAnim, tic);
bool looped = false;
self->modelData->prevAnim.startFrame = getCurrentFrame(self->modelData->prevAnim, tic, &looped);
if(!looped)
{
self->modelData->prevAnim.flags &= ~ANIMOVERRIDE_LOOP;
}
int startTic = floor(tic) + interpolateTics;
self->modelData->curAnim.startTic = startTic;
@ -5272,7 +5278,7 @@ void SetAnimationFrameRateInternal(AActor * self, double framerate, double ticFr
return;
}
double frame = getCurrentFrame(self->modelData->curAnim, tic);
double frame = getCurrentFrame(self->modelData->curAnim, tic, nullptr);
self->modelData->curAnim.startFrame = frame;
self->modelData->curAnim.startTic = tic;

View file

@ -258,7 +258,7 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translatio
renderer->EndDrawHUDModel(playermo->RenderStyle, smf_flags);
}
double getCurrentFrame(const AnimOverride &anim, double tic)
double getCurrentFrame(const AnimOverride &anim, double tic, bool *looped)
{
if(anim.framerate <= 0) return anim.startFrame;
@ -268,6 +268,7 @@ double getCurrentFrame(const AnimOverride &anim, double tic)
if((anim.flags & ANIMOVERRIDE_LOOP) && frame >= duration)
{
if(looped) *looped = true;
frame = frame - duration;
return fmod(frame, anim.lastFrame - anim.loopFrame) + anim.loopFrame;
}
@ -277,15 +278,26 @@ double getCurrentFrame(const AnimOverride &anim, double tic)
}
}
static void calcFrame(const AnimOverride &anim, double tic, double &inter, int &prev, int &next)
static void fixFrame(const AnimOverride &anim, double frame, double &inter, int &prev, int &next, bool looped)
{
double frame = getCurrentFrame(anim, tic);
prev = int(floor(frame));
int startFrame = (looped ? anim.startFrame : anim.loopFrame);
if(prev < startFrame) prev = anim.lastFrame;
inter = frame - prev;
next = int(ceil(frame));
if(next > anim.lastFrame) next = startFrame;
}
static void calcFrame(const AnimOverride &anim, double tic, double &inter, int &prev, int &next)
{
bool looped = false;
double frame = getCurrentFrame(anim, tic, &looped);
fixFrame(anim, frame, inter, prev, next, looped);
}
void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, FTranslationID translation, AActor* actor)
@ -325,17 +337,8 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
{
inter = (tic - (actor->modelData->curAnim.startTic - actor->modelData->curAnim.switchOffset)) / actor->modelData->curAnim.switchOffset;
double nextFrame = actor->modelData->curAnim.startFrame;
double prevFrame = actor->modelData->prevAnim.startFrame;
decoupled_next_prev_frame = floor(nextFrame);
decoupled_next_frame = ceil(nextFrame);
inter_next = nextFrame - floor(nextFrame);
decoupled_main_prev_frame = floor(prevFrame);
decoupled_main_frame = ceil(prevFrame);
inter_main = prevFrame - floor(prevFrame);
fixFrame(actor->modelData->curAnim, actor->modelData->curAnim.startFrame, inter_next, decoupled_next_prev_frame, decoupled_next_frame, false);
fixFrame(actor->modelData->prevAnim, actor->modelData->prevAnim.startFrame, inter_main, decoupled_main_prev_frame, decoupled_main_frame, actor->modelData->prevAnim.flags & ANIMOVERRIDE_LOOP);
}
else
{