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replace naive interpolation logic with more exact logic
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parent
ed39413532
commit
17d7006d72
3 changed files with 29 additions and 20 deletions
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@ -702,8 +702,8 @@ enum EViewPosFlags // [MC] Flags for SetViewPos.
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enum EAnimOverrideFlags
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{
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ANIMOVERRIDE_NONE = 1 << 0, // no animation
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ANIMOVERRIDE_LOOP = 1 << 1, // animation loops, otherwise it stays on the last frame once it ends
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ANIMOVERRIDE_NONE = 1 << 0, // no animation
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ANIMOVERRIDE_LOOP = 1 << 1, // animation loops, otherwise it stays on the last frame once it ends
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};
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struct AnimOverride
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@ -5128,7 +5128,7 @@ enum ESetAnimationFlags
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SAF_NOOVERRIDE = 1 << 2,
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};
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extern double getCurrentFrame(const AnimOverride &anim, double tic);
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extern double getCurrentFrame(const AnimOverride &anim, double tic, bool *looped);
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void SetAnimationInternal(AActor * self, FName animName, double framerate, int startFrame, int loopFrame, int endFrame, int interpolateTics, int flags, double ticFrac)
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{
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@ -5218,7 +5218,13 @@ void SetAnimationInternal(AActor * self, FName animName, double framerate, int s
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if(!(flags & SAF_INSTANT))
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{
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self->modelData->prevAnim.startFrame = getCurrentFrame(self->modelData->prevAnim, tic);
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bool looped = false;
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self->modelData->prevAnim.startFrame = getCurrentFrame(self->modelData->prevAnim, tic, &looped);
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if(!looped)
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{
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self->modelData->prevAnim.flags &= ~ANIMOVERRIDE_LOOP;
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}
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int startTic = floor(tic) + interpolateTics;
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self->modelData->curAnim.startTic = startTic;
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@ -5272,7 +5278,7 @@ void SetAnimationFrameRateInternal(AActor * self, double framerate, double ticFr
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return;
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}
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double frame = getCurrentFrame(self->modelData->curAnim, tic);
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double frame = getCurrentFrame(self->modelData->curAnim, tic, nullptr);
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self->modelData->curAnim.startFrame = frame;
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self->modelData->curAnim.startTic = tic;
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@ -258,7 +258,7 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translatio
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renderer->EndDrawHUDModel(playermo->RenderStyle, smf_flags);
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}
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double getCurrentFrame(const AnimOverride &anim, double tic)
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double getCurrentFrame(const AnimOverride &anim, double tic, bool *looped)
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{
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if(anim.framerate <= 0) return anim.startFrame;
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@ -268,6 +268,7 @@ double getCurrentFrame(const AnimOverride &anim, double tic)
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if((anim.flags & ANIMOVERRIDE_LOOP) && frame >= duration)
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{
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if(looped) *looped = true;
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frame = frame - duration;
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return fmod(frame, anim.lastFrame - anim.loopFrame) + anim.loopFrame;
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}
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@ -277,15 +278,26 @@ double getCurrentFrame(const AnimOverride &anim, double tic)
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}
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}
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static void calcFrame(const AnimOverride &anim, double tic, double &inter, int &prev, int &next)
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static void fixFrame(const AnimOverride &anim, double frame, double &inter, int &prev, int &next, bool looped)
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{
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double frame = getCurrentFrame(anim, tic);
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prev = int(floor(frame));
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int startFrame = (looped ? anim.startFrame : anim.loopFrame);
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if(prev < startFrame) prev = anim.lastFrame;
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inter = frame - prev;
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next = int(ceil(frame));
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if(next > anim.lastFrame) next = startFrame;
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}
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static void calcFrame(const AnimOverride &anim, double tic, double &inter, int &prev, int &next)
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{
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bool looped = false;
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double frame = getCurrentFrame(anim, tic, &looped);
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fixFrame(anim, frame, inter, prev, next, looped);
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}
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void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, FTranslationID translation, AActor* actor)
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@ -325,17 +337,8 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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{
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inter = (tic - (actor->modelData->curAnim.startTic - actor->modelData->curAnim.switchOffset)) / actor->modelData->curAnim.switchOffset;
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double nextFrame = actor->modelData->curAnim.startFrame;
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double prevFrame = actor->modelData->prevAnim.startFrame;
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decoupled_next_prev_frame = floor(nextFrame);
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decoupled_next_frame = ceil(nextFrame);
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inter_next = nextFrame - floor(nextFrame);
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decoupled_main_prev_frame = floor(prevFrame);
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decoupled_main_frame = ceil(prevFrame);
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inter_main = prevFrame - floor(prevFrame);
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fixFrame(actor->modelData->curAnim, actor->modelData->curAnim.startFrame, inter_next, decoupled_next_prev_frame, decoupled_next_frame, false);
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fixFrame(actor->modelData->prevAnim, actor->modelData->prevAnim.startFrame, inter_main, decoupled_main_prev_frame, decoupled_main_frame, actor->modelData->prevAnim.flags & ANIMOVERRIDE_LOOP);
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}
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else
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{
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