Synchronize looping animations that start at the same moment.
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@@ -39,6 +39,122 @@
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#include "llcriticaldamp.h"
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#include "llmotioncontroller.h"
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//<singu>
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// AISyncClientMotion class
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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AISyncKey* AISyncClientMotion::createSyncKey(AISyncKey const* from_key) const
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{
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// The const cast is needed because getDuration() is non-const while it should have been.
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AISyncClientMotion* self = const_cast<AISyncClientMotion*>(this);
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// Only synchronize motions with the same duration and loop value.
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return new AISyncKeyMotion(from_key, self->getDuration(), self->getLoop());
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}
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void AISyncClientMotion::aisync_loading(void)
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{
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// Register the motion for (possible) synchronization: this marks the time at which is should have started.
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unregister_client(); // In case it is already registered. Getting here means we are being (re)started now, we need to synchronize with other motions that start now.
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register_client();
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}
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void AISyncClientMotion::aisync_loaded(void)
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{
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AISyncServer* server = this->server();
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if (!server)
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{
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// Already expired without being synchronized (no other motion was started at the same time).
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return;
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}
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AISyncKey const& key = server->key(); // The allocation of this is owned by server.
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// There is no need to resync if there was not another motion started at the same time and the key already expired.
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bool need_resync = !(server->never_synced() && key.expired());
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AISyncKey* new_key;
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if (need_resync)
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{
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// Create a new key using the old start time.
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new_key = createSyncKey(&key);
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}
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server->remove(this); // This resets mServer and might even delete server.
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if (need_resync)
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{
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// Add the client to another server (based on the new key). This takes ownership of the key allocation.
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AISyncServerMap::instance().register_client(this, new_key);
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}
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}
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F32 LLMotion::getRuntime(void) const
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{
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llassert(mActive);
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return mController->getAnimTime() - mActivationTimestamp;
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}
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F32 LLMotion::getAnimTime(void) const
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{
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return mController->getAnimTime();
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}
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F32 LLMotion::syncActivationTime(F32 time)
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{
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AISyncServer* server = this->server();
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if (!server)
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{
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register_client();
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server = this->server();
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}
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AISyncServer::client_list_t const& clients = server->getClients();
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if (clients.size() > 1)
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{
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// Look for the client with the smallest runtime.
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AISyncClientMotion* motion_with_smallest_runtime = NULL;
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F32 runtime = 1e10;
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// Run over all motions in this to be synchronized group.
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for (AISyncServer::client_list_t::const_iterator client = clients.begin(); client != clients.end(); ++client)
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{
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if ((client->mReadyEvents & 2)) // Is this motion active? Motions that aren't loaded yet are not active.
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{
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// Currently, if event 2 is set then this is an LLMotion.
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llassert(dynamic_cast<AISyncClientMotion*>(client->mClientPtr));
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AISyncClientMotion* motion = static_cast<AISyncClientMotion*>(client->mClientPtr);
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// Deactivated motions should have been deregistered, certainly not have event 2 set.
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llassert(static_cast<LLMotion*>(motion)->isActive());
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if (motion->getRuntime() < runtime)
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{
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// This is a bit fuzzy since theoretically the runtime of all active motions in the list should be the same.
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// Just use the smallest value to get rid of some randomness. We might even synchronizing with ourselves
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// in which case 'time' would be set to a value such that mActivationTimestamp won't change.
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// In practise however, this list will contain only two clients: this, being inactive, and our partner.
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runtime = motion->getRuntime();
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motion_with_smallest_runtime = motion;
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}
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}
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}
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//-----------------------------------------------------------------------------------------
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// Here is where the actual synchronization takes place.
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// Current we only synchronize looped motions.
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if (getLoop())
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{
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if (motion_with_smallest_runtime)
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{
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// Pretend the motion was started in the past at the same time as the other motion(s).
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time = getAnimTime() - runtime;
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}
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}
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//-----------------------------------------------------------------------------------------
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}
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return time;
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}
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void AISyncClientMotion::deregistered(void)
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{
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mReadyEvents = 0;
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}
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//</singu>
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// LLMotion class
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@@ -149,6 +265,19 @@ void LLMotion::activate(F32 time)
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{
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mActivationTimestamp = time;
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mStopped = FALSE;
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//<singu>
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if (mController && !mController->syncing_disabled()) // Avoid being registered when syncing is disabled for this motion.
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{
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if (mActive)
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{
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// If the motion is already active then we are being restarted.
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// Unregister it first (if it is registered) so that the call to ready will cause it to be registered
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// and be synchronized with other motions that are started at this moment.
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unregister_client();
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}
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ready(6, 2 | (mController->isHidden() ? 0 : 4)); // Signal that mActivationTimestamp is set/valid (2), and that this server has a visible motion (4) (or not).
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}
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//</singu>
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mActive = TRUE;
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onActivate();
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}
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@@ -161,6 +290,14 @@ void LLMotion::deactivate()
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mActive = FALSE;
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mPose.setWeight(0.f);
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//<singu>
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if (server()) // Only when this motion is already registered.
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{
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ready(6, 0); // Signal that mActivationTimestamp is no longer valid.
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unregister_client(); // No longer running, so no longer a part of this sync group.
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}
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//</singu>
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if (mDeactivateCallback)
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{
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(*mDeactivateCallback)(mDeactivateCallbackUserData);
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