Synchronize looping animations that start at the same moment.
This commit is contained in:
@@ -130,6 +130,9 @@ LLMotionController::LLMotionController()
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mTimeFactor(sCurrentTimeFactor),
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mCharacter(NULL),
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mActiveMask(0),
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mDisableSyncing(0),
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mHidden(false),
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mHaveVisibleSyncedMotions(false),
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mPrevTimerElapsed(0.f),
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mAnimTime(0.f),
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mLastTime(0.0f),
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@@ -173,6 +176,10 @@ void LLMotionController::deleteAllMotions()
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mActiveMask = 0;
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for_each(mDeprecatedMotions.begin(), mDeprecatedMotions.end(), DeletePointer());
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mDeprecatedMotions.clear();
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for (motion_map_t::iterator iter = mAllMotions.begin(); iter != mAllMotions.end(); ++iter)
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{
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iter->second->unregister_client();
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}
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//</singu>
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for_each(mAllMotions.begin(), mAllMotions.end(), DeletePairedPointer());
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mAllMotions.clear();
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@@ -437,7 +444,19 @@ BOOL LLMotionController::startMotion(const LLUUID &id, F32 start_offset)
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}
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// llinfos << "Starting motion " << name << llendl;
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return activateMotionInstance(motion, mAnimTime - start_offset);
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//<singu>
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F32 start_time = mAnimTime - start_offset;
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if (!mDisableSyncing)
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{
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start_time = motion->syncActivationTime(start_time);
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}
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++mDisableSyncing;
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//</singu>
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BOOL res = activateMotionInstance(motion, start_time);
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//<singu>
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--mDisableSyncing;
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//</singu>
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return res;
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}
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@@ -793,7 +812,19 @@ void LLMotionController::updateLoadingMotions()
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// this motion should be playing
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if (!motionp->isStopped())
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{
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activateMotionInstance(motionp, mAnimTime);
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//<singu>
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F32 start_time = mAnimTime;
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if (!mDisableSyncing)
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{
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motionp->aisync_loaded();
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start_time = motionp->syncActivationTime(start_time);
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}
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++mDisableSyncing;
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//</singu>
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activateMotionInstance(motionp, start_time);
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//<singu>
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--mDisableSyncing;
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//</singu>
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}
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}
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else if (status == LLMotion::STATUS_FAILURE)
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@@ -806,6 +837,10 @@ void LLMotionController::updateLoadingMotions()
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// check for it's existence there.
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llassert(mDeprecatedMotions.find(motionp) == mDeprecatedMotions.end());
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mAllMotions.erase(motionp->getID());
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//<singu>
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// Make sure we're not registered anymore.
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motionp->unregister_client();
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//</singu>
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delete motionp;
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}
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}
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@@ -933,6 +968,12 @@ BOOL LLMotionController::activateMotionInstance(LLMotion *motion, F32 time)
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if (mLoadingMotions.find(motion) != mLoadingMotions.end())
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{
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//<singu>
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if (!syncing_disabled())
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{
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motion->aisync_loading();
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}
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//</singu>
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// we want to start this motion, but we can't yet, so flag it as started
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motion->setStopped(FALSE);
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// report pending animations as activated
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@@ -1094,9 +1135,9 @@ void LLMotionController::deactivateAllMotions()
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{
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// Singu note: this must run over mActiveMotions: other motions are not active,
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// and running over mAllMotions will miss the ones in mDeprecatedMotions.
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for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ++iter)
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for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end();)
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{
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deactivateMotionInstance(*iter);
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deactivateMotionInstance(*iter++); // This might invalidate iter by erasing it from mActiveMotions.
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}
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}
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@@ -1126,13 +1167,98 @@ void LLMotionController::flushAllMotions()
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mCharacter->removeAnimationData("Hand Pose");
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// restart motions
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//<singu>
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// Because we called motionp->deactivate() above, instead of deactivateMotionInstance(),
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// prevent calling AISyncClientMotion::activateInstance in startMotion below.
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disable_syncing();
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//</singu>
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for (std::vector<std::pair<LLUUID,F32> >::iterator iter = active_motions.begin();
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iter != active_motions.end(); ++iter)
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{
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startMotion(iter->first, iter->second);
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}
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//<singu>
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enable_syncing();
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//</singu>
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}
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//<singu>
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//-----------------------------------------------------------------------------
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// toggle_hidden()
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//-----------------------------------------------------------------------------
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void LLMotionController::toggle_hidden(void)
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{
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mHaveVisibleSyncedMotions = mHidden; // Default is false if we just became invisible (otherwise this value isn't used).
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mHidden = !mHidden;
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synceventset_t const visible = mHidden ? 0 : 4;
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// Run over all motions.
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for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ++iter)
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{
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LLMotion* motionp = *iter;
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AISyncServer* server = motionp->server();
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if (server && !server->never_synced() && (motionp->mReadyEvents & 2)) // Skip motions that aren't synchronized at all or that are not active.
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{
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bool visible_before = server->events_with_at_least_one_client_ready() & 4;
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server->ready(4, visible, motionp); // Mark that now we are visible or no longer visible.
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bool visible_after = server->events_with_at_least_one_client_ready() & 4;
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if (visible_after) // Are there any synchronized motions (left) that ARE visible?
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{
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mHaveVisibleSyncedMotions = true;
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}
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if (visible_before != visible_after)
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{
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// The group as a whole now might need to change whether or not it is animated.
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AISyncServer::client_list_t const& clients = server->getClients();
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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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LLMotion* motion = dynamic_cast<LLMotion*>(client->mClientPtr);
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if (!motion)
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{
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continue;
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}
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LLMotionController* controller = motion->getController();
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if (controller == this)
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{
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continue;
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}
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if (visible_after)
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{
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// Us becoming visible means that all synchronized avatars need to be animated again too.
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controller->setHaveVisibleSyncedMotions();
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}
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else
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{
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// Us becoming hidden means that all synchronized avatars might stop animating.
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controller->refresh_hidden(); // It is extremely unlikely, but harmless, to call this twice on the same controller.
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}
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}
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}
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}
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}
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}
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void LLMotionController::refresh_hidden(void)
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{
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mHaveVisibleSyncedMotions = !mHidden;
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// Run over all motions.
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for (motion_list_t::iterator iter = mActiveMotions.begin(); iter != mActiveMotions.end(); ++iter)
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{
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LLMotion* motionp = *iter;
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AISyncServer* server = motionp->server();
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if (server && !server->never_synced() && (motionp->mReadyEvents & 2)) // Skip motions that aren't synchronized at all or that are not active.
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{
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bool visible_after = server->events_with_at_least_one_client_ready() & 4;
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if (visible_after) // Are there any synchronized motions (left) that ARE visible?
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{
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mHaveVisibleSyncedMotions = true;
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}
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}
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}
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}
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//</singu>
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//-----------------------------------------------------------------------------
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// pause()
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//-----------------------------------------------------------------------------
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