"OgrePCH" is the name of my "stdafx.h" file, which contains the precompiled headers of "ExampleApplication.h".
AnimationBlender.h
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#include "OgrePCH.h"
class AnimationBlender
{
public:
enum BlendingTransition
{
BlendSwitch, // stop source and start dest
BlendWhileAnimating, // cross fade, blend source animation out while blending destination animation in
BlendThenAnimate // blend source to first frame of dest, when done, start dest anim
};
private:
Entity *mEntity;
AnimationState *mSource;
AnimationState *mTarget;
Real mTimeleft, mDuration;
BlendingTransition mTransition;
public:
void blend( const String &, BlendingTransition, Real );
void addTime( Real );
Real getProgress() { return mTimeleft/ mDuration; }
AnimationState *getSource() { return mSource; }
AnimationState *getTarget() { return mTarget; }
AnimationBlender( Entity *);
void init( const String &animation );
};
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#include "OgrePCH.h"
#include "AnimationBlender.h"
void AnimationBlender::init( const String &animation )
{
AnimationStateSet *set = mEntity->getAllAnimationStates();
AnimationStateSet::iterator it = set->begin();
while(it != set->end())
{
AnimationState &anim = it->second;
anim.setEnabled(false);
anim.setWeight(0);
anim.setTimePosition(0);
++it;
}
mSource = mEntity->getAnimationState( animation );
mSource->setEnabled(true);
mSource->setWeight(1);
mTimeleft = 0;
mDuration = 1;
mTarget = 0;
}
void AnimationBlender::blend( const String &animation, BlendingTransition transition, Real duration )
{
if( transition == AnimationBlender::BlendSwitch )
{
if( mSource != 0 )
mSource->setEnabled(false);
mSource = mEntity->getAnimationState( animation );
mSource->setEnabled(true);
mSource->setWeight(1);
mSource->setTimePosition(0);
mTimeleft = 0;
}
else
{
AnimationState *newTarget = mEntity->getAnimationState( animation );
if( mTimeleft > 0 )
{
// oops, weren't finished yet
if( newTarget == mTarget )
{
// nothing to do! (ignoring duration here)
}
else if( newTarget == mSource )
{
// going back to the source state, so let's switch
mSource = mTarget;
mTarget = newTarget;
mTimeleft = mDuration - mTimeleft; // i'm ignoring the new duration here
}
else
{
// ok, newTarget is really new, so either we simply replace the target with this one, or
// we make the target the new source
if( mTimeleft < mDuration * 0.5 )
{
// simply replace the target with this one
mTarget->setEnabled(false);
mTarget->setWeight(0);
}
else
{
// old target becomes new source
mSource->setEnabled(false);
mSource->setWeight(0);
mSource = mTarget;
}
mTarget = newTarget;
mTarget->setEnabled(true);
mTarget->setWeight( 1.0 - mTimeleft / mDuration );
mTarget->setTimePosition(0);
}
}
else
{
// assert( target == 0, "target should be 0 when not blending" )
// mSource->setEnabled(true);
// mSource->setWeight(1);
mTransition = transition;
mTimeleft = mDuration = duration;
mTarget = newTarget;
mTarget->setEnabled(true);
mTarget->setWeight(0);
mTarget->setTimePosition(0);
}
}
}
void AnimationBlender::addTime( Real time )
{
if( mSource != 0 )
{
if( mTimeleft > 0 )
{
mTimeleft -= time;
if( mTimeleft < 0 )
{
// finish blending
mSource->setEnabled(false);
mSource->setWeight(0);
mSource = mTarget;
mSource->setEnabled(true);
mSource->setWeight(1);
mTarget = 0;
}
else
{
// still blending, advance weights
mSource->setWeight( mTimeleft / mDuration );
mTarget->setWeight( 1.0 - mTimeleft / mDuration );
if( mTransition == AnimationBlender::BlendWhileAnimating )
mTarget->addTime( time );
}
}
mSource->addTime( time );
}
}
AnimationBlender::AnimationBlender( Entity *entity ) : mEntity(entity) {}
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mAnimationBlender = new AnimationBlender( ent ); // initialize private member
mAnimationBlender->init("Stand"); // reset to default animation
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...
if( bJump )
{
mAnimationBlender->blend( "Jump", AnimationBlender::BlendThenAnimate, 0.5 );
}
else if( bWalk )
{
mAnimationBlender->blend( "Walk", AnimationBlender::BlendWhileAnimating, 1.0 );
}
else if( bStop )
{
mAnimationBlender->blend( "Stand", AnimationBlender::BlendThenAnimate, 1.0 );
}
...
mAnimationBlender->addTime( evt.timeSinceLastFrame * 3 );
