made animations extremely precise
parent
71be55ee58
commit
01d89bfc66
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@ -86,8 +86,10 @@ void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
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_weapons.back()->setReloadCallBack([this]() {
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Timeline::animate(AnimationListTag("reload_weapon"),
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std::make_shared<ARotateLeft>(_weapons[_selectedWeapon],
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2 * Consts::PI,
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_weapons[_selectedWeapon]->reloadTime() / 2));
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10 * Consts::PI,
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_weapons[_selectedWeapon]->reloadTime() / 2,
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Animation::LoopOut::None,
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Animation::InterpolationType::Linear));
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});
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// add call back function to create fire traces
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@ -16,7 +16,14 @@ bool Animation::updateState() {
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// linear normalized time:
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_dtime = Time::deltaTime() / _duration;
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if(_time + _dtime < 1.0) {
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_time += _dtime;
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} else {
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_dtime = 1.0 - _time;
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_time = 1.0 - _dtime;
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_finished = true;
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}
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if (_looped == LoopOut::Continue && _time > 0.5) {
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_time = 0.5;
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@ -46,5 +53,5 @@ bool Animation::updateState() {
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update();
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return (_time < 1) || _looped == LoopOut::Cycle;
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return !_finished;
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}
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@ -29,9 +29,12 @@ namespace Interpolation {
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};
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double Interpolation::Linear(double t) {
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if (t < 0)
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if (t < 0) {
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t = -t;
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return ((int) trunc(t) % 2) ? 1.0 - (t - trunc(t)) : (t - trunc(t));
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}
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int integer = static_cast<int>(t);
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return (integer % 2) ? 1.0 - (t - integer) : (t - integer);
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}
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double Interpolation::Cos(double t) {
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