Adapted more debugging with Tracy, characters update
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@@ -14,6 +14,7 @@ namespace ECS
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{
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CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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{
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ZoneScoped;
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ecs.module<CharacterAnimationModule>();
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ecs.component<AnimationControl>();
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ecs.import <EventModule>();
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@@ -157,11 +158,11 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.kind(flecs::OnUpdate)
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.each([this](flecs::entity e, const EngineData &eng,
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CharacterBase &ch, AnimationControl &anim) {
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float delta = eng.delta;
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ZoneScopedN("HandleAnimations1");
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float delta = eng.delta;
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// ch.mBoneMotion = Ogre::Vector3::ZERO;
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if (!anim.mAnimationSystem)
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return;
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ZoneScopedN("HandleAnimations1");
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bool result = anim.mAnimationSystem->addTime(delta);
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Ogre::Vector3 rootMotion =
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anim.mAnimationSystem->getRootMotionDelta();
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@@ -193,11 +194,11 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.with<WaterReady>()
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.each([this](flecs::entity e, const EngineData &eng,
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CharacterBase &ch, CharacterVelocity &v) {
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if (eng.delta < 0.0000001f)
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ZoneScopedN("HandleRootMotionVelocity");
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if (eng.delta < 0.0000001f)
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return;
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if (!ch.mBodyNode)
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return;
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ZoneScopedN("HandleRootMotionVelocity");
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Ogre::Quaternion rot = ch.mBodyNode->getOrientation();
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Ogre::Vector3 pos = ch.mBodyNode->getPosition();
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Ogre::Vector3 boneMotion = ch.mBoneMotion;
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@@ -240,6 +241,7 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.each([this](flecs::entity e, const EngineData &eng,
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CharacterBase &ch, AnimationControl &anim,
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CharacterVelocity &v) {
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ZoneScopedN("HandleRootMotion");
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if (!ch.mBodyNode)
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return;
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if (eng.delta < 0.0000001f)
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@@ -258,11 +260,11 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.without<Player>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim) {
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if (!anim.configured)
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ZoneScopedNC("HandleNPCAnimations", 0xFF2020);
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if (!anim.configured)
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return;
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if (!anim.mAnimationSystem)
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return;
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ZoneScopedNC("HandleNPCAnimations", 0xFF2020);
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AnimationSystem::AnimationNodeStateMachine
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*state_machine = anim.mAnimationSystem->get<
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AnimationSystem::
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@@ -341,9 +343,9 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.without<CharacterControlDisable>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim) {
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if (!anim.configured)
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return;
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ZoneScopedN("HandlePlayerAnimations");
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if (!anim.configured)
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return;
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AnimationSystem::AnimationNodeStateMachine
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*state_machine = anim.mAnimationSystem->get<
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AnimationSystem::
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@@ -537,6 +539,7 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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int operator()(const std::vector<GameWorld::Parameter *> &args)
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override
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{
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ZoneScoped;
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GameWorld::ValueParameter<flecs::entity> *param_e =
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static_cast<GameWorld::ValueParameter<
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flecs::entity> *>(args[0]);
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