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Manually override 6 spectator-only animations (557, 596, 709-711, 754) as cam anims in the catalog, with 754's location set to Hospital. For animations referencing world-placed models (BIRD, SHARK, CAT) whose LOD data isn't independently registered in the ViewLODListManager, add a scene ROI cloning fallback in SetupROIs. DeepCloneROI recursively clones the ROI hierarchy sharing LOD geometry via refcount, producing independent copies safe for concurrent playback. Moved to AnimUtils as a reusable utility. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
#pragma once
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#include "extensions/multiplayer/animation/audioplayer.h"
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#include "extensions/multiplayer/animation/catalog.h"
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#include "extensions/multiplayer/animation/loader.h"
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#include "extensions/multiplayer/animation/phonemeplayer.h"
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#include "mxgeometry/mxmatrix.h"
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#include "mxtypes.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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class LegoROI;
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struct AnimInfo;
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namespace Multiplayer::Animation
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{
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// A participant (local or remote player) whose ROI is borrowed during animation
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struct ParticipantROI {
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LegoROI* roi;
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LegoROI* vehicleROI; // Ride vehicle ROI (bike/board/moto), or nullptr
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MxMatrix savedTransform;
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std::string savedName;
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int8_t charIndex; // g_characters[] index, or -1 for spectator
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bool IsSpectator() const { return charIndex < 0; }
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};
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class ScenePlayer {
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public:
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ScenePlayer();
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~ScenePlayer();
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// When p_observerMode is false, p_participants[0] must be the local player.
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// When p_observerMode is true, participants are only remote performers (no local player).
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void Play(
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const AnimInfo* p_animInfo,
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AnimCategory p_category,
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const ParticipantROI* p_participants,
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uint8_t p_participantCount,
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bool p_observerMode = false
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);
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void Tick();
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void Stop();
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bool IsPlaying() const { return m_playing; }
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bool IsObserverMode() const { return m_observerMode; }
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void SetLoader(Loader* p_loader) { m_loader = p_loader; }
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private:
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void ComputeRebaseMatrix();
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void SetupROIs(const AnimInfo* p_animInfo);
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void ResolvePtAtCamROIs();
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void ApplyPtAtCam();
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void CleanupProps();
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// Sub-components
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Loader* m_loader;
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AudioPlayer m_audioPlayer;
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PhonemePlayer m_phonemePlayer;
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// Playback state
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bool m_playing;
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bool m_rebaseComputed;
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uint64_t m_startTime;
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SceneAnimData* m_currentData;
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AnimCategory m_category;
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MxMatrix m_animPose0;
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MxMatrix m_rebaseMatrix;
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// Participants (local player at index 0, remote players after)
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std::vector<ParticipantROI> m_participants;
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// Root performer ROI (rebase anchor for NPC anims)
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LegoROI* m_animRootROI;
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// Vehicle ROI borrowed from a participant during playback
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LegoROI* m_vehicleROI;
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// Player's ride vehicle hidden during cam_anim (not borrowed, just hidden)
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LegoROI* m_hiddenVehicleROI;
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// ROI map for skeletal animation
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LegoROI** m_roiMap;
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MxU32 m_roiMapSize;
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// Actor name → ROI aliases (participant ROIs whose names differ from animation actor names)
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std::vector<std::pair<std::string, LegoROI*>> m_actorAliases;
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// Props created for the animation (cloned characters and prop models)
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std::vector<LegoROI*> m_propROIs;
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// ROIs cloned from scene (created by sharing LOD data, not registered in CharacterManager)
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std::vector<LegoROI*> m_clonedSceneROIs;
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bool m_hasCamAnim;
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bool m_observerMode;
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std::vector<LegoROI*> m_ptAtCamROIs;
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bool m_hideOnStop;
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};
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} // namespace Multiplayer::Animation
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