| 649 | } |
| 650 | |
| 651 | void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnimation *dp) |
| 652 | { |
| 653 | dp->death = !dStrnicmp(dp->name, "death", 5); |
| 654 | if (dp->death) |
| 655 | { |
| 656 | // Death animations use roll frame-to-frame changes in ground transform into position |
| 657 | dp->speed = 0.0f; |
| 658 | dp->dir.set(0.0f, 0.0f, 0.0f); |
| 659 | |
| 660 | // Death animations MUST define ground transforms, so add dummy ones if required |
| 661 | if (si->getShape()->sequences[dp->sequence].numGroundFrames == 0) |
| 662 | si->getShape()->setSequenceGroundSpeed(dp->name, Point3F(0, 0, 0), Point3F(0, 0, 0)); |
| 663 | } |
| 664 | else |
| 665 | { |
| 666 | VectorF save = dp->dir; |
| 667 | si->setSequence(thread,dp->sequence,0); |
| 668 | si->animate(); |
| 669 | si->advanceTime(1); |
| 670 | si->animateGround(); |
| 671 | si->getGroundTransform().getColumn(3,&dp->dir); |
| 672 | if ((dp->speed = dp->dir.len()) < 0.01f) |
| 673 | { |
| 674 | // No ground displacement... In this case we'll use the |
| 675 | // default table entry, if there is one. |
| 676 | if (save.len() > 0.01f) |
| 677 | { |
| 678 | dp->dir = save; |
| 679 | dp->speed = 1.0f; |
| 680 | dp->velocityScale = false; |
| 681 | } |
| 682 | else |
| 683 | dp->speed = 0.0f; |
| 684 | } |
| 685 | else |
| 686 | dp->dir *= 1.0f / dp->speed; |
| 687 | } |
| 688 | } |
| 689 | |
| 690 | bool PlayerData::isTableSequence(S32 seq) |
| 691 | { |
nothing calls this directly
no test coverage detected