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Refactor Animator to support multiple animations
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04842a628a
commit
052ce629c4
@ -4,8 +4,7 @@
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <vector>
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#include <map>
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#include <queue>
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#include <cstdint>
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class Animation;
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@ -18,17 +17,25 @@ class ModelFrame;
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*/
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class Animator
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{
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Animation* animation;
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/**
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* @brief _animations Queue of animations to play.
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*/
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std::queue<Animation*> _animations;
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/**
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* @brief model The model being animated.
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*/
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Model* model;
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// Used in determining how far the skeleton being animated has moved
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// From it's local origin.
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glm::vec3 lastRootPosition;
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glm::quat lastRootRotation;
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float time;
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float serverTime;
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float lastServerTime;
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bool repeat;
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void reset();
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@ -45,8 +52,15 @@ public:
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*/
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void setAnimation(Animation* animation, bool repeat = true);
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Animation* getAnimation() const
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{ return animation; }
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void queueAnimation(Animation* animation);
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void next();
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const std::queue<Animation*> getAnimationQueue() const
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{ return _animations; }
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const Animation* getAnimation() const
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{ return _animations.empty() ? nullptr : _animations.front(); }
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void setModel(Model* model);
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@ -77,9 +77,8 @@ bool Activities::GoTo::update(GTACharacter *character, GTAAIController *controll
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bool Activities::EnterVehicle::update(GTACharacter *character, GTAAIController *controller)
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{
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if( entering ) {
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std::cout << "Checking" << std::endl;
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if( character->currentActivity == GTACharacter::Idle ) {
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std::cout << "was idle" << std::endl;
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// TODO: decouple from the character's animator.
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if( character->animator->isCompleted() ) {
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character->enterVehicle(vehicle, seat);
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return true;
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}
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@ -87,9 +86,9 @@ bool Activities::EnterVehicle::update(GTACharacter *character, GTAAIController *
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else {
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glm::vec3 target = vehicle->getSeatEntryPosition(seat);
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glm::vec3 targetDirection = target - character->getPosition();
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targetDirection.z = 0.f;
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if( glm::length(targetDirection) <= 0.4f ) {
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std::cout << "enter started" << std::endl;
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entering = true;
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character->enterAction(GTACharacter::VehicleGetIn);
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}
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@ -5,7 +5,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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Animator::Animator()
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: animation(nullptr), model(nullptr), time(0.f), serverTime(0.f), lastServerTime(0.f), repeat(true)
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: model(nullptr), time(0.f), serverTime(0.f), lastServerTime(0.f), repeat(true)
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{
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}
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@ -15,24 +15,32 @@ void Animator::reset()
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time = 0.f;
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serverTime = 0.f;
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lastServerTime= 0.f;
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if(model && animation) {
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}
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}
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void Animator::setAnimation(Animation *animation, bool repeat)
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{
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if(animation == this->animation) {
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if(!_animations.empty() && animation == _animations.front()) {
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return;
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}
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this->animation = animation;
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while(!_animations.empty()) _animations.pop();
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queueAnimation(animation);
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this->repeat = repeat;
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reset();
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}
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void Animator::queueAnimation(Animation *animation)
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{
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_animations.push(animation);
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}
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void Animator::next()
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{
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_animations.pop();
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reset();
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}
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void Animator::setModel(Model *model)
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{
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if(model == this->model) {
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@ -46,23 +54,27 @@ void Animator::setModel(Model *model)
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void Animator::tick(float dt)
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{
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if(! (animation && model)) {
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if( model == nullptr || _animations.empty() ) {
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return;
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}
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lastServerTime = serverTime;
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serverTime += dt;
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if( isCompleted() && ! repeat && _animations.size() > 1 ) {
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next();
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}
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}
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glm::vec3 Animator::getRootTranslation() const
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{
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// This is a pretty poor assumption.
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if(model->frames[model->rootFrameIdx]->getChildren().size() > 0) {
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if(!model->frames[model->rootFrameIdx]->getChildren().empty()
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&& !_animations.empty()) {
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ModelFrame* realRoot = model->frames[model->rootFrameIdx]->getChildren()[0];
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auto it = animation->bones.find(realRoot->getName());
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if(it != animation->bones.end()) {
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float df = fmod(lastServerTime, this->animation->duration);
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auto it = getAnimation()->bones.find(realRoot->getName());
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if(it != getAnimation()->bones.end()) {
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float df = fmod(lastServerTime, getAnimation()->duration);
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float rt = getAnimationTime();
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if(df < rt) {
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auto lastKF = it->second->getInterpolatedKeyframe(df);
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@ -82,38 +94,39 @@ glm::quat Animator::getRootRotation() const
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glm::mat4 Animator::getFrameMatrix(ModelFrame* frame, float alpha) const
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{
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auto it = animation->bones.find(frame->getName());
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if(it != animation->bones.end()) {
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auto kf = it->second->getInterpolatedKeyframe(getAnimationTime(alpha));
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glm::mat4 m;
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if(it->second->type == AnimationBone::R00 || frame->getName() == "swaist") {
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m = glm::translate(m, frame->getDefaultTranslation());
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m = m * glm::mat4_cast(kf.rotation);
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if(getAnimation()) {
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auto it = getAnimation()->bones.find(frame->getName());
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if(it != getAnimation()->bones.end()) {
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auto kf = it->second->getInterpolatedKeyframe(getAnimationTime(alpha));
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glm::mat4 m;
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if(it->second->type == AnimationBone::R00 || frame->getName() == "swaist") {
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m = glm::translate(m, frame->getDefaultTranslation());
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m = m * glm::mat4_cast(kf.rotation);
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}
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else if(it->second->type == AnimationBone::RT0) {
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m = glm::translate(m, kf.position);
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m = m * glm::mat4_cast(kf.rotation);
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}
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else {
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m = glm::translate(m, kf.position);
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m = m * glm::mat4_cast(kf.rotation);
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}
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return m;
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}
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else if(it->second->type == AnimationBone::RT0) {
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m = glm::translate(m, kf.position);
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m = m * glm::mat4_cast(kf.rotation);
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}
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else {
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m = glm::translate(m, kf.position);
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m = m * glm::mat4_cast(kf.rotation);
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}
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return m;
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}
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else {
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return frame->getTransform();
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}
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return frame->getTransform();
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}
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bool Animator::isCompleted() const
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{
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return serverTime >= animation->duration;
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return getAnimation() ? serverTime >= getAnimation()->duration : true;
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}
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float Animator::getAnimationTime(float alpha) const
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{
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if(repeat) {
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return fmod(serverTime + alpha, this->animation->duration);
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return fmod(serverTime + alpha, getAnimation()->duration);
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}
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return serverTime + alpha;
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}
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@ -139,7 +139,7 @@ void GTACharacter::tick(float dt)
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if(animator->getAnimation() != animations.car_getin_lhs) {
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animator->setAnimation(animations.car_getin_lhs, false);
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}
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else if( animator->isCompleted() ) {
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else if( animator->getAnimation() == nullptr ) {
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enterAction(Idle);
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}
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} break;
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@ -75,8 +75,7 @@ BOOST_AUTO_TEST_CASE(test_activities)
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BOOST_CHECK_EQUAL( nullptr, character->getCurrentVehicle() );
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for(float t = 0.f; t < 8.f; t+=(1.f/60.f)) {
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controller->update(1.f/60.f);
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for(float t = 0.f; t < 9.0f; t+=(1.f/60.f)) {
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character->tick(1.f/60.f);
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Global::get().e->dynamicsWorld->stepSimulation(1.f/60.f);
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}
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