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https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-06-09 02:02:59 +00:00
fix: skin preview animations too fast with VSync off
The walking and attack animations in the Change Skin menu were frame-rate-dependent, advancing per render call with no delta time scaling. With uncapped FPS they ran proportionally too fast. Add time-based scaling relative to a 60fps baseline. The scale is computed once per frame (cached for 0.5ms) so multiple skin previews rendered in the same frame all animate at the correct speed.
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@ -13,6 +13,56 @@
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//#define SKIN_PREVIEW_BOB_ANIM
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#define SKIN_PREVIEW_WALKING_ANIM
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#ifdef _WINDOWS64
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// Frame-rate-independent animation scaling.
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// The skin preview animations were designed for ~60fps (VSync on).
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// With uncapped FPS, each frame's contribution must be scaled down.
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// The scale is computed once per frame (keyed by frame counter) so
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// that multiple skin previews rendered in the same frame all use the
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// same value instead of measuring near-zero deltas between each other.
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static float s_skinAnimCachedScale = 1.0f;
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static double s_skinAnimLastTime = 0.0;
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static double s_skinAnimFreqInv = 0.0;
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static float GetSkinAnimDeltaScale()
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{
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// Use the main loop's frame counter to detect a new frame.
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// GetTickCount changes every ~16ms, but we need per-frame detection.
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// Use a simple time threshold: if <0.1ms since last call, same frame.
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if (s_skinAnimFreqInv == 0.0)
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{
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LARGE_INTEGER freq;
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QueryPerformanceFrequency(&freq);
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s_skinAnimFreqInv = 1.0 / (double)freq.QuadPart;
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}
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LARGE_INTEGER now;
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QueryPerformanceCounter(&now);
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double currentTime = (double)now.QuadPart * s_skinAnimFreqInv;
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// If less than 0.5ms since last call, assume same frame -- reuse cached scale
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double elapsed = currentTime - s_skinAnimLastTime;
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if (s_skinAnimLastTime != 0.0 && elapsed < 0.0005)
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{
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return s_skinAnimCachedScale;
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}
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if (s_skinAnimLastTime == 0.0)
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{
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s_skinAnimLastTime = currentTime;
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s_skinAnimCachedScale = 1.0f;
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return 1.0f;
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}
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s_skinAnimLastTime = currentTime;
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const double kBaselineFrameTime = 1.0 / 60.0;
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float scale = static_cast<float>(elapsed / kBaselineFrameTime);
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if (scale > 3.0f) scale = 3.0f;
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s_skinAnimCachedScale = scale;
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return scale;
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}
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#endif
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UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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{
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UIControl::setControlType(UIControl::ePlayerSkinPreview);
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@ -287,7 +337,11 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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break;
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case e_SkinPreviewAnimation_Attacking:
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model->holdingRightHand = true;
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#ifdef _WINDOWS64
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m_swingTime += GetSkinAnimDeltaScale();
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#else
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m_swingTime++;
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#endif
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if (m_swingTime >= (Player::SWING_DURATION * 3) )
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{
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m_swingTime = 0;
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@ -340,8 +394,16 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
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#ifdef SKIN_PREVIEW_WALKING_ANIM
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m_walkAnimSpeedO = m_walkAnimSpeed;
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#ifdef _WINDOWS64
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{
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float animScale = GetSkinAnimDeltaScale();
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f * animScale;
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m_walkAnimPos += m_walkAnimSpeed * animScale;
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}
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#else
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
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m_walkAnimPos += m_walkAnimSpeed;
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#endif
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float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
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float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
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#else
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