forked from Mirrorlandia_minetest/minetest
Allow the LUA API to set animations to meshes as well as the animation speed. Also update animations only when needed.
Support for animation blending, though for some reason it doesn't work. Don't enable animation transitions by default for many reaosons Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit Same system for bone rotation, plus a few other things I missed
This commit is contained in:
parent
9c8ba42750
commit
fb0c431864
@ -1230,6 +1230,11 @@ Object Properties
|
||||
visual = "cube"/"sprite"/"upright_sprite"/"mesh",
|
||||
visual_size = {x=1, y=1},
|
||||
mesh = "model",
|
||||
animation_frames = {1, 1},
|
||||
animation_speed = 15,
|
||||
animation_blend = 0,
|
||||
animation_bone_position = {"", {x=0, y=0, z=0}}, -- bone name followed by position vector
|
||||
animation_bone_rotation = {"", {x=0, y=0, z=0}}, -- bone name followed by rotation vector
|
||||
textures = {}, -- number of required textures depends on visual
|
||||
spritediv = {x=1, y=1},
|
||||
initial_sprite_basepos = {x=0, y=0},
|
||||
|
@ -42,6 +42,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "map.h"
|
||||
#include <IMeshManipulator.h>
|
||||
#include <IAnimatedMeshSceneNode.h>
|
||||
#include <IBoneSceneNode.h>
|
||||
|
||||
class Settings;
|
||||
struct ToolCapabilities;
|
||||
@ -805,7 +806,8 @@ public:
|
||||
if(mesh)
|
||||
{
|
||||
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
|
||||
|
||||
m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
|
||||
m_animated_meshnode->animateJoints(); // Needed for some animations
|
||||
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
|
||||
m_prop.visual_size.Y,
|
||||
m_prop.visual_size.X));
|
||||
@ -922,6 +924,7 @@ public:
|
||||
m_visuals_expired = false;
|
||||
removeFromScene();
|
||||
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
|
||||
updateAnimations();
|
||||
}
|
||||
|
||||
if(m_prop.physical){
|
||||
@ -979,8 +982,6 @@ public:
|
||||
|
||||
updateTexturePos();
|
||||
|
||||
updateAnimations();
|
||||
|
||||
if(m_reset_textures_timer >= 0){
|
||||
m_reset_textures_timer -= dtime;
|
||||
if(m_reset_textures_timer <= 0){
|
||||
@ -1141,7 +1142,18 @@ public:
|
||||
if(!m_animated_meshnode)
|
||||
return;
|
||||
|
||||
m_animated_meshnode->setFrameLoop(0, 50);
|
||||
m_animated_meshnode->setFrameLoop(m_prop.animation_frames.X, m_prop.animation_frames.Y);
|
||||
m_animated_meshnode->setAnimationSpeed(m_prop.animation_speed);
|
||||
m_animated_meshnode->setTransitionTime(m_prop.animation_blend);
|
||||
|
||||
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
|
||||
if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
|
||||
// Bone positioning code will go here
|
||||
}
|
||||
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
|
||||
if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
|
||||
// Bone rotation code will go here
|
||||
}
|
||||
}
|
||||
|
||||
void processMessage(const std::string &data)
|
||||
|
@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "object_properties.h"
|
||||
#include "util/serialize.h"
|
||||
#include <sstream>
|
||||
#include <map>
|
||||
|
||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||
#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
|
||||
@ -31,6 +32,9 @@ ObjectProperties::ObjectProperties():
|
||||
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
|
||||
visual("sprite"),
|
||||
mesh(""),
|
||||
animation_frames(1,1),
|
||||
animation_speed(15),
|
||||
animation_blend(0),
|
||||
visual_size(1,1),
|
||||
spritediv(1,1),
|
||||
initial_sprite_basepos(0,0),
|
||||
@ -38,6 +42,8 @@ ObjectProperties::ObjectProperties():
|
||||
makes_footstep_sound(false),
|
||||
automatic_rotate(0)
|
||||
{
|
||||
animation_bone_position[""] = v3f(0,0,0);
|
||||
animation_bone_rotation[""] = v3f(0,0,0);
|
||||
textures.push_back("unknown_object.png");
|
||||
}
|
||||
|
||||
@ -50,7 +56,26 @@ std::string ObjectProperties::dump()
|
||||
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
|
||||
os<<", visual="<<visual;
|
||||
os<<", mesh="<<mesh;
|
||||
os<<", animation_frames="<<animation_frames.X<<","<<animation_frames.Y;
|
||||
os<<", animation_speed="<<animation_speed;
|
||||
os<<", animation_blend="<<animation_blend;
|
||||
os<<", visual_size="<<PP2(visual_size);
|
||||
|
||||
os<<", animation_bone_position=[";
|
||||
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
|
||||
std::string bone_name = (*ii).first;
|
||||
v3f bone_pos = (*ii).second;
|
||||
os<<bone_name<<" "<<bone_pos.X<<","<<bone_pos.Y<<","<<bone_pos.Z<<"\"";
|
||||
}
|
||||
os<<"]";
|
||||
os<<", animation_bone_rotation=[";
|
||||
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
|
||||
std::string bone_name = (*ii).first;
|
||||
v3f bone_rot = (*ii).second;
|
||||
os<<bone_name<<" "<<bone_rot.X<<","<<bone_rot.Y<<","<<bone_rot.Z<<"\"";
|
||||
}
|
||||
os<<"]";
|
||||
|
||||
os<<", textures=[";
|
||||
for(u32 i=0; i<textures.size(); i++){
|
||||
os<<"\""<<textures[i]<<"\" ";
|
||||
@ -74,11 +99,28 @@ void ObjectProperties::serialize(std::ostream &os) const
|
||||
writeV3F1000(os, collisionbox.MaxEdge);
|
||||
os<<serializeString(visual);
|
||||
os<<serializeString(mesh);
|
||||
writeF1000(os, animation_frames.X);
|
||||
writeF1000(os, animation_frames.Y);
|
||||
writeF1000(os, animation_speed);
|
||||
writeF1000(os, animation_blend);
|
||||
|
||||
writeU16(os, animation_bone_position.size());
|
||||
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
|
||||
os<<serializeString((*ii).first);
|
||||
writeV3F1000(os, (*ii).second);
|
||||
}
|
||||
writeU16(os, animation_bone_rotation.size());
|
||||
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
|
||||
os<<serializeString((*ii).first);
|
||||
writeV3F1000(os, (*ii).second);
|
||||
}
|
||||
|
||||
writeV2F1000(os, visual_size);
|
||||
writeU16(os, textures.size());
|
||||
for(u32 i=0; i<textures.size(); i++){
|
||||
os<<serializeString(textures[i]);
|
||||
}
|
||||
|
||||
writeV2S16(os, spritediv);
|
||||
writeV2S16(os, initial_sprite_basepos);
|
||||
writeU8(os, is_visible);
|
||||
@ -98,12 +140,31 @@ void ObjectProperties::deSerialize(std::istream &is)
|
||||
collisionbox.MaxEdge = readV3F1000(is);
|
||||
visual = deSerializeString(is);
|
||||
mesh = deSerializeString(is);
|
||||
animation_frames.X = readF1000(is);
|
||||
animation_frames.Y = readF1000(is);
|
||||
animation_speed = readF1000(is);
|
||||
animation_blend = readF1000(is);
|
||||
|
||||
u32 animation_bone_position_count = readU16(is);
|
||||
for(u32 i=0; i<animation_bone_position_count; i++){
|
||||
std::string bone_name = deSerializeString(is);
|
||||
v3f bone_pos = readV3F1000(is);
|
||||
animation_bone_position[bone_name] = bone_pos;
|
||||
}
|
||||
u32 animation_bone_rotation_count = readU16(is);
|
||||
for(u32 i=0; i<animation_bone_rotation_count; i++){
|
||||
std::string bone_name = deSerializeString(is);
|
||||
v3f bone_rot = readV3F1000(is);
|
||||
animation_bone_rotation[bone_name] = bone_rot;
|
||||
}
|
||||
|
||||
visual_size = readV2F1000(is);
|
||||
textures.clear();
|
||||
u32 texture_count = readU16(is);
|
||||
for(u32 i=0; i<texture_count; i++){
|
||||
textures.push_back(deSerializeString(is));
|
||||
}
|
||||
|
||||
spritediv = readV2S16(is);
|
||||
initial_sprite_basepos = readV2S16(is);
|
||||
is_visible = readU8(is);
|
||||
|
@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <string>
|
||||
#include "irrlichttypes_bloated.h"
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
|
||||
struct ObjectProperties
|
||||
{
|
||||
@ -33,6 +34,11 @@ struct ObjectProperties
|
||||
core::aabbox3d<f32> collisionbox;
|
||||
std::string visual;
|
||||
std::string mesh;
|
||||
core::vector2d<int> animation_frames;
|
||||
float animation_speed;
|
||||
float animation_blend;
|
||||
std::map<std::string, v3f> animation_bone_position;
|
||||
std::map<std::string, v3f> animation_bone_rotation;
|
||||
v2f visual_size;
|
||||
core::array<std::string> textures;
|
||||
v2s16 spritediv;
|
||||
@ -41,6 +47,7 @@ struct ObjectProperties
|
||||
bool makes_footstep_sound;
|
||||
float automatic_rotate;
|
||||
|
||||
|
||||
ObjectProperties();
|
||||
std::string dump();
|
||||
void serialize(std::ostream &os) const;
|
||||
|
@ -944,6 +944,45 @@ static void read_object_properties(lua_State *L, int index,
|
||||
prop->visual_size = read_v2f(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "animation_frames");
|
||||
if(lua_istable(L, -1))
|
||||
{
|
||||
lua_rawgeti (L, -1, 1);
|
||||
lua_rawgeti (L, -2, 2);
|
||||
prop->animation_frames.X = lua_tonumber(L, -2);
|
||||
prop->animation_frames.Y = lua_tonumber(L, -1);
|
||||
lua_pop(L, 2);
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
getfloatfield(L, -1, "animation_speed", prop->animation_speed);
|
||||
|
||||
getfloatfield(L, -1, "animation_blend", prop->animation_blend);
|
||||
|
||||
lua_getfield(L, -1, "animation_bone_position");
|
||||
if(lua_istable(L, -1))
|
||||
{
|
||||
lua_rawgeti (L, -1, 1);
|
||||
lua_rawgeti (L, -2, 2);
|
||||
std::string bone_name = lua_tostring(L, -2);
|
||||
v3f bone_pos = read_v3f(L, -1);
|
||||
prop->animation_bone_position[bone_name] = bone_pos;
|
||||
lua_pop(L, 2);
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "animation_bone_rotation");
|
||||
if(lua_istable(L, -1))
|
||||
{
|
||||
lua_rawgeti (L, -1, 1);
|
||||
lua_rawgeti (L, -2, 2);
|
||||
std::string bone_name = lua_tostring(L, -2);
|
||||
v3f bone_rot = read_v3f(L, -1);
|
||||
prop->animation_bone_rotation[bone_name] = bone_rot;
|
||||
lua_pop(L, 2);
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "textures");
|
||||
if(lua_istable(L, -1)){
|
||||
prop->textures.clear();
|
||||
|
Loading…
Reference in New Issue
Block a user