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Support floating-point animation frame numbers
This commit is contained in:
parent
323fc0a798
commit
06907aa99b
@ -8059,8 +8059,7 @@ child will follow movement and rotation of that bone.
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* Animation interpolates towards the end frame but stops when it is reached
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* If looped, there is no interpolation back to the start frame
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* If looped, the model should look identical at start and end
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* Only integer numbers are supported
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* default: `{x=1, y=1}`
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* default: `{x=1.0, y=1.0}`
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* `frame_speed`: How fast the animation plays, in frames per second (number)
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* default: `15.0`
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* `frame_blend`: number, default: `0.0`
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@ -55,10 +55,20 @@ minetest.register_entity("gltf:simple_skin", {
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end
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})
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-- Note: Model has an animation, but we can use it as a static test nevertheless
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-- The claws rendering incorrectly from one side is expected behavior:
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-- They use an unsupported double-sided material.
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register_entity("frog", {"gltf_frog.png"}, false)
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minetest.register_entity("gltf:frog", {
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initial_properties = {
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visual = "mesh",
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mesh = "gltf_frog.gltf",
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textures = {"gltf_frog.png"},
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backface_culling = false
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},
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on_activate = function(self)
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self.object:set_animation({x = 0, y = 0.75}, 1)
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end
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})
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minetest.register_node("gltf:frog", {
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description = "glTF frog, but it's a node",
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@ -19,11 +19,8 @@ irr::scene::SMeshBuffer etc. */
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class IAnimatedMesh : public IMesh
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{
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public:
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//! Gets the frame count of the animated mesh.
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/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
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\return The amount of frames. If the amount is 1,
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it is a static, non animated mesh. */
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virtual u32 getFrameCount() const = 0;
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//! Gets the maximum frame number, 0 if the mesh is static.
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virtual f32 getMaxFrameNumber() const = 0;
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//! Gets the animation speed of the animated mesh.
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/** \return The number of frames per second to play the
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@ -39,19 +36,10 @@ public:
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virtual void setAnimationSpeed(f32 fps) = 0;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum
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frame number is getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest, 255 the
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highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: Because some animated meshes (.MD2) are
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blended between 2 static frames, and maybe animated in a loop,
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the startFrameLoop and the endFrameLoop have to be defined, to
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prevent the animation to be blended between frames which are
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outside of this loop.
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If startFrameLoop and endFrameLoop are both -1, they are ignored.
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\param endFrameLoop: see startFrameLoop.
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\return Returns the animated mesh based on a detail level. */
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virtual IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) = 0;
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/** \param frame: Frame number, >= 0, <= getMaxFrameNumber()
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Linear interpolation is used if this is between two frames.
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\return Returns the animated mesh for the given frame */
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virtual IMesh *getMesh(f32 frame) = 0;
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//! Returns the type of the animated mesh.
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/** In most cases it is not necessary to use this method.
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@ -63,7 +63,7 @@ public:
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virtual void setCurrentFrame(f32 frame) = 0;
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//! Sets the frame numbers between the animation is looped.
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/** The default is 0 to getFrameCount()-1 of the mesh.
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/** The default is 0 to getMaxFrameNumber() of the mesh.
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Number of played frames is end-start.
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It interpolates toward the last frame but stops when it is reached.
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It does not interpolate back to start even when looping.
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@ -71,7 +71,7 @@ public:
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\param begin: Start frame number of the loop.
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\param end: End frame number of the loop.
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\return True if successful, false if not. */
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virtual bool setFrameLoop(s32 begin, s32 end) = 0;
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virtual bool setFrameLoop(f32 begin, f32 end) = 0;
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//! Sets the speed with which the animation is played.
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/** \param framesPerSecond: Frames per second played. */
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@ -108,9 +108,9 @@ public:
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//! Returns the currently displayed frame number.
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virtual f32 getFrameNr() const = 0;
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//! Returns the current start frame number.
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virtual s32 getStartFrame() const = 0;
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virtual f32 getStartFrame() const = 0;
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//! Returns the current end frame number.
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virtual s32 getEndFrame() const = 0;
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virtual f32 getEndFrame() const = 0;
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//! Sets looping mode which is on by default.
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/** If set to false, animations will not be played looped. */
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@ -36,11 +36,9 @@ struct SAnimatedMesh final : public IAnimatedMesh
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mesh->drop();
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}
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//! Gets the frame count of the animated mesh.
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/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
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u32 getFrameCount() const override
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f32 getMaxFrameNumber() const override
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{
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return static_cast<u32>(Meshes.size());
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return static_cast<f32>(Meshes.size() - 1);
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}
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//! Gets the default animation speed of the animated mesh.
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@ -59,19 +57,14 @@ struct SAnimatedMesh final : public IAnimatedMesh
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}
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum frame number is
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getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest,
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255 the highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: start frame
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\param endFrameLoop: end frame
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\return The animated mesh based on a detail level. */
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IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override
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/** \param frame: Frame number as zero based index.
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\return The animated mesh based for the given frame */
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IMesh *getMesh(f32 frame) override
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{
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if (Meshes.empty())
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return 0;
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return nullptr;
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return Meshes[frame];
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return Meshes[static_cast<s32>(frame)];
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}
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//! adds a Mesh
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@ -38,6 +38,12 @@ public:
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explicit constexpr vector2d(const std::array<T, 2> &arr) :
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X(arr[0]), Y(arr[1]) {}
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template <class U>
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constexpr static vector2d<T> from(const vector2d<U> &other)
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{
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return {static_cast<T>(other.X), static_cast<T>(other.Y)};
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}
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// operators
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vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
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@ -16,6 +16,7 @@
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#include "IAnimatedMesh.h"
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#include "IFileSystem.h"
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#include "quaternion.h"
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#include <algorithm>
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namespace irr
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{
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@ -80,7 +81,7 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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}
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if (StartFrame == EndFrame) {
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CurrentFrameNr = (f32)StartFrame; // Support for non animated meshes
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CurrentFrameNr = StartFrame; // Support for non animated meshes
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} else if (Looping) {
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// play animation looped
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CurrentFrameNr += timeMs * FramesPerSecond;
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@ -89,26 +90,26 @@ void CAnimatedMeshSceneNode::buildFrameNr(u32 timeMs)
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// the last frame must be identical to first one with our current solution.
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if (FramesPerSecond > 0.f) { // forwards...
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if (CurrentFrameNr > EndFrame)
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CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, (f32)(EndFrame - StartFrame));
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CurrentFrameNr = StartFrame + fmodf(CurrentFrameNr - StartFrame, EndFrame - StartFrame);
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} else // backwards...
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{
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if (CurrentFrameNr < StartFrame)
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CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, (f32)(EndFrame - StartFrame));
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CurrentFrameNr = EndFrame - fmodf(EndFrame - CurrentFrameNr, EndFrame - StartFrame);
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}
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} else {
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// play animation non looped
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CurrentFrameNr += timeMs * FramesPerSecond;
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if (FramesPerSecond > 0.f) { // forwards...
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if (CurrentFrameNr > (f32)EndFrame) {
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CurrentFrameNr = (f32)EndFrame;
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if (CurrentFrameNr > EndFrame) {
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CurrentFrameNr = EndFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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} else // backwards...
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{
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if (CurrentFrameNr < (f32)StartFrame) {
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CurrentFrameNr = (f32)StartFrame;
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if (CurrentFrameNr < StartFrame) {
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CurrentFrameNr = StartFrame;
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if (LoopCallBack)
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LoopCallBack->OnAnimationEnd(this);
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}
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@ -159,9 +160,7 @@ void CAnimatedMeshSceneNode::OnRegisterSceneNode()
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IMesh *CAnimatedMeshSceneNode::getMeshForCurrentFrame()
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{
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if (Mesh->getMeshType() != EAMT_SKINNED) {
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s32 frameNr = (s32)getFrameNr();
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s32 frameBlend = (s32)(core::fract(getFrameNr()) * 1000.f);
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return Mesh->getMesh(frameNr, frameBlend, StartFrame, EndFrame);
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return Mesh->getMesh(getFrameNr());
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} else {
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// As multiple scene nodes may be sharing the same skinned mesh, we have to
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// re-animate it every frame to ensure that this node gets the mesh that it needs.
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@ -331,33 +330,33 @@ void CAnimatedMeshSceneNode::render()
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}
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//! Returns the current start frame number.
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s32 CAnimatedMeshSceneNode::getStartFrame() const
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f32 CAnimatedMeshSceneNode::getStartFrame() const
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{
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return StartFrame;
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}
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//! Returns the current start frame number.
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s32 CAnimatedMeshSceneNode::getEndFrame() const
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f32 CAnimatedMeshSceneNode::getEndFrame() const
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{
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return EndFrame;
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}
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//! sets the frames between the animation is looped.
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//! the default is 0 - MaximalFrameCount of the mesh.
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bool CAnimatedMeshSceneNode::setFrameLoop(s32 begin, s32 end)
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bool CAnimatedMeshSceneNode::setFrameLoop(f32 begin, f32 end)
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{
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const s32 maxFrameCount = Mesh->getFrameCount() - 1;
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const f32 maxFrame = Mesh->getMaxFrameNumber();
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if (end < begin) {
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StartFrame = core::s32_clamp(end, 0, maxFrameCount);
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EndFrame = core::s32_clamp(begin, StartFrame, maxFrameCount);
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StartFrame = std::clamp<f32>(end, 0, maxFrame);
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EndFrame = std::clamp<f32>(begin, StartFrame, maxFrame);
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} else {
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StartFrame = core::s32_clamp(begin, 0, maxFrameCount);
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EndFrame = core::s32_clamp(end, StartFrame, maxFrameCount);
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StartFrame = std::clamp<f32>(begin, 0, maxFrame);
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EndFrame = std::clamp<f32>(end, StartFrame, maxFrame);
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}
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if (FramesPerSecond < 0)
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setCurrentFrame((f32)EndFrame);
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setCurrentFrame(EndFrame);
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else
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setCurrentFrame((f32)StartFrame);
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setCurrentFrame(StartFrame);
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return true;
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}
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@ -532,7 +531,7 @@ void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh *mesh)
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// get materials and bounding box
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Box = Mesh->getBoundingBox();
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IMesh *m = Mesh->getMesh(0, 0);
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IMesh *m = Mesh->getMesh(0);
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if (m) {
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Materials.clear();
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Materials.reallocate(m->getMeshBufferCount());
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@ -554,7 +553,7 @@ void CAnimatedMeshSceneNode::setMesh(IAnimatedMesh *mesh)
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// get start and begin time
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setAnimationSpeed(Mesh->getAnimationSpeed()); // NOTE: This had been commented out (but not removed!) in r3526. Which caused meshloader-values for speed to be ignored unless users specified explicitly. Missing a test-case where this could go wrong so I put the code back in.
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setFrameLoop(0, Mesh->getFrameCount() - 1);
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setFrameLoop(0, Mesh->getMaxFrameNumber());
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}
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//! updates the absolute position based on the relative and the parents position
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@ -45,7 +45,7 @@ public:
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//! sets the frames between the animation is looped.
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//! the default is 0 - MaximalFrameCount of the mesh.
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//! NOTE: setMesh will also change this value and set it to the full range of animations of the mesh
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bool setFrameLoop(s32 begin, s32 end) override;
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bool setFrameLoop(f32 begin, f32 end) override;
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//! Sets looping mode which is on by default. If set to false,
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//! animations will not be looped.
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@ -93,9 +93,9 @@ public:
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//! Returns the current displayed frame number.
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f32 getFrameNr() const override;
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//! Returns the current start frame number.
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s32 getStartFrame() const override;
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f32 getStartFrame() const override;
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//! Returns the current end frame number.
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s32 getEndFrame() const override;
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f32 getEndFrame() const override;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
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@ -148,8 +148,8 @@ private:
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core::aabbox3d<f32> Box;
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IAnimatedMesh *Mesh;
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s32 StartFrame;
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s32 EndFrame;
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f32 StartFrame;
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f32 EndFrame;
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f32 FramesPerSecond;
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f32 CurrentFrameNr;
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@ -193,7 +193,7 @@ s32 CMeshManipulator::getPolyCount(scene::IMesh *mesh) const
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//! Returns amount of polygons in mesh.
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s32 CMeshManipulator::getPolyCount(scene::IAnimatedMesh *mesh) const
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{
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if (mesh && mesh->getFrameCount() != 0)
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if (mesh && mesh->getMaxFrameNumber() != 0)
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return getPolyCount(mesh->getMesh(0));
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return 0;
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@ -111,11 +111,9 @@ CSkinnedMesh::~CSkinnedMesh()
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}
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}
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//! returns the amount of frames in milliseconds.
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//! If the amount is 1, it is a static (=non animated) mesh.
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u32 CSkinnedMesh::getFrameCount() const
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f32 CSkinnedMesh::getMaxFrameNumber() const
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{
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return core::floor32(EndFrame + 1.f);
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return EndFrame;
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}
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//! Gets the default animation speed of the animated mesh.
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@ -133,14 +131,14 @@ void CSkinnedMesh::setAnimationSpeed(f32 fps)
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FramesPerSecond = fps;
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}
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//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
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IMesh *CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
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//! returns the animated mesh based
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IMesh *CSkinnedMesh::getMesh(f32 frame)
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{
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// animate(frame,startFrameLoop, endFrameLoop);
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if (frame == -1)
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return this;
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animateMesh((f32)frame, 1.0f);
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animateMesh(frame, 1.0f);
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skinMesh();
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return this;
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}
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@ -27,8 +27,8 @@ public:
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//! destructor
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virtual ~CSkinnedMesh();
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//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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u32 getFrameCount() const override;
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//! If the duration is 0, it is a static (=non animated) mesh.
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f32 getMaxFrameNumber() const override;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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@ -39,8 +39,8 @@ public:
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The actual speed is set in the scene node the mesh is instantiated in.*/
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void setAnimationSpeed(f32 fps) override;
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//! returns the animated mesh based on a detail level (which is ignored)
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IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override;
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//! returns the animated mesh for the given frame
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IMesh *getMesh(f32) override;
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//! Animates this mesh's joints based on frame input
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//! blend: {0-old position, 1-New position}
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@ -1052,7 +1052,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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walking = true;
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}
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v2s32 new_anim = v2s32(0,0);
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v2f new_anim(0,0);
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bool allow_update = false;
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// increase speed if using fast or flying fast
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@ -1799,10 +1799,9 @@ void GenericCAO::processMessage(const std::string &data)
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phys.speed_walk = override_speed_walk;
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}
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} else if (cmd == AO_CMD_SET_ANIMATION) {
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// TODO: change frames send as v2s32 value
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v2f range = readV2F32(is);
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if (!m_is_local_player) {
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m_animation_range = v2s32((s32)range.X, (s32)range.Y);
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m_animation_range = range;
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m_animation_speed = readF32(is);
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m_animation_blend = readF32(is);
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// these are sent inverted so we get true when the server sends nothing
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@ -1812,7 +1811,7 @@ void GenericCAO::processMessage(const std::string &data)
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LocalPlayer *player = m_env->getLocalPlayer();
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if(player->last_animation == LocalPlayerAnimation::NO_ANIM)
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{
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m_animation_range = v2s32((s32)range.X, (s32)range.Y);
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m_animation_range = range;
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m_animation_speed = readF32(is);
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m_animation_blend = readF32(is);
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// these are sent inverted so we get true when the server sends nothing
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@ -99,7 +99,7 @@ private:
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set = false;
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bool m_tx_select_horiz_by_yawpitch = false;
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v2s32 m_animation_range;
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v2f m_animation_range;
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float m_animation_speed = 15.0f;
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float m_animation_blend = 0.0f;
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bool m_animation_loop = true;
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@ -157,7 +157,7 @@ void GUIScene::setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES> &sty
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/**
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* Sets the frame loop range for the mesh
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*/
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void GUIScene::setFrameLoop(s32 begin, s32 end)
|
||||
void GUIScene::setFrameLoop(f32 begin, f32 end)
|
||||
{
|
||||
if (m_mesh->getStartFrame() != begin || m_mesh->getEndFrame() != end)
|
||||
m_mesh->setFrameLoop(begin, end);
|
||||
|
@ -36,7 +36,7 @@ public:
|
||||
scene::IAnimatedMeshSceneNode *setMesh(scene::IAnimatedMesh *mesh = nullptr);
|
||||
void setTexture(u32 idx, video::ITexture *texture);
|
||||
void setBackgroundColor(const video::SColor &color) noexcept { m_bgcolor = color; };
|
||||
void setFrameLoop(s32 begin, s32 end);
|
||||
void setFrameLoop(f32 begin, f32 end);
|
||||
void setAnimationSpeed(f32 speed);
|
||||
void enableMouseControl(bool enable) noexcept { m_mouse_ctrl = enable; };
|
||||
void setRotation(v2f rot) noexcept { m_custom_rot = rot; };
|
||||
|
@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#include "client/client.h"
|
||||
|
||||
#include "irr_v2d.h"
|
||||
#include "util/base64.h"
|
||||
#include "client/camera.h"
|
||||
#include "client/mesh_generator_thread.h"
|
||||
@ -1516,11 +1517,15 @@ void Client::handleCommand_LocalPlayerAnimations(NetworkPacket* pkt)
|
||||
LocalPlayer *player = m_env.getLocalPlayer();
|
||||
assert(player != NULL);
|
||||
|
||||
*pkt >> player->local_animations[0];
|
||||
*pkt >> player->local_animations[1];
|
||||
*pkt >> player->local_animations[2];
|
||||
*pkt >> player->local_animations[3];
|
||||
*pkt >> player->local_animation_speed;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (getProtoVersion() >= 46) {
|
||||
*pkt >> player->local_animations[i];
|
||||
} else {
|
||||
v2s32 local_animation;
|
||||
*pkt >> local_animation;
|
||||
player->local_animations[i] = v2f::from(local_animation);
|
||||
}
|
||||
}
|
||||
|
||||
player->last_animation = LocalPlayerAnimation::NO_ANIM;
|
||||
}
|
||||
|
@ -57,6 +57,7 @@
|
||||
old servers.
|
||||
Rename TOCLIENT_DEATHSCREEN to TOCLIENT_DEATHSCREEN_LEGACY
|
||||
Rename TOSERVER_RESPAWN to TOSERVER_RESPAWN_LEGACY
|
||||
Support float animation frame numbers in TOCLIENT_LOCAL_PLAYER_ANIMATIONS
|
||||
[scheduled bump for 5.10.0]
|
||||
*/
|
||||
|
||||
|
@ -203,7 +203,7 @@ public:
|
||||
f32 movement_liquid_sink;
|
||||
f32 movement_gravity;
|
||||
|
||||
v2s32 local_animations[4];
|
||||
v2f local_animations[4];
|
||||
float local_animation_speed;
|
||||
|
||||
std::string inventory_formspec;
|
||||
|
@ -113,14 +113,14 @@ public:
|
||||
|
||||
inline void setModified(const bool x) { m_dirty = x; }
|
||||
|
||||
void setLocalAnimations(v2s32 frames[4], float frame_speed)
|
||||
void setLocalAnimations(v2f frames[4], float frame_speed)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
local_animations[i] = frames[i];
|
||||
local_animation_speed = frame_speed;
|
||||
}
|
||||
|
||||
void getLocalAnimations(v2s32 *frames, float *frame_speed)
|
||||
void getLocalAnimations(v2f *frames, float *frame_speed)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
frames[i] = local_animations[i];
|
||||
|
@ -433,10 +433,10 @@ int ObjectRef::l_set_local_animation(lua_State *L)
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
v2s32 frames[4];
|
||||
v2f frames[4];
|
||||
for (int i=0;i<4;i++) {
|
||||
if (!lua_isnil(L, 2+1))
|
||||
frames[i] = read_v2s32(L, 2+i);
|
||||
frames[i] = read_v2f(L, 2+i);
|
||||
}
|
||||
float frame_speed = readParam<float>(L, 6, 30.0f);
|
||||
|
||||
@ -453,12 +453,12 @@ int ObjectRef::l_get_local_animation(lua_State *L)
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
v2s32 frames[4];
|
||||
v2f frames[4];
|
||||
float frame_speed;
|
||||
player->getLocalAnimations(frames, &frame_speed);
|
||||
|
||||
for (const v2s32 &frame : frames) {
|
||||
push_v2s32(L, frame);
|
||||
for (const v2f &frame : frames) {
|
||||
push_v2f(L, frame);
|
||||
}
|
||||
|
||||
lua_pushnumber(L, frame_speed);
|
||||
|
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <iostream>
|
||||
#include <queue>
|
||||
#include <algorithm>
|
||||
#include "irr_v2d.h"
|
||||
#include "network/connection.h"
|
||||
#include "network/networkprotocol.h"
|
||||
#include "network/serveropcodes.h"
|
||||
@ -1987,14 +1988,21 @@ void Server::SendPlayerFov(session_t peer_id)
|
||||
Send(&pkt);
|
||||
}
|
||||
|
||||
void Server::SendLocalPlayerAnimations(session_t peer_id, v2s32 animation_frames[4],
|
||||
void Server::SendLocalPlayerAnimations(session_t peer_id, v2f animation_frames[4],
|
||||
f32 animation_speed)
|
||||
{
|
||||
NetworkPacket pkt(TOCLIENT_LOCAL_PLAYER_ANIMATIONS, 0,
|
||||
peer_id);
|
||||
|
||||
pkt << animation_frames[0] << animation_frames[1] << animation_frames[2]
|
||||
<< animation_frames[3] << animation_speed;
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (m_clients.getProtocolVersion(peer_id) >= 46) {
|
||||
pkt << animation_frames[i];
|
||||
} else {
|
||||
pkt << v2s32::from(animation_frames[i]);
|
||||
}
|
||||
}
|
||||
|
||||
pkt << animation_speed;
|
||||
|
||||
Send(&pkt);
|
||||
}
|
||||
@ -3424,7 +3432,7 @@ Address Server::getPeerAddress(session_t peer_id)
|
||||
}
|
||||
|
||||
void Server::setLocalPlayerAnimations(RemotePlayer *player,
|
||||
v2s32 animation_frames[4], f32 frame_speed)
|
||||
v2f animation_frames[4], f32 frame_speed)
|
||||
{
|
||||
sanity_check(player);
|
||||
player->setLocalAnimations(animation_frames, frame_speed);
|
||||
|
@ -344,7 +344,7 @@ public:
|
||||
|
||||
Address getPeerAddress(session_t peer_id);
|
||||
|
||||
void setLocalPlayerAnimations(RemotePlayer *player, v2s32 animation_frames[4],
|
||||
void setLocalPlayerAnimations(RemotePlayer *player, v2f animation_frames[4],
|
||||
f32 frame_speed);
|
||||
void setPlayerEyeOffset(RemotePlayer *player, v3f first, v3f third, v3f third_front);
|
||||
|
||||
@ -501,7 +501,7 @@ private:
|
||||
virtual void SendChatMessage(session_t peer_id, const ChatMessage &message);
|
||||
void SendTimeOfDay(session_t peer_id, u16 time, f32 time_speed);
|
||||
|
||||
void SendLocalPlayerAnimations(session_t peer_id, v2s32 animation_frames[4],
|
||||
void SendLocalPlayerAnimations(session_t peer_id, v2f animation_frames[4],
|
||||
f32 animation_speed);
|
||||
void SendEyeOffset(session_t peer_id, v3f first, v3f third, v3f third_front);
|
||||
void SendPlayerPrivileges(session_t peer_id);
|
||||
|
Loading…
Reference in New Issue
Block a user