Add a little animation when changing the wielded item

This commit is contained in:
PilzAdam 2013-05-20 00:20:42 +02:00
parent bc66f46323
commit 3e2efdf18a
3 changed files with 58 additions and 13 deletions

@ -71,7 +71,12 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_digging_anim(0), m_digging_anim(0),
m_digging_button(-1), m_digging_button(-1),
m_dummymesh(createCubeMesh(v3f(1,1,1))) m_dummymesh(createCubeMesh(v3f(1,1,1))),
m_wield_change_timer(0.125),
m_wield_mesh_next(NULL),
m_previous_playeritem(-1),
m_previous_itemname("")
{ {
//dstream<<__FUNCTION_NAME<<std::endl; //dstream<<__FUNCTION_NAME<<std::endl;
@ -142,6 +147,21 @@ void Camera::step(f32 dtime)
m_view_bobbing_fall = -1; // Mark the effect as finished m_view_bobbing_fall = -1; // Mark the effect as finished
} }
if(m_wield_change_timer < 0.125)
m_wield_change_timer += dtime;
if(m_wield_change_timer > 0.125)
m_wield_change_timer = 0.125;
if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) {
if(m_wield_mesh_next) {
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true);
} else {
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
}
if (m_view_bobbing_state != 0) if (m_view_bobbing_state != 0)
{ {
//f32 offset = dtime * m_view_bobbing_speed * 0.035; //f32 offset = dtime * m_view_bobbing_speed * 0.035;
@ -351,6 +371,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
v3f wield_position = v3f(55, -35, 65); v3f wield_position = v3f(55, -35, 65);
//v3f wield_rotation = v3f(-100, 120, -100); //v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100);
if(m_wield_change_timer < 0)
wield_position.Y -= 40 + m_wield_change_timer*320;
else
wield_position.Y -= 40 - m_wield_change_timer*320;
if(m_digging_anim < 0.05 || m_digging_anim > 0.5){ if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
f32 frac = 1.0; f32 frac = 1.0;
if(m_digging_anim > 0.5) if(m_digging_anim > 0.5)
@ -559,18 +583,33 @@ void Camera::setDigging(s32 button)
m_digging_button = button; m_digging_button = button;
} }
void Camera::wield(const ItemStack &item) void Camera::wield(const ItemStack &item, u16 playeritem)
{ {
IItemDefManager *idef = m_gamedef->idef(); IItemDefManager *idef = m_gamedef->idef();
scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef); std::string itemname = item.getDefinition(idef).name;
if(wield_mesh) m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
{ if(playeritem != m_previous_playeritem) {
m_wieldnode->setMesh(wield_mesh); m_previous_playeritem = playeritem;
m_previous_itemname = itemname;
if(m_wield_change_timer >= 0.125)
m_wield_change_timer = -0.125;
else if(m_wield_change_timer > 0) {
m_wield_change_timer = -m_wield_change_timer;
}
} else {
if(m_wield_mesh_next) {
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true); m_wieldnode->setVisible(true);
} else {
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
if(m_previous_itemname != itemname) {
m_previous_itemname = itemname;
m_wield_change_timer = 0;
} }
else else
{ m_wield_change_timer = 0.125;
m_wieldnode->setVisible(false);
} }
} }

@ -117,7 +117,7 @@ public:
void setDigging(s32 button); void setDigging(s32 button);
// Replace the wielded item mesh // Replace the wielded item mesh
void wield(const ItemStack &item); void wield(const ItemStack &item, u16 playeritem);
// Draw the wielded tool. // Draw the wielded tool.
// This has to happen *after* the main scene is drawn. // This has to happen *after* the main scene is drawn.
@ -178,6 +178,12 @@ private:
//dummymesh for camera //dummymesh for camera
irr::scene::IAnimatedMesh* m_dummymesh; irr::scene::IAnimatedMesh* m_dummymesh;
// Animation when changing wielded item
f32 m_wield_change_timer;
scene::IMesh *m_wield_mesh_next;
u16 m_previous_playeritem;
std::string m_previous_itemname;
}; };
#endif #endif

@ -3084,7 +3084,7 @@ void the_game(
ItemStack item; ItemStack item;
if(mlist != NULL) if(mlist != NULL)
item = mlist->getItem(client.getPlayerItem()); item = mlist->getItem(client.getPlayerItem());
camera.wield(item); camera.wield(item, client.getPlayerItem());
} }
/* /*