Fix upright sprite entities not animating

This commit is contained in:
Lars Müller 2024-09-06 12:11:16 +02:00 committed by GitHub
parent 041d67ceca
commit 9e5d6bc162
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GPG Key ID: B5690EEEBB952194
3 changed files with 11 additions and 16 deletions

@ -1264,6 +1264,16 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
} }
} }
static void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
{
assert(buf->getVertexType() == video::EVT_STANDARD);
assert(buf->getVertexCount() == count);
auto *vertices = static_cast<video::S3DVertex *>(buf->getVertices());
for (u32 i = 0; i < count; i++)
vertices[i].TCoords = uv[i];
buf->setDirty(scene::EBT_VERTEX);
}
void GenericCAO::updateTexturePos() void GenericCAO::updateTexturePos()
{ {
if(m_spritenode) if(m_spritenode)

@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/ */
#include "mesh.h" #include "mesh.h"
#include "S3DVertex.h"
#include "debug.h" #include "debug.h"
#include "log.h" #include "log.h"
#include <cmath> #include <cmath>
@ -197,15 +198,6 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
setMeshBufferColor(mesh->getMeshBuffer(j), color); setMeshBufferColor(mesh->getMeshBuffer(j), color);
} }
void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
{
const u32 stride = getVertexPitchFromType(buf->getVertexType());
assert(buf->getVertexCount() >= count);
u8 *vertices = (u8 *) buf->getVertices();
for (u32 i = 0; i < count; i++)
((video::S3DVertex*) (vertices + i * stride))->TCoords = uv[i];
}
template <typename F> template <typename F>
static void applyToMesh(scene::IMesh *mesh, const F &fn) static void applyToMesh(scene::IMesh *mesh, const F &fn)
{ {

@ -59,13 +59,6 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
*/ */
void setMeshColor(scene::IMesh *mesh, const video::SColor &color); void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
Sets texture coords for vertices in the mesh buffer.
`uv[]` must have `count` elements
*/
void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count);
/* /*
Set a constant color for an animated mesh Set a constant color for an animated mesh
*/ */