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Fix animation frame_speed and blend loosing precision due to incorrec… (#6357)
* Fix animation frame_speed and blend loosing precision due to incorrect data type Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
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@ -3304,8 +3304,9 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
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* `set_armor_groups({group1=rating, group2=rating, ...})`
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* `get_armor_groups()`: returns a table with the armor group ratings
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* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
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* `set_animation({x=1,y=1}, frame_speed=15.0, frame_blend=0, frame_loop=true)`
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* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and `frame_loop`
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* `set_animation_frame_speed(frame_speed=15.0)`
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* `set_attach(parent, bone, position, rotation)`
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* `bone`: string
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* `position`: `{x=num, y=num, z=num}` (relative)
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@ -1150,9 +1150,17 @@ void GenericCAO::updateAnimation()
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#endif
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}
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void GenericCAO::updateAnimationSpeed()
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{
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if (!m_animated_meshnode)
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return;
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m_animated_meshnode->setAnimationSpeed(m_animation_speed);
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}
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void GenericCAO::updateBonePosition()
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{
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if(m_bone_position.empty() || !m_animated_meshnode)
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if (m_bone_position.empty() || !m_animated_meshnode)
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return;
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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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@ -1351,6 +1359,9 @@ void GenericCAO::processMessage(const std::string &data)
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updateAnimation();
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}
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}
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} else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
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m_animation_speed = readF1000(is);
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updateAnimationSpeed();
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} else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
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std::string bone = deSerializeString(is);
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v3f position = readV3F1000(is);
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@ -83,8 +83,8 @@ private:
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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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int m_animation_speed = 15;
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int m_animation_blend = 0;
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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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// stores position and rotation for each bone name
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std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
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@ -197,6 +197,8 @@ public:
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void updateAnimation();
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void updateAnimationSpeed();
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void updateBonePosition();
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void updateAttachments();
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@ -155,6 +155,12 @@ void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_bl
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*frame_loop = m_animation_loop;
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}
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void UnitSAO::setAnimationSpeed(float frame_speed)
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{
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m_animation_speed = frame_speed;
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m_animation_speed_sent = false;
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}
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void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{
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// store these so they can be updated to clients
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@ -440,6 +446,14 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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m_messages_out.push(aom);
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}
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if (!m_animation_speed_sent) {
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m_animation_speed_sent = true;
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std::string str = gob_cmd_update_animation_speed(m_animation_speed);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push(aom);
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}
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if (!m_bone_position_sent) {
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m_bone_position_sent = true;
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for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
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@ -46,6 +46,7 @@ public:
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
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void setAnimationSpeed(float frame_speed);
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void setBonePosition(const std::string &bone, v3f position, v3f rotation);
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void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
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void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
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@ -70,6 +71,7 @@ protected:
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float m_animation_blend = 0.0f;
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bool m_animation_loop = true;
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bool m_animation_sent = false;
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bool m_animation_speed_sent = false;
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// Stores position and rotation for each bone name
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std::unordered_map<std::string, core::vector2d<v3f>> m_bone_position;
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@ -147,6 +147,16 @@ std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_
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return os.str();
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}
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std::string gob_cmd_update_animation_speed(float frame_speed)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_SET_ANIMATION_SPEED);
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// parameters
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writeF1000(os, frame_speed);
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return os.str();
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}
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std::string gob_cmd_update_bone_position(const std::string &bone, v3f position,
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v3f rotation)
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{
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@ -36,7 +36,8 @@ enum GenericCMD {
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GENERIC_CMD_ATTACH_TO,
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GENERIC_CMD_SET_PHYSICS_OVERRIDE,
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GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES,
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GENERIC_CMD_SPAWN_INFANT
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GENERIC_CMD_SPAWN_INFANT,
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GENERIC_CMD_SET_ANIMATION_SPEED
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};
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#include "object_properties.h"
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@ -72,6 +73,8 @@ std::string gob_cmd_update_physics_override(float physics_override_speed,
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std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend, bool frame_loop);
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std::string gob_cmd_update_animation_speed(float frame_speed);
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std::string gob_cmd_update_bone_position(const std::string &bone, v3f position,
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v3f rotation);
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@ -604,6 +604,26 @@ int ObjectRef::l_get_eye_offset(lua_State *L)
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return 2;
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}
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// set_animation_frame_speed(self, frame_speed)
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int ObjectRef::l_set_animation_frame_speed(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ServerActiveObject *co = getobject(ref);
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if (co == NULL)
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return 0;
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// Do it
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if (!lua_isnil(L, 2)) {
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float frame_speed = lua_tonumber(L, 2);
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co->setAnimationSpeed(frame_speed);
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lua_pushboolean(L, true);
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} else {
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lua_pushboolean(L, false);
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}
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return 1;
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}
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// set_bone_position(self, std::string bone, v3f position, v3f rotation)
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int ObjectRef::l_set_bone_position(lua_State *L)
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{
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@ -1937,6 +1957,7 @@ const luaL_Reg ObjectRef::methods[] = {
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luamethod(ObjectRef, get_armor_groups),
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luamethod(ObjectRef, set_animation),
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luamethod(ObjectRef, get_animation),
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luamethod(ObjectRef, set_animation_frame_speed),
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luamethod(ObjectRef, set_bone_position),
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luamethod(ObjectRef, get_bone_position),
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luamethod(ObjectRef, set_attach),
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@ -126,6 +126,9 @@ private:
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// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
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static int l_set_animation(lua_State *L);
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// set_animation_frame_speed(self, frame_speed)
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static int l_set_animation_frame_speed(lua_State *L);
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// get_animation(self)
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static int l_get_animation(lua_State *L);
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@ -154,6 +154,8 @@ public:
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{}
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virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
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{}
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virtual void setAnimationSpeed(float frame_speed)
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{}
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virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
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{}
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virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
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