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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
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@ -1230,6 +1230,11 @@ Object Properties
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visual = "cube"/"sprite"/"upright_sprite"/"mesh",
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visual_size = {x=1, y=1},
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mesh = "model",
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animation_frames = {1, 1},
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animation_speed = 15,
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animation_blend = 0,
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animation_bone_position = {"", {x=0, y=0, z=0}}, -- bone name followed by position vector
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animation_bone_rotation = {"", {x=0, y=0, z=0}}, -- bone name followed by rotation vector
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textures = {}, -- number of required textures depends on visual
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spritediv = {x=1, y=1},
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initial_sprite_basepos = {x=0, y=0},
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@ -42,6 +42,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include <IBoneSceneNode.h>
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class Settings;
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struct ToolCapabilities;
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@ -805,7 +806,8 @@ public:
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if(mesh)
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{
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
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m_animated_meshnode->animateJoints(); // Needed for some animations
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m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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m_prop.visual_size.X));
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@ -922,6 +924,7 @@ public:
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m_visuals_expired = false;
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removeFromScene();
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addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
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updateAnimations();
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}
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if(m_prop.physical){
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@ -979,8 +982,6 @@ public:
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updateTexturePos();
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updateAnimations();
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if(m_reset_textures_timer >= 0){
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m_reset_textures_timer -= dtime;
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if(m_reset_textures_timer <= 0){
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@ -1141,7 +1142,18 @@ public:
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if(!m_animated_meshnode)
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return;
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m_animated_meshnode->setFrameLoop(0, 50);
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m_animated_meshnode->setFrameLoop(m_prop.animation_frames.X, m_prop.animation_frames.Y);
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m_animated_meshnode->setAnimationSpeed(m_prop.animation_speed);
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m_animated_meshnode->setTransitionTime(m_prop.animation_blend);
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for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
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if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
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// Bone positioning code will go here
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}
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for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
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if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
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// Bone rotation code will go here
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}
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}
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void processMessage(const std::string &data)
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "object_properties.h"
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#include "util/serialize.h"
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#include <sstream>
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#include <map>
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
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@ -31,6 +32,9 @@ ObjectProperties::ObjectProperties():
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("sprite"),
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mesh(""),
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animation_frames(1,1),
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animation_speed(15),
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animation_blend(0),
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visual_size(1,1),
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spritediv(1,1),
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initial_sprite_basepos(0,0),
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@ -38,6 +42,8 @@ ObjectProperties::ObjectProperties():
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makes_footstep_sound(false),
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automatic_rotate(0)
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{
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animation_bone_position[""] = v3f(0,0,0);
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animation_bone_rotation[""] = v3f(0,0,0);
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textures.push_back("unknown_object.png");
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}
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@ -50,7 +56,26 @@ std::string ObjectProperties::dump()
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", animation_frames="<<animation_frames.X<<","<<animation_frames.Y;
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os<<", animation_speed="<<animation_speed;
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os<<", animation_blend="<<animation_blend;
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os<<", visual_size="<<PP2(visual_size);
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os<<", animation_bone_position=[";
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
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std::string bone_name = (*ii).first;
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v3f bone_pos = (*ii).second;
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os<<bone_name<<" "<<bone_pos.X<<","<<bone_pos.Y<<","<<bone_pos.Z<<"\"";
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}
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os<<"]";
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os<<", animation_bone_rotation=[";
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
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std::string bone_name = (*ii).first;
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v3f bone_rot = (*ii).second;
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os<<bone_name<<" "<<bone_rot.X<<","<<bone_rot.Y<<","<<bone_rot.Z<<"\"";
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}
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os<<"]";
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os<<", textures=[";
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for(u32 i=0; i<textures.size(); i++){
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os<<"\""<<textures[i]<<"\" ";
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@ -74,11 +99,28 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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os<<serializeString(mesh);
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writeF1000(os, animation_frames.X);
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writeF1000(os, animation_frames.Y);
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writeF1000(os, animation_speed);
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writeF1000(os, animation_blend);
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writeU16(os, animation_bone_position.size());
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
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os<<serializeString((*ii).first);
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writeV3F1000(os, (*ii).second);
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}
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writeU16(os, animation_bone_rotation.size());
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
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os<<serializeString((*ii).first);
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writeV3F1000(os, (*ii).second);
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}
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writeV2F1000(os, visual_size);
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writeU16(os, textures.size());
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for(u32 i=0; i<textures.size(); i++){
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os<<serializeString(textures[i]);
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}
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writeV2S16(os, spritediv);
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writeV2S16(os, initial_sprite_basepos);
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writeU8(os, is_visible);
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@ -98,12 +140,31 @@ void ObjectProperties::deSerialize(std::istream &is)
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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mesh = deSerializeString(is);
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animation_frames.X = readF1000(is);
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animation_frames.Y = readF1000(is);
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animation_speed = readF1000(is);
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animation_blend = readF1000(is);
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u32 animation_bone_position_count = readU16(is);
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for(u32 i=0; i<animation_bone_position_count; i++){
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std::string bone_name = deSerializeString(is);
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v3f bone_pos = readV3F1000(is);
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animation_bone_position[bone_name] = bone_pos;
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}
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u32 animation_bone_rotation_count = readU16(is);
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for(u32 i=0; i<animation_bone_rotation_count; i++){
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std::string bone_name = deSerializeString(is);
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v3f bone_rot = readV3F1000(is);
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animation_bone_rotation[bone_name] = bone_rot;
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}
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visual_size = readV2F1000(is);
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textures.clear();
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u32 texture_count = readU16(is);
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for(u32 i=0; i<texture_count; i++){
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textures.push_back(deSerializeString(is));
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}
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spritediv = readV2S16(is);
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initial_sprite_basepos = readV2S16(is);
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is_visible = readU8(is);
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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#include "irrlichttypes_bloated.h"
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#include <iostream>
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#include <map>
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struct ObjectProperties
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{
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@ -33,6 +34,11 @@ struct ObjectProperties
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core::aabbox3d<f32> collisionbox;
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std::string visual;
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std::string mesh;
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core::vector2d<int> animation_frames;
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float animation_speed;
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float animation_blend;
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std::map<std::string, v3f> animation_bone_position;
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std::map<std::string, v3f> animation_bone_rotation;
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v2f visual_size;
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core::array<std::string> textures;
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v2s16 spritediv;
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@ -41,6 +47,7 @@ struct ObjectProperties
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bool makes_footstep_sound;
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float automatic_rotate;
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ObjectProperties();
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std::string dump();
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void serialize(std::ostream &os) const;
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@ -944,6 +944,45 @@ static void read_object_properties(lua_State *L, int index,
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prop->visual_size = read_v2f(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, -1, "animation_frames");
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if(lua_istable(L, -1))
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{
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lua_rawgeti (L, -1, 1);
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lua_rawgeti (L, -2, 2);
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prop->animation_frames.X = lua_tonumber(L, -2);
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prop->animation_frames.Y = lua_tonumber(L, -1);
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lua_pop(L, 2);
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}
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lua_pop(L, 1);
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getfloatfield(L, -1, "animation_speed", prop->animation_speed);
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getfloatfield(L, -1, "animation_blend", prop->animation_blend);
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lua_getfield(L, -1, "animation_bone_position");
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if(lua_istable(L, -1))
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{
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lua_rawgeti (L, -1, 1);
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lua_rawgeti (L, -2, 2);
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std::string bone_name = lua_tostring(L, -2);
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v3f bone_pos = read_v3f(L, -1);
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prop->animation_bone_position[bone_name] = bone_pos;
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lua_pop(L, 2);
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}
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lua_pop(L, 1);
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lua_getfield(L, -1, "animation_bone_rotation");
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if(lua_istable(L, -1))
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{
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lua_rawgeti (L, -1, 1);
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lua_rawgeti (L, -2, 2);
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std::string bone_name = lua_tostring(L, -2);
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v3f bone_rot = read_v3f(L, -1);
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prop->animation_bone_rotation[bone_name] = bone_rot;
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lua_pop(L, 2);
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}
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lua_pop(L, 1);
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lua_getfield(L, -1, "textures");
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if(lua_istable(L, -1)){
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prop->textures.clear();
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