Joint positioning and rotation code, and fix a problem related to their lua API

Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
master
MirceaKitsune 2012-10-26 11:46:46 +03:00 committed by Perttu Ahola
parent fb0c431864
commit ba4d93027f
9 changed files with 86 additions and 50 deletions

View File

@ -1116,6 +1116,7 @@ LuaEntitySAO-only: (no-op for other objects)
- select_horiz_by_yawpitch=false)
^ Select sprite from spritesheet with optional animation and DM-style
texture selection based on yaw relative to camera
- setanimations(frame_start, frame_end, frame_speed, frame_blend)
- get_entity_name() (DEPRECATED: Will be removed in a future version)
- get_luaentity()
Player-only: (no-op for other objects)
@ -1230,9 +1231,6 @@ Object Properties
visual = "cube"/"sprite"/"upright_sprite"/"mesh",
visual_size = {x=1, y=1},
mesh = "model",
animation_frames = {1, 1},
animation_speed = 15,
animation_blend = 0,
animation_bone_position = {"", {x=0, y=0, z=0}}, -- bone name followed by position vector
animation_bone_rotation = {"", {x=0, y=0, z=0}}, -- bone name followed by rotation vector
textures = {}, -- number of required textures depends on visual

View File

@ -924,7 +924,6 @@ public:
m_visuals_expired = false;
removeFromScene();
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
updateAnimations();
}
if(m_prop.physical){
@ -1137,22 +1136,34 @@ public:
}
}
void updateAnimations()
void updateAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
{
if(!m_animated_meshnode)
return;
m_animated_meshnode->setFrameLoop(m_prop.animation_frames.X, m_prop.animation_frames.Y);
m_animated_meshnode->setAnimationSpeed(m_prop.animation_speed);
m_animated_meshnode->setTransitionTime(m_prop.animation_blend);
m_animated_meshnode->setFrameLoop(frame_start, frame_end);
m_animated_meshnode->setAnimationSpeed(frame_speed);
m_animated_meshnode->setTransitionTime(frame_blend);
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
// Bone positioning code will go here
if(m_prop.animation_bone_position.size() > 0)
{
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
bone->setPosition(bone_pos);
}
}
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
// Bone rotation code will go here
if(m_prop.animation_bone_rotation.size() > 0)
{
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
std::string bone_name = (*ii).first;
v3f bone_rot = (*ii).second;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
bone->setRotation(bone_rot);
}
}
}
@ -1223,6 +1234,15 @@ public:
updateTexturePos();
}
else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
{
int frame_start = readU16(is);
int frame_end = readU16(is);
float frame_speed = readF1000(is);
float frame_blend = readF1000(is);
updateAnimations(frame_start, frame_end, frame_speed, frame_blend);
}
else if(cmd == GENERIC_CMD_PUNCHED)
{
/*s16 damage =*/ readS16(is);

View File

@ -706,6 +706,14 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frame_start, frame_end, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
std::string LuaEntitySAO::getName()
{
return m_init_name;

View File

@ -73,6 +73,7 @@ public:
void setTextureMod(const std::string &mod);
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
void setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend);
std::string getName();
private:
std::string getPropertyPacket();

View File

@ -92,6 +92,19 @@ std::string gob_cmd_set_sprite(
return os.str();
}
std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_ANIMATIONS);
// parameters
writeU16(os, frame_start);
writeU16(os, frame_end);
writeF1000(os, frame_speed);
writeF1000(os, frame_blend);
return os.str();
}
std::string gob_cmd_punched(s16 damage, s16 result_hp)
{
std::ostringstream os(std::ios::binary);

View File

@ -28,8 +28,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define GENERIC_CMD_UPDATE_POSITION 1
#define GENERIC_CMD_SET_TEXTURE_MOD 2
#define GENERIC_CMD_SET_SPRITE 3
#define GENERIC_CMD_PUNCHED 4
#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 5
#define GENERIC_CMD_SET_ANIMATIONS 4
#define GENERIC_CMD_PUNCHED 5
#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 6
#include "object_properties.h"
std::string gob_cmd_set_properties(const ObjectProperties &prop);
@ -54,6 +55,8 @@ std::string gob_cmd_set_sprite(
bool select_horiz_by_yawpitch
);
std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend);
std::string gob_cmd_punched(s16 damage, s16 result_hp);
#include "itemgroup.h"

View File

@ -32,9 +32,6 @@ ObjectProperties::ObjectProperties():
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
visual("sprite"),
mesh(""),
animation_frames(1,1),
animation_speed(15),
animation_blend(0),
visual_size(1,1),
spritediv(1,1),
initial_sprite_basepos(0,0),
@ -42,8 +39,8 @@ ObjectProperties::ObjectProperties():
makes_footstep_sound(false),
automatic_rotate(0)
{
animation_bone_position[""] = v3f(0,0,0);
animation_bone_rotation[""] = v3f(0,0,0);
// Nothing to do for animation_bone_position
// Nothing to do for animation_bone_rotation
textures.push_back("unknown_object.png");
}
@ -56,9 +53,6 @@ std::string ObjectProperties::dump()
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
os<<", visual="<<visual;
os<<", mesh="<<mesh;
os<<", animation_frames="<<animation_frames.X<<","<<animation_frames.Y;
os<<", animation_speed="<<animation_speed;
os<<", animation_blend="<<animation_blend;
os<<", visual_size="<<PP2(visual_size);
os<<", animation_bone_position=[";
@ -99,10 +93,6 @@ void ObjectProperties::serialize(std::ostream &os) const
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
os<<serializeString(mesh);
writeF1000(os, animation_frames.X);
writeF1000(os, animation_frames.Y);
writeF1000(os, animation_speed);
writeF1000(os, animation_blend);
writeU16(os, animation_bone_position.size());
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
@ -140,10 +130,6 @@ void ObjectProperties::deSerialize(std::istream &is)
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
mesh = deSerializeString(is);
animation_frames.X = readF1000(is);
animation_frames.Y = readF1000(is);
animation_speed = readF1000(is);
animation_blend = readF1000(is);
u32 animation_bone_position_count = readU16(is);
for(u32 i=0; i<animation_bone_position_count; i++){

View File

@ -34,9 +34,6 @@ struct ObjectProperties
core::aabbox3d<f32> collisionbox;
std::string visual;
std::string mesh;
core::vector2d<int> animation_frames;
float animation_speed;
float animation_blend;
std::map<std::string, v3f> animation_bone_position;
std::map<std::string, v3f> animation_bone_rotation;
v2f visual_size;

View File

@ -944,21 +944,6 @@ static void read_object_properties(lua_State *L, int index,
prop->visual_size = read_v2f(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "animation_frames");
if(lua_istable(L, -1))
{
lua_rawgeti (L, -1, 1);
lua_rawgeti (L, -2, 2);
prop->animation_frames.X = lua_tonumber(L, -2);
prop->animation_frames.Y = lua_tonumber(L, -1);
lua_pop(L, 2);
}
lua_pop(L, 1);
getfloatfield(L, -1, "animation_speed", prop->animation_speed);
getfloatfield(L, -1, "animation_blend", prop->animation_blend);
lua_getfield(L, -1, "animation_bone_position");
if(lua_istable(L, -1))
{
@ -2863,6 +2848,30 @@ private:
return 0;
}
// setanimations(self, mod)
static int l_setanimations(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
// Do it
v2s16 p(0,0);
int frame_start = 0;
if(!lua_isnil(L, 2))
frame_start = lua_tonumber(L, 2);
int frame_end = 0;
if(!lua_isnil(L, 3))
frame_end = lua_tonumber(L, 3);
float frame_speed = 15;
if(!lua_isnil(L, 4))
frame_speed = lua_tonumber(L, 4);
float frame_blend = 0;
if(!lua_isnil(L, 5))
frame_blend = lua_tonumber(L, 5);
co->setAnimations(frame_start, frame_end, frame_speed, frame_blend);
return 0;
}
// DEPRECATED
// get_entity_name(self)
static int l_get_entity_name(lua_State *L)
@ -3062,6 +3071,7 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, getyaw),
method(ObjectRef, settexturemod),
method(ObjectRef, setsprite),
method(ObjectRef, setanimations),
method(ObjectRef, get_entity_name),
method(ObjectRef, get_luaentity),
// Player-only