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 functionalitymaster
parent
fb0c431864
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ba4d93027f
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@ -1116,6 +1116,7 @@ LuaEntitySAO-only: (no-op for other objects)
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- select_horiz_by_yawpitch=false)
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^ Select sprite from spritesheet with optional animation and DM-style
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texture selection based on yaw relative to camera
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- setanimations(frame_start, frame_end, frame_speed, frame_blend)
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- get_entity_name() (DEPRECATED: Will be removed in a future version)
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- get_luaentity()
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Player-only: (no-op for other objects)
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@ -1230,9 +1231,6 @@ 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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@ -924,7 +924,6 @@ 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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@ -1137,22 +1136,34 @@ public:
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}
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}
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void updateAnimations()
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void updateAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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{
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if(!m_animated_meshnode)
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return;
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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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m_animated_meshnode->setFrameLoop(frame_start, frame_end);
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m_animated_meshnode->setAnimationSpeed(frame_speed);
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m_animated_meshnode->setTransitionTime(frame_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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if(m_prop.animation_bone_position.size() > 0)
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{
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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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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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std::string bone_name = (*ii).first;
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v3f bone_pos = (*ii).second;
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irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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bone->setPosition(bone_pos);
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}
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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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if(m_prop.animation_bone_rotation.size() > 0)
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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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m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
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std::string bone_name = (*ii).first;
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v3f bone_rot = (*ii).second;
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irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
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bone->setRotation(bone_rot);
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}
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}
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}
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@ -1223,6 +1234,15 @@ public:
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updateTexturePos();
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}
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else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
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{
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int frame_start = readU16(is);
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int frame_end = readU16(is);
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float frame_speed = readF1000(is);
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float frame_blend = readF1000(is);
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updateAnimations(frame_start, frame_end, frame_speed, frame_blend);
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}
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else if(cmd == GENERIC_CMD_PUNCHED)
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{
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/*s16 damage =*/ readS16(is);
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@ -706,6 +706,14 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
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m_messages_out.push_back(aom);
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}
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void LuaEntitySAO::setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frame_start, frame_end, frame_speed, frame_blend);
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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_back(aom);
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}
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std::string LuaEntitySAO::getName()
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{
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return m_init_name;
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@ -73,6 +73,7 @@ public:
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void setTextureMod(const std::string &mod);
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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void setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend);
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std::string getName();
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private:
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std::string getPropertyPacket();
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@ -92,6 +92,19 @@ std::string gob_cmd_set_sprite(
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return os.str();
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}
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std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend)
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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_ANIMATIONS);
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// parameters
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writeU16(os, frame_start);
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writeU16(os, frame_end);
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writeF1000(os, frame_speed);
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writeF1000(os, frame_blend);
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return os.str();
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}
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std::string gob_cmd_punched(s16 damage, s16 result_hp)
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{
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std::ostringstream os(std::ios::binary);
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@ -28,8 +28,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define GENERIC_CMD_UPDATE_POSITION 1
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#define GENERIC_CMD_SET_TEXTURE_MOD 2
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#define GENERIC_CMD_SET_SPRITE 3
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#define GENERIC_CMD_PUNCHED 4
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#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 5
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#define GENERIC_CMD_SET_ANIMATIONS 4
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#define GENERIC_CMD_PUNCHED 5
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#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 6
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#include "object_properties.h"
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std::string gob_cmd_set_properties(const ObjectProperties &prop);
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@ -54,6 +55,8 @@ std::string gob_cmd_set_sprite(
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bool select_horiz_by_yawpitch
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);
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std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend);
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std::string gob_cmd_punched(s16 damage, s16 result_hp);
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#include "itemgroup.h"
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@ -32,9 +32,6 @@ 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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@ -42,8 +39,8 @@ 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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// Nothing to do for animation_bone_position
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// Nothing to do for animation_bone_rotation
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textures.push_back("unknown_object.png");
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}
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@ -56,9 +53,6 @@ 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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@ -99,10 +93,6 @@ 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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@ -140,10 +130,6 @@ 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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@ -34,9 +34,6 @@ 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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@ -944,21 +944,6 @@ 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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@ -2863,6 +2848,30 @@ private:
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return 0;
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}
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// setanimations(self, mod)
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static int l_setanimations(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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LuaEntitySAO *co = getluaobject(ref);
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if(co == NULL) return 0;
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// Do it
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v2s16 p(0,0);
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int frame_start = 0;
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if(!lua_isnil(L, 2))
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frame_start = lua_tonumber(L, 2);
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int frame_end = 0;
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if(!lua_isnil(L, 3))
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frame_end = lua_tonumber(L, 3);
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float frame_speed = 15;
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if(!lua_isnil(L, 4))
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frame_speed = lua_tonumber(L, 4);
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float frame_blend = 0;
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if(!lua_isnil(L, 5))
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frame_blend = lua_tonumber(L, 5);
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co->setAnimations(frame_start, frame_end, frame_speed, frame_blend);
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return 0;
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}
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// DEPRECATED
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// get_entity_name(self)
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static int l_get_entity_name(lua_State *L)
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@ -3062,6 +3071,7 @@ const luaL_reg ObjectRef::methods[] = {
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method(ObjectRef, getyaw),
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method(ObjectRef, settexturemod),
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method(ObjectRef, setsprite),
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method(ObjectRef, setanimations),
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method(ObjectRef, get_entity_name),
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method(ObjectRef, get_luaentity),
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// Player-only
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