Use integers instead of float values
parent
c0ab09af74
commit
8b02a015eb
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@ -1922,10 +1922,10 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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player->local_animations[0] = readV2F1000(is);
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player->local_animations[1] = readV2F1000(is);
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player->local_animations[2] = readV2F1000(is);
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player->local_animations[3] = readV2F1000(is);
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player->local_animations[0] = readV2S32(is);
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player->local_animations[1] = readV2S32(is);
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player->local_animations[2] = readV2S32(is);
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player->local_animations[3] = readV2S32(is);
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player->local_animation_speed = readF1000(is);
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}
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else if(command == TOCLIENT_EYE_OFFSET)
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@ -534,10 +534,10 @@ enum ToClientCommand
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TOCLIENT_LOCAL_PLAYER_ANIMATIONS = 0x51,
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/*
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u16 command
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v2f1000 stand/idle
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v2f1000 walk
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v2f1000 dig
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v2f1000 walk+dig
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v2s32 stand/idle
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v2s32 walk
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v2s32 dig
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v2s32 walk+dig
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f1000 frame_speed
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*/
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@ -581,7 +581,7 @@ private:
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v2s16 m_tx_basepos;
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bool m_initial_tx_basepos_set;
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bool m_tx_select_horiz_by_yawpitch;
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v2f m_animation_range;
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v2s32 m_animation_range;
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int m_animation_speed;
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int m_animation_blend;
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std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
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@ -624,7 +624,7 @@ public:
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m_tx_basepos(0,0),
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m_initial_tx_basepos_set(false),
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m_tx_select_horiz_by_yawpitch(false),
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m_animation_range(v2f(0,0)),
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m_animation_range(v2s32(0,0)),
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m_animation_speed(15),
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m_animation_blend(0),
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m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
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@ -1098,41 +1098,51 @@ public:
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if(controls.up || controls.down || controls.left || controls.right)
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walking = true;
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m_animation_speed = player->local_animation_speed;
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f32 new_speed = player->local_animation_speed;
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v2s32 new_anim = v2s32(0,0);
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bool allow_update = false;
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if(!player->touching_ground &&
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g_settings->getBool("free_move") &&
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m_gamedef->checkLocalPrivilege("fly") &&
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g_settings->getBool("fast_move") &&
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m_gamedef->checkLocalPrivilege("fast"))
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m_animation_speed *= 1.5;
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new_speed *= 1.5;
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if(controls.sneak && walking)
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m_animation_speed /= 2;
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player->last_animation_speed = m_animation_speed;
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new_speed /= 2;
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if(walking && (controls.LMB || controls.RMB)) {
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m_animation_range = player->local_animations[3];
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new_anim = player->local_animations[3];
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player->last_animation = WD_ANIM;
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} else if(walking) {
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m_animation_range = player->local_animations[1];
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new_anim = player->local_animations[1];
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player->last_animation = WALK_ANIM;
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} else if(controls.LMB || controls.RMB) {
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m_animation_range = player->local_animations[2];
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new_anim = player->local_animations[2];
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player->last_animation = DIG_ANIM;
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}
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if ((new_anim.X + new_anim.Y) > 0) {
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allow_update = true;
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m_animation_range = new_anim;
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m_animation_speed = new_speed;
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player->last_animation_speed = m_animation_speed;
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} else {
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player->last_animation = NO_ANIM;
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}
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// reset animation when no input detected
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if (!walking && !controls.LMB && !controls.RMB) {
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player->last_animation = NO_ANIM;
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if (old_anim != NO_ANIM) {
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m_animation_range = player->local_animations[0];
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updateAnimation();
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updateAnimation();
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}
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}
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// Update local player animations
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if ((player->last_animation != old_anim && player->last_animation != NO_ANIM) || m_animation_speed != old_anim_speed)
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updateAnimation();
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if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
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player->last_animation != NO_ANIM && allow_update)
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updateAnimation();
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} else {
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m_is_visible = false;
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@ -1501,8 +1511,7 @@ public:
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{
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if(m_animated_meshnode == NULL)
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return;
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m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
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m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
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m_animated_meshnode->setAnimationSpeed(m_animation_speed);
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m_animated_meshnode->setTransitionTime(m_animation_blend);
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}
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@ -1775,24 +1784,30 @@ public:
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}
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else if(cmd == GENERIC_CMD_SET_ANIMATION)
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{
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if (!m_is_local_player) {
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m_animation_range = readV2F1000(is);
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// TODO: change frames send as v2s32 value
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v2f range = readV2F1000(is);
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if (!m_is_local_player) {
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m_animation_range = v2s32((s32)range.X, (s32)range.Y);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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updateAnimation();
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} else {
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LocalPlayer *player = m_env->getLocalPlayer();
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if(player->last_animation == NO_ANIM) {
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m_animation_range = readV2F1000(is);
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m_animation_range = v2s32((s32)range.X, (s32)range.Y);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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}
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// update animation only if object is not player
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// or the received animation is not registered
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if(m_animation_range.X != player->local_animations[1].X &&
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m_animation_range.X != player->local_animations[2].X &&
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m_animation_range.X != player->local_animations[3].X)
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// update animation only if local animations present
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// and received animation is not unknown
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int frames = 0;
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for (int i = 0;i<4;i++) {
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frames += (int)player->local_animations[i].Y;
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}
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if(frames < 1) {
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player->last_animation = NO_ANIM;
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updateAnimation();
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}
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}
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}
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else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
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@ -269,7 +269,7 @@ public:
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bool physics_override_sneak;
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bool physics_override_sneak_glitch;
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v2f local_animations[4];
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v2s32 local_animations[4];
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float local_animation_speed;
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u16 hp;
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@ -59,6 +59,19 @@ v2s16 read_v2s16(lua_State *L, int index)
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return p;
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}
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v2s32 read_v2s32(lua_State *L, int index)
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{
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v2s32 p;
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "x");
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p.X = lua_tonumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "y");
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p.Y = lua_tonumber(L, -1);
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lua_pop(L, 1);
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return p;
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}
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v2f read_v2f(lua_State *L, int index)
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{
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v2f p;
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@ -75,6 +75,7 @@ v3s16 check_v3s16 (lua_State *L, int index);
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v3f read_v3f (lua_State *L, int index);
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v2f read_v2f (lua_State *L, int index);
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v2s16 read_v2s16 (lua_State *L, int index);
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v2s32 read_v2s32 (lua_State *L, int index);
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video::SColor readARGB8 (lua_State *L, int index);
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aabb3f read_aabb3f (lua_State *L, int index, f32 scale);
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v3s16 read_v3s16 (lua_State *L, int index);
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@ -415,10 +415,10 @@ int ObjectRef::l_set_local_animation(lua_State *L)
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if (player == NULL)
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return 0;
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// Do it
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v2f frames[4];
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v2s32 frames[4];
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for (int i=0;i<4;i++) {
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if(!lua_isnil(L, 2+1))
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frames[i] = read_v2f(L, 2+i);
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frames[i] = read_v2s32(L, 2+i);
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}
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float frame_speed = 30;
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if(!lua_isnil(L, 6))
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@ -3484,15 +3484,15 @@ void Server::SendMovePlayer(u16 peer_id)
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m_clients.send(peer_id, 0, data, true);
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}
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void Server::SendLocalPlayerAnimations(u16 peer_id, v2f animation_frames[4], f32 animation_speed)
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void Server::SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed)
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{
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std::ostringstream os(std::ios_base::binary);
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writeU16(os, TOCLIENT_LOCAL_PLAYER_ANIMATIONS);
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writeV2F1000(os, animation_frames[0]);
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writeV2F1000(os, animation_frames[1]);
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writeV2F1000(os, animation_frames[2]);
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writeV2F1000(os, animation_frames[3]);
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writeV2S32(os, animation_frames[0]);
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writeV2S32(os, animation_frames[1]);
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writeV2S32(os, animation_frames[2]);
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writeV2S32(os, animation_frames[3]);
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writeF1000(os, animation_speed);
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// Make data buffer
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@ -4610,7 +4610,7 @@ void Server::hudSetHotbarSelectedImage(Player *player, std::string name) {
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SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_SELECTED_IMAGE, name);
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}
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bool Server::setLocalPlayerAnimations(Player *player, v2f animation_frames[4], f32 frame_speed)
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bool Server::setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed)
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{
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if (!player)
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return false;
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@ -322,7 +322,7 @@ public:
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inline Address getPeerAddress(u16 peer_id)
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{ return m_con.GetPeerAddress(peer_id); }
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bool setLocalPlayerAnimations(Player *player, v2f animation_frames[4], f32 frame_speed);
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bool setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed);
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bool setPlayerEyeOffset(Player *player, v3f first, v3f third);
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bool setSky(Player *player, const video::SColor &bgcolor,
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@ -364,7 +364,7 @@ private:
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void SendPlayerHP(u16 peer_id);
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void SendPlayerBreath(u16 peer_id);
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void SendMovePlayer(u16 peer_id);
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void SendLocalPlayerAnimations(u16 peer_id, v2f animation_frames[4], f32 animation_speed);
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void SendLocalPlayerAnimations(u16 peer_id, v2s32 animation_frames[4], f32 animation_speed);
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void SendEyeOffset(u16 peer_id, v3f first, v3f third);
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void SendPlayerPrivileges(u16 peer_id);
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void SendPlayerInventoryFormspec(u16 peer_id);
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