dragonfireclient/src/object_properties.h
MirceaKitsune fb0c431864 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
2012-11-25 18:14:15 +02:00

59 lines
1.6 KiB
C++

/*
Minetest-c55
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef OBJECT_PROPERTIES_HEADER
#define OBJECT_PROPERTIES_HEADER
#include <string>
#include "irrlichttypes_bloated.h"
#include <iostream>
#include <map>
struct ObjectProperties
{
// Values are BS=1
s16 hp_max;
bool physical;
float weight;
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;
core::array<std::string> textures;
v2s16 spritediv;
v2s16 initial_sprite_basepos;
bool is_visible;
bool makes_footstep_sound;
float automatic_rotate;
ObjectProperties();
std::string dump();
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
};
#endif