232 lines
6.9 KiB
Lua
232 lines
6.9 KiB
Lua
-------------------------------------------------------------------------------
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-- Mob Framework Mod by Sapier
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--
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-- You may copy, use, modify or do nearly anything except removing this
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-- copyright notice.
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-- And of course you are NOT allow to pretend you have written it.
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--
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--! @file graphics.lua
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--! @brief graphics related parts of mob
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--! @copyright Sapier
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--! @author Sapier
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--! @date 2012-08-09
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--
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-- Contact sapier a t gmx net
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-------------------------------------------------------------------------------
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--! @class graphics
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--! @brief graphic features
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graphics = {}
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-------------------------------------------------------------------------------
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-- name: update_orientation_simple(entity,velocity)
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--
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--! @brief calculate direction of mob to face
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--! @memberof graphics
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--
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--! @param entity mob to calculate direction
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--! @param current_velocity data to calculate direction from
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-------------------------------------------------------------------------------
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function graphics.update_orientation_simple(entity,current_velocity)
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local x_abs = math.abs(current_velocity.x)
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local z_abs = math.abs(current_velocity.z)
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if x_abs > z_abs then
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if current_velocity.x > 0 then
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entity.object:setyaw(0)
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else
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entity.object:setyaw(math.pi)
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end
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else
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if current_velocity.z >0 then
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entity.object:setyaw(math.pi/2)
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else
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entity.object:setyaw(math.pi * (3/2))
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end
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end
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end
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-------------------------------------------------------------------------------
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-- name: update_orientation(entity)
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--
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--! @brief callback for calculating a mobs direction
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--! @memberof graphics
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--
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--! @param entity mob to calculate direction
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--! @param now current time
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--! @param dtime current dtime
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-------------------------------------------------------------------------------
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function graphics.update_orientation(entity,now,dtime)
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if entity.dynamic_data == nil or
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entity.dynamic_data.movement == nil then
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mobf_bug_warning(LOGLEVEL_ERROR,"MOBF BUG!!!: >" ..entity.data.name
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.. "< removed=" .. dump(entity.removed) .. " entity="
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.. tostring(entity) .. " graphics callback without dynamic data")
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return
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end
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local new_orientation = 0
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-- if entity.dynamic_data.movement.ts_orientation_upd + 1 < now and
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if entity.dynamic_data.movement.orientation_fix_needed then
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dbg_mobf.graphics_lvl3("MOBF: Updating orientation")
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--entity.dynamic_data.movement.ts_orientation_upd = now
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local current_velocity = entity.object:getvelocity()
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local acceleration = entity.object:getacceleration()
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local pos = entity.getbasepos(entity)
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dbg_mobf.graphics_lvl3("MOBF: vel: (" .. current_velocity.x .. ",".. current_velocity.z .. ") " ..
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"accel: (" ..acceleration.x .. "," .. acceleration.z .. ")")
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--predict position mob will be in 0.25 seconds
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--local predicted_pos = movement_generic.calc_new_pos(pos,acceleration,dtime,current_velocity)
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--local delta_x = predicted_pos.x - pos.x
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--local delta_z = predicted_pos.z - pos.z
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local delta_x = current_velocity.x
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local delta_z = current_velocity.z
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--legacy 2d mode
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if (entity.mode == "2d") then
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graphics.update_orientation_simple(entity,{x=delta_x, z=delta_z})
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-- 3d mode
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else
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if (delta_x ~= 0 ) and
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(delta_z ~= 0) then
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entity.object:setyaw(mobf_calc_yaw(delta_x,delta_z))
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dbg_mobf.graphics_lvl3("MOBF: x-delta: " .. delta_x
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.. " z-delta: " .. delta_z)
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elseif (delta_x ~= 0) or
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(delta_z ~= 0) then
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dbg_mobf.graphics_lvl3("MOBF: at least speed for one direction is 0")
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graphics.update_orientation_simple(entity,{x=delta_x,z=delta_z})
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else
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dbg_mobf.movement_lvl3("MOBF: not moving")
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end
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end
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end
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end
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-------------------------------------------------------------------------------
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-- name: set_animation(entity,name)
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--
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--! @brief set the drawmode for an mob entity
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--! @memberof graphics
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--
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--! @param entity mob to set drawmode for
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--! @param name name of animation
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-------------------------------------------------------------------------------
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function graphics.set_animation(entity,name)
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if name == nil then
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dbg_mobf.graphics_lvl2("MOBF: calling updating animation without name for " .. entity.data.name)
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return
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end
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if entity.mode == "2d" then
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if id == "stand" then
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entity.object:setsprite({x=0,y=0}, 1, 0, true)
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end
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if name == "burning" then
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entity.object:setsprite({x=0,y=1}, 1, 0, true)
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end
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return
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end
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if entity.mode == "3d" then
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--TODO change frame rate due to movement speed
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dbg_mobf.graphics_lvl2("MOBF: " .. entity.data.name .. " updating animation: " .. name)
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if entity.data.animation ~= nil and
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name ~= nil and
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entity.data.animation[name] ~= nil and
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entity.dynamic_data.animation ~= name then
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dbg_mobf.graphics_lvl2("MOBF:\tSetting animation to " .. name
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.. " start: " .. entity.data.animation[name].start_frame
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.. " end: " .. entity.data.animation[name].end_frame)
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entity.object:set_animation({
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x=entity.data.animation[name].start_frame,
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y=entity.data.animation[name].end_frame
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}, nil, nil)
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entity.dynamic_data.animation = name
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end
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return
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end
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mobf_bug_warning(LOGLEVEL_WARNING,"MOBF BUG!!: invalid graphics mode specified "
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.. dump(entity.mode))
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end
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------------------------------------------------------------------------------
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-- name: prepare_graphic_info(graphics2d,graphics3d)
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--
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--! @brief get graphics information
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--! @memberof graphics
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--
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--! @param graphics2d
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--! @param graphics3d
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--! @param modname
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--! @param name
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--! @param statename
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--! @return grahpic information
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-------------------------------------------------------------------------------
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function graphics.prepare_info(graphics2d,graphics3d,modname,name,statename)
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local setgraphics = {}
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if (graphics3d == nil) or
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minetest.setting_getbool("mobf_disable_3d_mode") then
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if (graphics2d == nil) then
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--this maybe correct if there's a state model requested!
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return nil
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end
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local basename = modname .. name
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if statename ~= nil and
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statename ~= "default" then
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basename = basename .. "__" .. statename
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end
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setgraphics.collisionbox = {-0.5,
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-0.5 * graphics2d.visible_height,
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-0.5,
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0.5,
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0.5 * graphics2d.visible_height,
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0.5}
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if graphics2d.visual ~= nil then
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setgraphics.visual = graphics2d.visual
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else
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setgraphics.visual = "sprite"
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end
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setgraphics.textures = { basename..".png^[makealpha:128,0,0^[makealpha:128,128,0" }
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setgraphics.visual_size = graphics2d.sprite_scale
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setgraphics.spritediv = graphics2d.sprite_div
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setgraphics.mode = "2d"
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else
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if graphics3d.visual == "mesh" then
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setgraphics.mesh = graphics3d.mesh
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end
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setgraphics.collisionbox = graphics3d.collisionbox --todo is this required for mesh?
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setgraphics.visual = graphics3d.visual
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setgraphics.visual_size = graphics3d.visual_size
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setgraphics.textures = graphics3d.textures
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setgraphics.mode = "3d"
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end
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return setgraphics
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end |