Add a little animation when changing the wielded item
parent
bc66f46323
commit
3e2efdf18a
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@ -71,7 +71,12 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_digging_anim(0),
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m_digging_button(-1),
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m_dummymesh(createCubeMesh(v3f(1,1,1)))
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m_dummymesh(createCubeMesh(v3f(1,1,1))),
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m_wield_change_timer(0.125),
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m_wield_mesh_next(NULL),
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m_previous_playeritem(-1),
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m_previous_itemname("")
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{
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//dstream<<__FUNCTION_NAME<<std::endl;
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@ -142,6 +147,21 @@ void Camera::step(f32 dtime)
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m_view_bobbing_fall = -1; // Mark the effect as finished
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}
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if(m_wield_change_timer < 0.125)
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m_wield_change_timer += dtime;
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if(m_wield_change_timer > 0.125)
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m_wield_change_timer = 0.125;
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if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) {
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if(m_wield_mesh_next) {
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m_wieldnode->setMesh(m_wield_mesh_next);
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m_wieldnode->setVisible(true);
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} else {
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m_wieldnode->setVisible(false);
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}
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m_wield_mesh_next = NULL;
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}
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if (m_view_bobbing_state != 0)
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{
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//f32 offset = dtime * m_view_bobbing_speed * 0.035;
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@ -351,6 +371,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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v3f wield_position = v3f(55, -35, 65);
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//v3f wield_rotation = v3f(-100, 120, -100);
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v3f wield_rotation = v3f(-100, 120, -100);
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if(m_wield_change_timer < 0)
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wield_position.Y -= 40 + m_wield_change_timer*320;
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else
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wield_position.Y -= 40 - m_wield_change_timer*320;
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if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
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f32 frac = 1.0;
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if(m_digging_anim > 0.5)
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@ -559,18 +583,33 @@ void Camera::setDigging(s32 button)
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m_digging_button = button;
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}
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void Camera::wield(const ItemStack &item)
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void Camera::wield(const ItemStack &item, u16 playeritem)
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{
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IItemDefManager *idef = m_gamedef->idef();
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scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
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if(wield_mesh)
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{
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m_wieldnode->setMesh(wield_mesh);
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m_wieldnode->setVisible(true);
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}
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else
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{
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m_wieldnode->setVisible(false);
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std::string itemname = item.getDefinition(idef).name;
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m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
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if(playeritem != m_previous_playeritem) {
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m_previous_playeritem = playeritem;
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m_previous_itemname = itemname;
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if(m_wield_change_timer >= 0.125)
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m_wield_change_timer = -0.125;
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else if(m_wield_change_timer > 0) {
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m_wield_change_timer = -m_wield_change_timer;
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}
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} else {
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if(m_wield_mesh_next) {
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m_wieldnode->setMesh(m_wield_mesh_next);
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m_wieldnode->setVisible(true);
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} else {
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m_wieldnode->setVisible(false);
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}
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m_wield_mesh_next = NULL;
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if(m_previous_itemname != itemname) {
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m_previous_itemname = itemname;
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m_wield_change_timer = 0;
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}
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else
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m_wield_change_timer = 0.125;
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}
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}
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@ -117,7 +117,7 @@ public:
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void setDigging(s32 button);
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// Replace the wielded item mesh
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void wield(const ItemStack &item);
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void wield(const ItemStack &item, u16 playeritem);
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// Draw the wielded tool.
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// This has to happen *after* the main scene is drawn.
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@ -178,6 +178,12 @@ private:
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//dummymesh for camera
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irr::scene::IAnimatedMesh* m_dummymesh;
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// Animation when changing wielded item
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f32 m_wield_change_timer;
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scene::IMesh *m_wield_mesh_next;
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u16 m_previous_playeritem;
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std::string m_previous_itemname;
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};
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#endif
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@ -3084,7 +3084,7 @@ void the_game(
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ItemStack item;
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if(mlist != NULL)
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item = mlist->getItem(client.getPlayerItem());
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camera.wield(item);
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camera.wield(item, client.getPlayerItem());
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}
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/*
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