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Get the new animation framework properly working

Store start and end frames as v2f

Also move bone animations to their own function instead of object properties
This commit is contained in:
MirceaKitsune 2012-10-26 18:03:24 +03:00 committed by Perttu Ahola
parent ba4d93027f
commit 118285e6ba
10 changed files with 139 additions and 135 deletions

View file

@ -644,6 +644,22 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
{
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
return &m_prop;
@ -706,14 +722,6 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frame_start, frame_end, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
std::string LuaEntitySAO::getName()
{
return m_init_name;
@ -1085,6 +1093,22 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
{
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
ObjectProperties* PlayerSAO::accessObjectProperties()
{
return &m_prop;