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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

@ -39,8 +39,6 @@ ObjectProperties::ObjectProperties():
makes_footstep_sound(false),
automatic_rotate(0)
{
// Nothing to do for animation_bone_position
// Nothing to do for animation_bone_rotation
textures.push_back("unknown_object.png");
}
@ -54,22 +52,6 @@ std::string ObjectProperties::dump()
os<<", visual="<<visual;
os<<", mesh="<<mesh;
os<<", visual_size="<<PP2(visual_size);
os<<", animation_bone_position=[";
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second;
os<<bone_name<<" "<<bone_pos.X<<","<<bone_pos.Y<<","<<bone_pos.Z<<"\"";
}
os<<"]";
os<<", animation_bone_rotation=[";
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
std::string bone_name = (*ii).first;
v3f bone_rot = (*ii).second;
os<<bone_name<<" "<<bone_rot.X<<","<<bone_rot.Y<<","<<bone_rot.Z<<"\"";
}
os<<"]";
os<<", textures=[";
for(u32 i=0; i<textures.size(); i++){
os<<"\""<<textures[i]<<"\" ";
@ -93,24 +75,11 @@ void ObjectProperties::serialize(std::ostream &os) const
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
os<<serializeString(mesh);
writeU16(os, animation_bone_position.size());
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
os<<serializeString((*ii).first);
writeV3F1000(os, (*ii).second);
}
writeU16(os, animation_bone_rotation.size());
for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
os<<serializeString((*ii).first);
writeV3F1000(os, (*ii).second);
}
writeV2F1000(os, visual_size);
writeU16(os, textures.size());
for(u32 i=0; i<textures.size(); i++){
os<<serializeString(textures[i]);
}
writeV2S16(os, spritediv);
writeV2S16(os, initial_sprite_basepos);
writeU8(os, is_visible);
@ -130,27 +99,12 @@ void ObjectProperties::deSerialize(std::istream &is)
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
mesh = deSerializeString(is);
u32 animation_bone_position_count = readU16(is);
for(u32 i=0; i<animation_bone_position_count; i++){
std::string bone_name = deSerializeString(is);
v3f bone_pos = readV3F1000(is);
animation_bone_position[bone_name] = bone_pos;
}
u32 animation_bone_rotation_count = readU16(is);
for(u32 i=0; i<animation_bone_rotation_count; i++){
std::string bone_name = deSerializeString(is);
v3f bone_rot = readV3F1000(is);
animation_bone_rotation[bone_name] = bone_rot;
}
visual_size = readV2F1000(is);
textures.clear();
u32 texture_count = readU16(is);
for(u32 i=0; i<texture_count; i++){
textures.push_back(deSerializeString(is));
}
spritediv = readV2S16(is);
initial_sprite_basepos = readV2S16(is);
is_visible = readU8(is);