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Fix some issues with animations, and allow non-looped animations to be defined
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parent
622918d8a8
commit
660fa516bf
10 changed files with 59 additions and 25 deletions
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@ -565,6 +565,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
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m_animation_range(v2s32(0,0)),
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m_animation_speed(15),
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m_animation_blend(0),
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m_animation_loop(true),
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m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
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m_attachment_bone(""),
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m_attachment_position(v3f(0,0,0)),
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@ -1465,9 +1466,18 @@ void GenericCAO::updateAnimation()
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{
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if(m_animated_meshnode == NULL)
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return;
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m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
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m_animated_meshnode->setAnimationSpeed(m_animation_speed);
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if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
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m_animated_meshnode->getEndFrame() != m_animation_range.Y)
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m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
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if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
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m_animated_meshnode->setAnimationSpeed(m_animation_speed);
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m_animated_meshnode->setTransitionTime(m_animation_blend);
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// Requires Irrlicht 1.8 or greater
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
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if (m_animated_meshnode->getLoopMode() != m_animation_loop)
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m_animated_meshnode->setLoopMode(m_animation_loop);
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#endif
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}
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void GenericCAO::updateBonePosition()
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@ -1633,6 +1643,8 @@ void GenericCAO::processMessage(const std::string &data)
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m_animation_range = v2s32((s32)range.X, (s32)range.Y);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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// these are sent inverted so we get true when the server sends nothing
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m_animation_loop = !readU8(is);
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updateAnimation();
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} else {
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LocalPlayer *player = m_env->getLocalPlayer();
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@ -1641,6 +1653,8 @@ void GenericCAO::processMessage(const std::string &data)
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m_animation_range = v2s32((s32)range.X, (s32)range.Y);
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m_animation_speed = readF1000(is);
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m_animation_blend = readF1000(is);
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// these are sent inverted so we get true when the server sends nothing
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m_animation_loop = !readU8(is);
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}
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// update animation only if local animations present
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// and received animation is unknown (except idle animation)
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