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content_cao: Support texture animation for upright_sprite (#10020)
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e5725dfb8e
commit
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5 changed files with 64 additions and 14 deletions
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@ -1176,6 +1176,7 @@ void GenericCAO::updateTexturePos()
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int row = m_tx_basepos.Y;
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int col = m_tx_basepos.X;
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// Yawpitch goes rightwards
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if (m_tx_select_horiz_by_yawpitch) {
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if (cam_to_entity.Y > 0.75)
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col += 5;
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@ -1206,6 +1207,27 @@ void GenericCAO::updateTexturePos()
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float tys = m_tx_size.Y;
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setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
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}
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else if (m_meshnode) {
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if (m_prop.visual == "upright_sprite") {
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int row = m_tx_basepos.Y;
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int col = m_tx_basepos.X;
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// Animation goes downwards
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row += m_anim_frame;
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const auto &tx = m_tx_size;
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v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
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tx * v2f(col+1, row+1),
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tx * v2f(col, row+1),
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tx * v2f(col, row),
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tx * v2f(col+1, row),
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};
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auto mesh = m_meshnode->getMesh();
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setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
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setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
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}
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}
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}
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// Do not pass by reference, see header.
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@ -1247,7 +1269,7 @@ void GenericCAO::updateTextures(std::string mod)
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}
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}
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if (m_animated_meshnode) {
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else if (m_animated_meshnode) {
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if (m_prop.visual == "mesh") {
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for (u32 i = 0; i < m_prop.textures.size() &&
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i < m_animated_meshnode->getMaterialCount(); ++i) {
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@ -1296,8 +1318,8 @@ void GenericCAO::updateTextures(std::string mod)
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}
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}
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}
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if(m_meshnode)
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{
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else if (m_meshnode) {
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if(m_prop.visual == "cube")
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{
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for (u32 i = 0; i < 6; ++i)
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@ -203,6 +203,15 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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setMeshBufferColor(mesh->getMeshBuffer(j), color);
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}
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void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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assert(buf->getVertexCount() >= count);
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u8 *vertices = (u8 *) buf->getVertices();
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for (u32 i = 0; i < count; i++)
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((video::S3DVertex*) (vertices + i * stride))->TCoords = uv[i];
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}
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template <typename F>
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static void applyToMesh(scene::IMesh *mesh, const F &fn)
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{
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@ -58,6 +58,13 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
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*/
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
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/*
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Sets texture coords for vertices in the mesh buffer.
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`uv[]` must have `count` elements
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*/
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void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count);
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/*
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Set a constant color for an animated mesh
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*/
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