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Joint positioning and rotation code, and fix a problem related to their lua API
Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
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parent
fb0c431864
commit
ba4d93027f
9 changed files with 86 additions and 50 deletions
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@ -32,9 +32,6 @@ ObjectProperties::ObjectProperties():
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collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
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visual("sprite"),
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mesh(""),
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animation_frames(1,1),
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animation_speed(15),
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animation_blend(0),
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visual_size(1,1),
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spritediv(1,1),
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initial_sprite_basepos(0,0),
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@ -42,8 +39,8 @@ ObjectProperties::ObjectProperties():
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makes_footstep_sound(false),
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automatic_rotate(0)
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{
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animation_bone_position[""] = v3f(0,0,0);
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animation_bone_rotation[""] = v3f(0,0,0);
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// Nothing to do for animation_bone_position
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// Nothing to do for animation_bone_rotation
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textures.push_back("unknown_object.png");
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}
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@ -56,9 +53,6 @@ std::string ObjectProperties::dump()
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", animation_frames="<<animation_frames.X<<","<<animation_frames.Y;
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os<<", animation_speed="<<animation_speed;
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os<<", animation_blend="<<animation_blend;
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os<<", visual_size="<<PP2(visual_size);
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os<<", animation_bone_position=[";
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@ -99,10 +93,6 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeV3F1000(os, collisionbox.MaxEdge);
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os<<serializeString(visual);
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os<<serializeString(mesh);
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writeF1000(os, animation_frames.X);
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writeF1000(os, animation_frames.Y);
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writeF1000(os, animation_speed);
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writeF1000(os, animation_blend);
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writeU16(os, animation_bone_position.size());
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for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
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@ -140,10 +130,6 @@ void ObjectProperties::deSerialize(std::istream &is)
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collisionbox.MaxEdge = readV3F1000(is);
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visual = deSerializeString(is);
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mesh = deSerializeString(is);
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animation_frames.X = readF1000(is);
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animation_frames.Y = readF1000(is);
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animation_speed = readF1000(is);
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animation_blend = readF1000(is);
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u32 animation_bone_position_count = readU16(is);
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for(u32 i=0; i<animation_bone_position_count; i++){
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