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Allow the LUA API to set animations to meshes as well as the animation speed. Also update animations only when needed.

Support for animation blending, though for some reason it doesn't work.

Don't enable animation transitions by default for many reaosons

Object property to store individual bone positions. LUA can specify a bone name followed by a bone position. No functionality yet. Bone rotation to be added in the following commit

Same system for bone rotation, plus a few other things I missed
This commit is contained in:
MirceaKitsune 2012-10-25 23:29:07 +03:00 committed by Perttu Ahola
parent 9c8ba42750
commit fb0c431864
5 changed files with 128 additions and 4 deletions

View file

@ -42,6 +42,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
class Settings;
struct ToolCapabilities;
@ -805,7 +806,8 @@ public:
if(mesh)
{
m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
m_prop.visual_size.Y,
m_prop.visual_size.X));
@ -922,6 +924,7 @@ public:
m_visuals_expired = false;
removeFromScene();
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
updateAnimations();
}
if(m_prop.physical){
@ -979,8 +982,6 @@ public:
updateTexturePos();
updateAnimations();
if(m_reset_textures_timer >= 0){
m_reset_textures_timer -= dtime;
if(m_reset_textures_timer <= 0){
@ -1141,7 +1142,18 @@ public:
if(!m_animated_meshnode)
return;
m_animated_meshnode->setFrameLoop(0, 50);
m_animated_meshnode->setFrameLoop(m_prop.animation_frames.X, m_prop.animation_frames.Y);
m_animated_meshnode->setAnimationSpeed(m_prop.animation_speed);
m_animated_meshnode->setTransitionTime(m_prop.animation_blend);
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
// Bone positioning code will go here
}
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
if((*ii).second.X || (*ii).second.Y || (*ii).second.Z) { }
// Bone rotation code will go here
}
}
void processMessage(const std::string &data)