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
nephele-craftmethods
MirceaKitsune 10 years ago committed by Perttu Ahola
parent ba4d93027f
commit 118285e6ba
  1. 3
      doc/lua_api.txt
  2. 55
      src/content_cao.cpp
  3. 40
      src/content_sao.cpp
  4. 5
      src/content_sao.h
  5. 17
      src/genericobject.cpp
  6. 9
      src/genericobject.h
  7. 46
      src/object_properties.cpp
  8. 2
      src/object_properties.h
  9. 93
      src/scriptapi.cpp
  10. 4
      src/serverobject.h

@ -1103,6 +1103,8 @@ methods:
- get_wielded_item() -> ItemStack
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
- set_animations({x=1,y=1}, frame_speed=15, frame_blend=0)
- set_bone_posrot("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
@ -1116,7 +1118,6 @@ LuaEntitySAO-only: (no-op for other objects)
- select_horiz_by_yawpitch=false)
^ Select sprite from spritesheet with optional animation and DM-style
texture selection based on yaw relative to camera
- setanimations(frame_start, frame_end, frame_speed, frame_blend)
- get_entity_name() (DEPRECATED: Will be removed in a future version)
- get_luaentity()
Player-only: (no-op for other objects)

@ -576,6 +576,10 @@ private:
v2s16 m_tx_basepos;
bool m_initial_tx_basepos_set;
bool m_tx_select_horiz_by_yawpitch;
v2f m_frames;
int m_frame_speed;
int m_frame_blend;
std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
int m_anim_frame;
int m_anim_num_frames;
float m_anim_framelength;
@ -924,6 +928,8 @@ public:
m_visuals_expired = false;
removeFromScene();
addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
updateAnimations();
updateBonePosRot();
}
if(m_prop.physical){
@ -1136,32 +1142,27 @@ public:
}
}
void updateAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
void updateAnimations()
{
if(!m_animated_meshnode)
return;
m_animated_meshnode->setFrameLoop(frame_start, frame_end);
m_animated_meshnode->setAnimationSpeed(frame_speed);
m_animated_meshnode->setTransitionTime(frame_blend);
m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y);
m_animated_meshnode->setAnimationSpeed(m_frame_speed);
m_animated_meshnode->setTransitionTime(m_frame_blend);
}
if(m_prop.animation_bone_position.size() > 0)
void updateBonePosRot()
{
if(m_bone_posrot.size() > 0)
{
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_position.begin(); ii != m_prop.animation_bone_position.end(); ++ii){
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second;
v3f bone_pos = (*ii).second.X;
v3f bone_rot = (*ii).second.Y;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
bone->setPosition(bone_pos);
}
}
if(m_prop.animation_bone_rotation.size() > 0)
{
for(std::map<std::string, v3f>::const_iterator ii = m_prop.animation_bone_rotation.begin(); ii != m_prop.animation_bone_rotation.end(); ++ii){
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
std::string bone_name = (*ii).first;
v3f bone_rot = (*ii).second;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
bone->setRotation(bone_rot);
}
}
@ -1236,12 +1237,22 @@ public:
}
else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
{
int frame_start = readU16(is);
int frame_end = readU16(is);
float frame_speed = readF1000(is);
float frame_blend = readF1000(is);
m_frames = readV2F1000(is);
m_frame_speed = readF1000(is);
m_frame_blend = readF1000(is);
updateAnimations();
expireVisuals();
}
else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
{
std::string bone = deSerializeString(is);
v3f position = readV3F1000(is);
v3f rotation = readV3F1000(is);
m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
updateAnimations(frame_start, frame_end, frame_speed, frame_blend);
updateBonePosRot();
expireVisuals();
}
else if(cmd == GENERIC_CMD_PUNCHED)
{

@ -644,6 +644,22 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
{
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
return &m_prop;
@ -706,14 +722,6 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
m_messages_out.push_back(aom);
}
void LuaEntitySAO::setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frame_start, frame_end, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
std::string LuaEntitySAO::getName()
{
return m_init_name;
@ -1085,6 +1093,22 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false;
}
void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
{
std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
{
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push_back(aom);
}
ObjectProperties* PlayerSAO::accessObjectProperties()
{
return &m_prop;

@ -61,6 +61,8 @@ public:
void setHP(s16 hp);
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimations(v2f frames, float frame_speed, float frame_blend);
void setBonePosRot(std::string bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */
@ -73,7 +75,6 @@ public:
void setTextureMod(const std::string &mod);
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
void setAnimations(int frame_start, int frame_end, float frame_speed, float frame_blend);
std::string getName();
private:
std::string getPropertyPacket();
@ -143,6 +144,8 @@ public:
void setHP(s16 hp);
void setArmorGroups(const ItemGroupList &armor_groups);
void setAnimations(v2f frames, float frame_speed, float frame_blend);
void setBonePosRot(std::string bone, v3f position, v3f rotation);
ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified();

@ -92,19 +92,30 @@ std::string gob_cmd_set_sprite(
return os.str();
}
std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend)
std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_blend)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_ANIMATIONS);
// parameters
writeU16(os, frame_start);
writeU16(os, frame_end);
writeV2F1000(os, frames);
writeF1000(os, frame_speed);
writeF1000(os, frame_blend);
return os.str();
}
std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation)
{
std::ostringstream os(std::ios::binary);
// command
writeU8(os, GENERIC_CMD_SET_BONE_POSROT);
// parameters
os<<serializeString(bone);
writeV3F1000(os, position);
writeV3F1000(os, rotation);
return os.str();
}
std::string gob_cmd_punched(s16 damage, s16 result_hp)
{
std::ostringstream os(std::ios::binary);

@ -29,8 +29,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define GENERIC_CMD_SET_TEXTURE_MOD 2
#define GENERIC_CMD_SET_SPRITE 3
#define GENERIC_CMD_SET_ANIMATIONS 4
#define GENERIC_CMD_PUNCHED 5
#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 6
#define GENERIC_CMD_SET_BONE_POSROT 5
#define GENERIC_CMD_PUNCHED 6
#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 7
#include "object_properties.h"
std::string gob_cmd_set_properties(const ObjectProperties &prop);
@ -55,7 +56,9 @@ std::string gob_cmd_set_sprite(
bool select_horiz_by_yawpitch
);
std::string gob_cmd_set_animations(int frame_start, int frame_end, float frame_speed, float frame_blend);
std::string gob_cmd_set_animations(v2f frames, float frame_speed, float frame_blend);
std::string gob_cmd_set_bone_posrot(std::string bone, v3f position, v3f rotation);
std::string gob_cmd_punched(s16 damage, s16 result_hp);

@ -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);

@ -34,8 +34,6 @@ struct ObjectProperties
core::aabbox3d<f32> collisionbox;
std::string visual;
std::string mesh;
std::map<std::string, v3f> animation_bone_position;
std::map<std::string, v3f> animation_bone_rotation;
v2f visual_size;
core::array<std::string> textures;
v2s16 spritediv;

@ -944,30 +944,6 @@ static void read_object_properties(lua_State *L, int index,
prop->visual_size = read_v2f(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "animation_bone_position");
if(lua_istable(L, -1))
{
lua_rawgeti (L, -1, 1);
lua_rawgeti (L, -2, 2);
std::string bone_name = lua_tostring(L, -2);
v3f bone_pos = read_v3f(L, -1);
prop->animation_bone_position[bone_name] = bone_pos;
lua_pop(L, 2);
}
lua_pop(L, 1);
lua_getfield(L, -1, "animation_bone_rotation");
if(lua_istable(L, -1))
{
lua_rawgeti (L, -1, 1);
lua_rawgeti (L, -2, 2);
std::string bone_name = lua_tostring(L, -2);
v3f bone_rot = read_v3f(L, -1);
prop->animation_bone_rotation[bone_name] = bone_rot;
lua_pop(L, 2);
}
lua_pop(L, 1);
lua_getfield(L, -1, "textures");
if(lua_istable(L, -1)){
prop->textures.clear();
@ -2723,6 +2699,48 @@ private:
return 0;
}
// setanimations(self, frames, frame_speed, frame_blend)
static int l_set_animations(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
// Do it
v2f frames = v2f(1, 1);
if(!lua_isnil(L, 2))
frames = read_v2f(L, 2);
float frame_speed = 15;
if(!lua_isnil(L, 3))
frame_speed = lua_tonumber(L, 3);
float frame_blend = 0;
if(!lua_isnil(L, 4))
frame_blend = lua_tonumber(L, 4);
co->setAnimations(frames, frame_speed, frame_blend);
return 0;
}
// setboneposrot(std::string bone, v3f position, v3f rotation)
static int l_set_bone_posrot(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
// Do it
std::string bone = "";
if(!lua_isnil(L, 2))
bone = lua_tostring(L, 2);
v3f position = v3f(0, 0, 0);
if(!lua_isnil(L, 3))
position = read_v3f(L, 3);
v3f rotation = v3f(0, 0, 0);
if(!lua_isnil(L, 4))
rotation = read_v3f(L, 4);
co->setBonePosRot(bone, position, rotation);
return 0;
}
// set_properties(self, properties)
static int l_set_properties(lua_State *L)
{
@ -2848,30 +2866,6 @@ private:
return 0;
}
// setanimations(self, mod)
static int l_setanimations(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
// Do it
v2s16 p(0,0);
int frame_start = 0;
if(!lua_isnil(L, 2))
frame_start = lua_tonumber(L, 2);
int frame_end = 0;
if(!lua_isnil(L, 3))
frame_end = lua_tonumber(L, 3);
float frame_speed = 15;
if(!lua_isnil(L, 4))
frame_speed = lua_tonumber(L, 4);
float frame_blend = 0;
if(!lua_isnil(L, 5))
frame_blend = lua_tonumber(L, 5);
co->setAnimations(frame_start, frame_end, frame_speed, frame_blend);
return 0;
}
// DEPRECATED
// get_entity_name(self)
static int l_get_entity_name(lua_State *L)
@ -3061,6 +3055,8 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, get_wielded_item),
method(ObjectRef, set_wielded_item),
method(ObjectRef, set_armor_groups),
method(ObjectRef, set_animations),
method(ObjectRef, set_bone_posrot),
method(ObjectRef, set_properties),
// LuaEntitySAO-only
method(ObjectRef, setvelocity),
@ -3071,7 +3067,6 @@ const luaL_reg ObjectRef::methods[] = {
method(ObjectRef, getyaw),
method(ObjectRef, settexturemod),
method(ObjectRef, setsprite),
method(ObjectRef, setanimations),
method(ObjectRef, get_entity_name),
method(ObjectRef, get_luaentity),
// Player-only

@ -152,6 +152,10 @@ public:
virtual void setArmorGroups(const ItemGroupList &armor_groups)
{}
virtual void setAnimations(v2f frames, float frame_speed, float frame_blend)
{}
virtual void setBonePosRot(std::string bone, v3f position, v3f rotation)
{}
virtual ObjectProperties* accessObjectProperties()
{ return NULL; }
virtual void notifyObjectPropertiesModified()

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