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
nephele-craftmethods
MirceaKitsune 10 years ago committed by Perttu Ahola
parent 9c8ba42750
commit fb0c431864
  1. 5
      doc/lua_api.txt
  2. 20
      src/content_cao.cpp
  3. 61
      src/object_properties.cpp
  4. 7
      src/object_properties.h
  5. 39
      src/scriptapi.cpp

@ -1230,6 +1230,11 @@ Object Properties
visual = "cube"/"sprite"/"upright_sprite"/"mesh",
visual_size = {x=1, y=1},
mesh = "model",
animation_frames = {1, 1},
animation_speed = 15,
animation_blend = 0,
animation_bone_position = {"", {x=0, y=0, z=0}}, -- bone name followed by position vector
animation_bone_rotation = {"", {x=0, y=0, z=0}}, -- bone name followed by rotation vector
textures = {}, -- number of required textures depends on visual
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},

@ -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)

@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "object_properties.h"
#include "util/serialize.h"
#include <sstream>
#include <map>
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
#define PP2(x) "("<<(x).X<<","<<(x).Y<<")"
@ -31,6 +32,9 @@ ObjectProperties::ObjectProperties():
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
visual("sprite"),
mesh(""),
animation_frames(1,1),
animation_speed(15),
animation_blend(0),
visual_size(1,1),
spritediv(1,1),
initial_sprite_basepos(0,0),
@ -38,6 +42,8 @@ ObjectProperties::ObjectProperties():
makes_footstep_sound(false),
automatic_rotate(0)
{
animation_bone_position[""] = v3f(0,0,0);
animation_bone_rotation[""] = v3f(0,0,0);
textures.push_back("unknown_object.png");
}
@ -50,7 +56,26 @@ std::string ObjectProperties::dump()
os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
os<<", visual="<<visual;
os<<", mesh="<<mesh;
os<<", animation_frames="<<animation_frames.X<<","<<animation_frames.Y;
os<<", animation_speed="<<animation_speed;
os<<", animation_blend="<<animation_blend;
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]<<"\" ";
@ -74,11 +99,28 @@ void ObjectProperties::serialize(std::ostream &os) const
writeV3F1000(os, collisionbox.MaxEdge);
os<<serializeString(visual);
os<<serializeString(mesh);
writeF1000(os, animation_frames.X);
writeF1000(os, animation_frames.Y);
writeF1000(os, animation_speed);
writeF1000(os, animation_blend);
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);
@ -98,12 +140,31 @@ void ObjectProperties::deSerialize(std::istream &is)
collisionbox.MaxEdge = readV3F1000(is);
visual = deSerializeString(is);
mesh = deSerializeString(is);
animation_frames.X = readF1000(is);
animation_frames.Y = readF1000(is);
animation_speed = readF1000(is);
animation_blend = readF1000(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);

@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include "irrlichttypes_bloated.h"
#include <iostream>
#include <map>
struct ObjectProperties
{
@ -33,6 +34,11 @@ struct ObjectProperties
core::aabbox3d<f32> collisionbox;
std::string visual;
std::string mesh;
core::vector2d<int> animation_frames;
float animation_speed;
float animation_blend;
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;
@ -41,6 +47,7 @@ struct ObjectProperties
bool makes_footstep_sound;
float automatic_rotate;
ObjectProperties();
std::string dump();
void serialize(std::ostream &os) const;

@ -944,6 +944,45 @@ 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_frames");
if(lua_istable(L, -1))
{
lua_rawgeti (L, -1, 1);
lua_rawgeti (L, -2, 2);
prop->animation_frames.X = lua_tonumber(L, -2);
prop->animation_frames.Y = lua_tonumber(L, -1);
lua_pop(L, 2);
}
lua_pop(L, 1);
getfloatfield(L, -1, "animation_speed", prop->animation_speed);
getfloatfield(L, -1, "animation_blend", prop->animation_blend);
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();

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