summaryrefslogtreecommitdiff
path: root/src/content_cao.cpp
diff options
context:
space:
mode:
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>2012-10-25 23:29:07 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-11-25 18:14:15 +0200
commitfb0c43186422ad985e70f73bc70eeb07cc194909 (patch)
tree2e02bdbe9e9abb6d2ee392ee895fa0b73f000f03 /src/content_cao.cpp
parent9c8ba427503cbf73f0263495a791656b905c2efc (diff)
downloadminetest-fb0c43186422ad985e70f73bc70eeb07cc194909.tar.gz
minetest-fb0c43186422ad985e70f73bc70eeb07cc194909.tar.bz2
minetest-fb0c43186422ad985e70f73bc70eeb07cc194909.zip
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
Diffstat (limited to 'src/content_cao.cpp')
-rw-r--r--src/content_cao.cpp20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index cd822cb33..4df238b24 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -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)