From fb0c43186422ad985e70f73bc70eeb07cc194909 Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Thu, 25 Oct 2012 23:29:07 +0300 Subject: 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 --- doc/lua_api.txt | 5 ++++ src/content_cao.cpp | 20 ++++++++++++---- src/object_properties.cpp | 61 +++++++++++++++++++++++++++++++++++++++++++++++ src/object_properties.h | 7 ++++++ src/scriptapi.cpp | 39 ++++++++++++++++++++++++++++++ 5 files changed, 128 insertions(+), 4 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 84c86061f..2b2b6c6f1 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -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}, 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 #include +#include 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::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::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) diff --git a/src/object_properties.cpp b/src/object_properties.cpp index c91384ada..eb26db8d3 100644 --- a/src/object_properties.cpp +++ b/src/object_properties.cpp @@ -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 +#include #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="<::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<::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<::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){ + os<::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){ + os< #include "irrlichttypes_bloated.h" #include +#include struct ObjectProperties { @@ -33,6 +34,11 @@ struct ObjectProperties core::aabbox3d collisionbox; std::string visual; std::string mesh; + core::vector2d animation_frames; + float animation_speed; + float animation_blend; + std::map animation_bone_position; + std::map animation_bone_rotation; v2f visual_size; core::array 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; diff --git a/src/scriptapi.cpp b/src/scriptapi.cpp index 9293e2b65..74de50ef8 100644 --- a/src/scriptapi.cpp +++ b/src/scriptapi.cpp @@ -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(); -- cgit v1.2.3