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-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)