mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
fb0c431864
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
178 lines
5.5 KiB
C++
178 lines
5.5 KiB
C++
/*
|
|
Minetest-c55
|
|
Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
#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<<")"
|
|
|
|
ObjectProperties::ObjectProperties():
|
|
hp_max(1),
|
|
physical(false),
|
|
weight(5),
|
|
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),
|
|
is_visible(true),
|
|
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");
|
|
}
|
|
|
|
std::string ObjectProperties::dump()
|
|
{
|
|
std::ostringstream os(std::ios::binary);
|
|
os<<"hp_max="<<hp_max;
|
|
os<<", physical="<<physical;
|
|
os<<", weight="<<weight;
|
|
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]<<"\" ";
|
|
}
|
|
os<<"]";
|
|
os<<", spritediv="<<PP2(spritediv);
|
|
os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
|
|
os<<", is_visible="<<is_visible;
|
|
os<<", makes_footstep_sound="<<makes_footstep_sound;
|
|
os<<", automatic_rotate="<<automatic_rotate;
|
|
return os.str();
|
|
}
|
|
|
|
void ObjectProperties::serialize(std::ostream &os) const
|
|
{
|
|
writeU8(os, 1); // version
|
|
writeS16(os, hp_max);
|
|
writeU8(os, physical);
|
|
writeF1000(os, weight);
|
|
writeV3F1000(os, collisionbox.MinEdge);
|
|
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);
|
|
writeU8(os, makes_footstep_sound);
|
|
writeF1000(os, automatic_rotate);
|
|
}
|
|
|
|
void ObjectProperties::deSerialize(std::istream &is)
|
|
{
|
|
int version = readU8(is);
|
|
if(version != 1) throw SerializationError(
|
|
"unsupported ObjectProperties version");
|
|
hp_max = readS16(is);
|
|
physical = readU8(is);
|
|
weight = readF1000(is);
|
|
collisionbox.MinEdge = readV3F1000(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);
|
|
makes_footstep_sound = readU8(is);
|
|
try{
|
|
automatic_rotate = readF1000(is);
|
|
}catch(SerializationError &e){}
|
|
}
|
|
|
|
|