* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
* `set_armor_groups({group1=rating, group2=rating, ...})`
* `get_armor_groups()`: returns a table with the armor group ratings
-* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
-* `get_animation()`: returns range, frame_speed and frame_blend
+* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
+* `get_animation()`: returns range, frame_speed, frame_blend and frame_loop
* `set_attach(parent, bone, position, rotation)`
* `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative)
m_animation_range(v2s32(0,0)),
m_animation_speed(15),
m_animation_blend(0),
+ m_animation_loop(true),
m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
m_attachment_bone(""),
m_attachment_position(v3f(0,0,0)),
{
if(m_animated_meshnode == NULL)
return;
- m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
- m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+
+ if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+ m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+ m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+ if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+ m_animated_meshnode->setAnimationSpeed(m_animation_speed);
m_animated_meshnode->setTransitionTime(m_animation_blend);
+// Requires Irrlicht 1.8 or greater
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
+ if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+ m_animated_meshnode->setLoopMode(m_animation_loop);
+#endif
}
void GenericCAO::updateBonePosition()
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
updateAnimation();
} else {
LocalPlayer *player = m_env->getLocalPlayer();
m_animation_range = v2s32((s32)range.X, (s32)range.Y);
m_animation_speed = readF1000(is);
m_animation_blend = readF1000(is);
+ // these are sent inverted so we get true when the server sends nothing
+ m_animation_loop = !readU8(is);
}
// update animation only if local animations present
// and received animation is unknown (except idle animation)
v2s32 m_animation_range;
int m_animation_speed;
int m_animation_blend;
+ bool m_animation_loop;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
std::string m_attachment_bone;
v3f m_attachment_position;
m_armor_groups_sent(false),
m_animation_speed(0),
m_animation_blend(0),
+ m_animation_loop(true),
m_animation_sent(false),
m_bone_position_sent(false),
m_attachment_parent_id(0),
if(m_animation_sent == false){
m_animation_sent = true;
- std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+ std::string str = gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
- os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+ os<<serializeLongString(gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
return m_armor_groups;
}
-void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
+ m_animation_loop = frame_loop;
m_animation_sent = false;
}
-void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
+void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
+ *frame_loop = m_animation_loop;
}
void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
m_is_singleplayer(is_singleplayer),
m_animation_speed(0),
m_animation_blend(0),
+ m_animation_loop(true),
m_animation_sent(false),
m_bone_position_sent(false),
m_attachment_parent_id(0),
writeU8(os, 6 + m_bone_position.size()); // number of messages stuffed in here
os<<serializeLongString(getPropertyPacket()); // message 1
os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
- os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+ os<<serializeLongString(gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
}
if(m_animation_sent == false){
m_animation_sent = true;
- std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+ std::string str = gob_cmd_update_animation(
+ m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
// create message and add to list
ActiveObjectMessage aom(getId(), true, str);
m_messages_out.push(aom);
return m_armor_groups;
}
-void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
{
// store these so they can be updated to clients
m_animation_range = frame_range;
m_animation_speed = frame_speed;
m_animation_blend = frame_blend;
+ m_animation_loop = frame_loop;
m_animation_sent = false;
}
-void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
+void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
+ *frame_loop = m_animation_loop;
}
void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
- void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
- void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend);
+ void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
+ void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
+ bool m_animation_loop;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position;
void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
- void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
- void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend);
+ void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
+ void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop);
void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
v2f m_animation_range;
float m_animation_speed;
float m_animation_blend;
+ bool m_animation_loop;
bool m_animation_sent;
std::map<std::string, core::vector2d<v3f> > m_bone_position; // Stores position and rotation for each bone name
return os.str();
}
-std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend)
+std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
{
std::ostringstream os(std::ios::binary);
// command
writeV2F1000(os, frames);
writeF1000(os, frame_speed);
writeF1000(os, frame_blend);
+ // these are sent inverted so we get true when the server sends nothing
+ writeU8(os, !frame_loop);
return os.str();
}
std::string gob_cmd_update_physics_override(float physics_override_speed,
float physics_override_jump, float physics_override_gravity, bool sneak, bool sneak_glitch);
-std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend);
+std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend, bool frame_loop);
std::string gob_cmd_update_bone_position(std::string bone, v3f position, v3f rotation);
return 1;
}
-// set_animation(self, frame_range, frame_speed, frame_blend)
+// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
int ObjectRef::l_set_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
float frame_blend = 0;
if(!lua_isnil(L, 4))
frame_blend = lua_tonumber(L, 4);
- co->setAnimation(frames, frame_speed, frame_blend);
+ bool frame_loop = true;
+ if(lua_isboolean(L, 5))
+ frame_loop = lua_toboolean(L, 5);
+ co->setAnimation(frames, frame_speed, frame_blend, frame_loop);
return 0;
}
v2f frames = v2f(1,1);
float frame_speed = 15;
float frame_blend = 0;
- co->getAnimation(&frames, &frame_speed, &frame_blend);
+ bool frame_loop = true;
+ co->getAnimation(&frames, &frame_speed, &frame_blend, &frame_loop);
push_v2f(L, frames);
lua_pushnumber(L, frame_speed);
lua_pushnumber(L, frame_blend);
- return 3;
+ lua_pushboolean(L, frame_loop);
+ return 4;
}
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
// get_physics_override(self)
static int l_get_physics_override(lua_State *L);
- // set_animation(self, frame_range, frame_speed, frame_blend)
+ // set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
static int l_set_animation(lua_State *L);
// get_animation(self)
{ return ItemGroupList(); }
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
{}
- virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
+ virtual void setAnimation(v2f frames, float frame_speed, float frame_blend, bool frame_loop)
{}
- virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend)
+ virtual void getAnimation(v2f *frames, float *frame_speed, float *frame_blend, bool *frame_loop)
{}
virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
{}