forked from oerkki/voxelands
Fix selectionmesh being always animated
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9d8f8d09b2
commit
4a91f12ff0
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@ -118,6 +118,7 @@ void selection_draw(video::IVideoDriver* driver, Client &client, v3s16 camera_of
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bool render_trilinear = g_settings->getBool("trilinear_filter");
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bool render_bilinear = g_settings->getBool("bilinear_filter");
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bool render_anisotropic = g_settings->getBool("anisotropic_filter");
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bool anim_textures = g_settings->getBool("enable_animated_textures");
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for (std::vector<SelectionMesh*>::iterator i = meshes.begin(); i != meshes.end(); i++) {
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SelectionMesh *mesh = *i;
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@ -129,50 +130,11 @@ void selection_draw(video::IVideoDriver* driver, Client &client, v3s16 camera_of
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if (cos_changed)
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translateMesh(m, cos_diff);
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if (anim_textures && mesh->isAnimated())
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mesh->animate(client.getAnimationTime());
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u32 c = m->getMeshBufferCount();
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if (mesh->isAnimated()) {
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std::map<u32, AnimationData> anim_data = mesh->getAnimationData();
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for (std::map<u32, AnimationData>::iterator it = anim_data.begin();
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it != anim_data.end(); ++it) {
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AnimationData temp_data = it->second;
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const TileSpec &tile = temp_data.tile;
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// Figure out current frame
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int frame = (int)(client.getAnimationTime() * 1000 / tile.animation_frame_length_ms) % tile.animation_frame_count;
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// If frame doesn't change, skip
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if (frame == temp_data.frame)// || temp_data.frame < 0)
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continue;
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temp_data.frame = frame;
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anim_data[it->first] = temp_data;
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// Make sure we don't cause an overflow. Can get removed if future is no problems occuring
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if (it->first >= c) {
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errorstream << ": animate() Tying to index non existent Buffer." << std::endl;
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return;
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}
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scene::IMeshBuffer *buf = m->getMeshBuffer(it->first);
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// Create new texture name from original
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if (g_texturesource && frame >= 0) {
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std::ostringstream os(std::ios::binary);
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os << g_texturesource->getTextureName(tile.texture.id);
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os << "^[verticalframe:" << (int)tile.animation_frame_count << ":" << frame;
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// Set the texture
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AtlasPointer ap = g_texturesource->getTexture(os.str());
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buf->getMaterial().setTexture(0, ap.atlas);
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}
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}
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// update mesh data
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mesh->setAnimationData(anim_data);
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}
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for (u32 i=0; i<c; i++) {
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scene::IMeshBuffer *buf = m->getMeshBuffer(i);
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if (buf == NULL)
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@ -196,6 +158,45 @@ SelectionMesh::SelectionMesh(MeshMakeData *data):
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generate(data);
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}
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void SelectionMesh::animate(float time)
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{
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for (std::map<u32, AnimationData>::iterator it = m_animation_data.begin();
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it != m_animation_data.end(); ++it) {
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AnimationData temp_data = it->second;
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const TileSpec &tile = temp_data.tile;
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// Figure out current frame
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int frame = (int)(time * 1000 / tile.animation_frame_length_ms) % tile.animation_frame_count;
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// If frame doesn't change, skip
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if (frame == temp_data.frame)// || temp_data.frame < 0)
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continue;
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temp_data.frame = frame;
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m_animation_data[it->first] = temp_data;
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// Make sure we don't cause an overflow. Can get removed if future is no problems occuring
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if (it->first >= m_mesh->getMeshBufferCount()) {
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errorstream << ": animate() Tying to index non existent Buffer." << std::endl;
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return;
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}
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(it->first);
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// Create new texture name from original
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if (g_texturesource && frame >= 0) {
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std::ostringstream os(std::ios::binary);
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os << g_texturesource->getTextureName(tile.texture.id);
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os << "^[verticalframe:" << (int)tile.animation_frame_count << ":" << frame;
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// Set the texture
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AtlasPointer ap = g_texturesource->getTexture(os.str());
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buf->getMaterial().setTexture(0, ap.atlas);
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}
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}
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}
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SelectionMesh::~SelectionMesh()
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{
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m_mesh->drop();
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@ -335,7 +336,7 @@ void SelectionMesh::generate(MeshMakeData *data)
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m_meshdata.swap(data->m_meshdata);
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refresh(data->m_daynight_ratio);
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m_mesh->recalculateBoundingBox();
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animate(0.0); // init first frame
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END_DEBUG_EXCEPTION_HANDLER(errorstream)
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}
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@ -42,24 +42,13 @@ public:
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void generate(MeshMakeData *data);
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void refresh(u32 daynight_ratio);
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void animate(float time);
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bool isAnimated()
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{
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return !m_animation_data.empty();
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}
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std::map<u32, AnimationData> getAnimationData()
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{
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return m_animation_data;
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}
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void setAnimationData(std::map<u32, AnimationData> new_data)
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{
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if (!m_animation_data.empty())
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m_animation_data.clear();
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m_animation_data = new_data;
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}
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private:
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v3s16 m_pos;
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scene::SMesh *m_mesh;
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