Animate selected node aswell

This commit is contained in:
blockmaster2000 2016-11-15 20:03:04 +01:00 committed by darkrose
parent 591038c4cf
commit 9d8f8d09b2
2 changed files with 76 additions and 0 deletions

View File

@ -130,6 +130,49 @@ void selection_draw(video::IVideoDriver* driver, Client &client, v3s16 camera_of
translateMesh(m, cos_diff);
u32 c = m->getMeshBufferCount();
if (mesh->isAnimated()) {
std::map<u32, AnimationData> anim_data = mesh->getAnimationData();
for (std::map<u32, AnimationData>::iterator it = anim_data.begin();
it != anim_data.end(); ++it) {
AnimationData temp_data = it->second;
const TileSpec &tile = temp_data.tile;
// Figure out current frame
int frame = (int)(client.getAnimationTime() * 1000 / tile.animation_frame_length_ms) % tile.animation_frame_count;
// If frame doesn't change, skip
if (frame == temp_data.frame)// || temp_data.frame < 0)
continue;
temp_data.frame = frame;
anim_data[it->first] = temp_data;
// Make sure we don't cause an overflow. Can get removed if future is no problems occuring
if (it->first >= c) {
errorstream << ": animate() Tying to index non existent Buffer." << std::endl;
return;
}
scene::IMeshBuffer *buf = m->getMeshBuffer(it->first);
// Create new texture name from original
if (g_texturesource && frame >= 0) {
std::ostringstream os(std::ios::binary);
os << g_texturesource->getTextureName(tile.texture.id);
os << "^[verticalframe:" << (int)tile.animation_frame_count << ":" << frame;
// Set the texture
AtlasPointer ap = g_texturesource->getTexture(os.str());
buf->getMaterial().setTexture(0, ap.atlas);
}
}
// update mesh data
mesh->setAnimationData(anim_data);
}
for (u32 i=0; i<c; i++) {
scene::IMeshBuffer *buf = m->getMeshBuffer(i);
if (buf == NULL)
@ -157,6 +200,9 @@ SelectionMesh::~SelectionMesh()
{
m_mesh->drop();
m_mesh = NULL;
if (!m_animation_data.empty())
m_animation_data.clear();
}
void SelectionMesh::generate(MeshMakeData *data)
@ -257,6 +303,16 @@ void SelectionMesh::generate(MeshMakeData *data)
scene::SMesh *mesh = new scene::SMesh();
for (u32 i=0; i<data->m_meshdata.size(); i++) {
MeshData &d = data->m_meshdata[i];
// - Texture animation
if (d.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) {
// Add to MapBlockMesh in order to animate these tiles
AnimationData anim_data;
anim_data.tile = d.tile;
anim_data.frame = -1;
m_animation_data[i] = anim_data;
}
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>

View File

@ -42,10 +42,30 @@ public:
void generate(MeshMakeData *data);
void refresh(u32 daynight_ratio);
bool isAnimated()
{
return !m_animation_data.empty();
}
std::map<u32, AnimationData> getAnimationData()
{
return m_animation_data;
}
void setAnimationData(std::map<u32, AnimationData> new_data)
{
if (!m_animation_data.empty())
m_animation_data.clear();
m_animation_data = new_data;
}
private:
v3s16 m_pos;
scene::SMesh *m_mesh;
std::vector<MeshData> m_meshdata;
std::map<u32, AnimationData> m_animation_data;
};
#endif