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Support floating-point animation frame numbers
This commit is contained in:
committed by
Lars Müller
parent
323fc0a798
commit
06907aa99b
@@ -19,11 +19,8 @@ irr::scene::SMeshBuffer etc. */
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class IAnimatedMesh : public IMesh
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{
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public:
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//! Gets the frame count of the animated mesh.
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/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
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\return The amount of frames. If the amount is 1,
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it is a static, non animated mesh. */
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virtual u32 getFrameCount() const = 0;
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//! Gets the maximum frame number, 0 if the mesh is static.
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virtual f32 getMaxFrameNumber() const = 0;
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//! Gets the animation speed of the animated mesh.
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/** \return The number of frames per second to play the
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@@ -39,19 +36,10 @@ public:
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virtual void setAnimationSpeed(f32 fps) = 0;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum
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frame number is getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest, 255 the
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highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: Because some animated meshes (.MD2) are
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blended between 2 static frames, and maybe animated in a loop,
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the startFrameLoop and the endFrameLoop have to be defined, to
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prevent the animation to be blended between frames which are
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outside of this loop.
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If startFrameLoop and endFrameLoop are both -1, they are ignored.
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\param endFrameLoop: see startFrameLoop.
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\return Returns the animated mesh based on a detail level. */
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virtual IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) = 0;
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/** \param frame: Frame number, >= 0, <= getMaxFrameNumber()
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Linear interpolation is used if this is between two frames.
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\return Returns the animated mesh for the given frame */
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virtual IMesh *getMesh(f32 frame) = 0;
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//! Returns the type of the animated mesh.
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/** In most cases it is not necessary to use this method.
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@@ -63,7 +63,7 @@ public:
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virtual void setCurrentFrame(f32 frame) = 0;
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//! Sets the frame numbers between the animation is looped.
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/** The default is 0 to getFrameCount()-1 of the mesh.
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/** The default is 0 to getMaxFrameNumber() of the mesh.
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Number of played frames is end-start.
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It interpolates toward the last frame but stops when it is reached.
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It does not interpolate back to start even when looping.
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@@ -71,7 +71,7 @@ public:
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\param begin: Start frame number of the loop.
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\param end: End frame number of the loop.
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\return True if successful, false if not. */
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virtual bool setFrameLoop(s32 begin, s32 end) = 0;
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virtual bool setFrameLoop(f32 begin, f32 end) = 0;
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//! Sets the speed with which the animation is played.
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/** \param framesPerSecond: Frames per second played. */
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@@ -108,9 +108,9 @@ public:
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//! Returns the currently displayed frame number.
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virtual f32 getFrameNr() const = 0;
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//! Returns the current start frame number.
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virtual s32 getStartFrame() const = 0;
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virtual f32 getStartFrame() const = 0;
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//! Returns the current end frame number.
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virtual s32 getEndFrame() const = 0;
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virtual f32 getEndFrame() const = 0;
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//! Sets looping mode which is on by default.
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/** If set to false, animations will not be played looped. */
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@@ -36,11 +36,9 @@ struct SAnimatedMesh final : public IAnimatedMesh
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mesh->drop();
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}
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//! Gets the frame count of the animated mesh.
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/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
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u32 getFrameCount() const override
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f32 getMaxFrameNumber() const override
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{
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return static_cast<u32>(Meshes.size());
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return static_cast<f32>(Meshes.size() - 1);
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}
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//! Gets the default animation speed of the animated mesh.
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@@ -59,19 +57,14 @@ struct SAnimatedMesh final : public IAnimatedMesh
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}
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum frame number is
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getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest,
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255 the highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: start frame
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\param endFrameLoop: end frame
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\return The animated mesh based on a detail level. */
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IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) override
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/** \param frame: Frame number as zero based index.
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\return The animated mesh based for the given frame */
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IMesh *getMesh(f32 frame) override
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{
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if (Meshes.empty())
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return 0;
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return nullptr;
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return Meshes[frame];
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return Meshes[static_cast<s32>(frame)];
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}
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//! adds a Mesh
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@@ -38,6 +38,12 @@ public:
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explicit constexpr vector2d(const std::array<T, 2> &arr) :
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X(arr[0]), Y(arr[1]) {}
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template <class U>
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constexpr static vector2d<T> from(const vector2d<U> &other)
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{
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return {static_cast<T>(other.X), static_cast<T>(other.Y)};
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}
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// operators
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vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
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