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https://github.com/luanti-org/luanti.git
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Fixes and improvements for item image animations (#16620)
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@@ -18,14 +18,16 @@ struct ItemVisualsManager::ItemVisuals
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AnimationInfo inventory_normal;
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AnimationInfo inventory_overlay;
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// ItemVisuals owns the frames and AnimationInfo points to them
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std::vector<FrameSpec> frames_normal;
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std::vector<FrameSpec> frames_overlay;
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ItemVisuals() :
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palette(nullptr)
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{}
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~ItemVisuals()
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{
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inventory_normal.freeFrames();
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inventory_overlay.freeFrames();
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if (item_mesh.mesh)
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item_mesh.mesh->drop();
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}
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@@ -65,30 +67,18 @@ ItemVisualsManager::ItemVisuals *ItemVisualsManager::createItemVisuals( const It
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ITextureSource *tsrc = client->getTextureSource();
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// Create new ItemVisuals
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auto iv = std::make_unique<ItemVisuals>();
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auto populate_texture_and_animation = [tsrc](
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const ItemImageDef &image,
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AnimationInfo &animation)
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{
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int frame_length_ms = 0;
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auto frames = std::make_unique<std::vector<FrameSpec>>();
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if (image.name.empty()) {
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// no-op
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} else if (image.animation.type == TileAnimationType::TAT_NONE) {
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frames->push_back({0, tsrc->getTexture(image.name)});
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} else {
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// Animated
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// Get inventory texture frames
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*frames = createAnimationFrames(tsrc, image.name, image.animation, frame_length_ms);
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}
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animation = AnimationInfo(frames.release(), frame_length_ms);
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// `frames` are freed in `ItemVisuals::~ItemVisuals`
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};
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// Create inventory image textures
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int frame_length = 0;
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iv->frames_normal = createAnimationFrames(tsrc, inventory_image.name,
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inventory_image.animation, frame_length);
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iv->inventory_normal = AnimationInfo(&iv->frames_normal, frame_length);
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populate_texture_and_animation(inventory_image, iv->inventory_normal);
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populate_texture_and_animation(inventory_overlay, iv->inventory_overlay);
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// Create inventory overlay textures
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iv->frames_overlay = createAnimationFrames(tsrc, inventory_overlay.name,
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inventory_overlay.animation, frame_length);
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iv->inventory_overlay = AnimationInfo(&iv->frames_overlay, frame_length);
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createItemMesh(client, def,
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iv->inventory_normal,
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@@ -41,7 +41,6 @@ struct ItemVisualsManager
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AnimationInfo *getInventoryOverlayAnimation(const ItemStack &item, Client *client) const;
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// Get item mesh
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// Once said to return nullptr if there is an inventory image, but this is wrong
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ItemMesh *getItemMesh(const ItemStack &item, Client *client) const;
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// Get item palette
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@@ -5,7 +5,7 @@
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#include "tile.h"
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#include <cassert>
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video::ITexture *AnimationInfo::getTexture(float animation_time)
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video::ITexture *AnimationInfo::getTexture(float animation_time) const
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{
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if (getFrameCount() == 0)
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return nullptr;
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@@ -156,19 +156,13 @@ struct AnimationInfo {
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m_frame_length_ms(tile.animation_frame_length_ms),
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m_frame_count(tile.animation_frame_count),
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m_frames(tile.frames)
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{};
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{}
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AnimationInfo(std::vector<FrameSpec> *frames, u16 frame_length_ms) :
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m_frame_length_ms(frame_length_ms),
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m_frame_count(frames->size()),
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m_frames(frames)
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{};
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void freeFrames()
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{
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delete m_frames;
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m_frames = nullptr;
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}
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{}
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size_t getFrameCount() const
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{
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@@ -178,14 +172,13 @@ struct AnimationInfo {
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void updateTexture(video::SMaterial &material, float animation_time);
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// Returns nullptr if texture did not change since last time
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video::ITexture *getTexture(float animation_time);
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video::ITexture *getTexture(float animation_time) const;
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private:
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u16 m_frame_length_ms = 0;
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u16 m_frame_count = 1;
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/// @note by default not owned by this struct
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/// TODO. Change this to a shared pointer.
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std::vector<FrameSpec> *m_frames = nullptr;
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};
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@@ -415,9 +415,16 @@ std::vector<FrameSpec> createAnimationFrames(ITextureSource *tsrc,
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{
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result_frame_length_ms = 0;
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if (image_name.empty() || animation.type == TileAnimationType::TAT_NONE)
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if (image_name.empty())
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return {};
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// Still create texture if not animated
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if (animation.type == TileAnimationType::TAT_NONE) {
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u32 id;
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video::ITexture *texture = tsrc->getTextureForMesh(image_name, &id);
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return {{id, texture}};
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}
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video::ITexture *orginal_texture = tsrc->getTexture(image_name);
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if (!orginal_texture)
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return {};
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@@ -656,8 +663,8 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
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}
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void createItemMesh(Client *client, const ItemDefinition &def,
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AnimationInfo &animation_normal,
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AnimationInfo &animation_overlay,
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const AnimationInfo &animation_normal,
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const AnimationInfo &animation_overlay,
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ItemMesh *result)
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{
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ITextureSource *tsrc = client->getTextureSource();
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@@ -700,7 +707,9 @@ void createItemMesh(Client *client, const ItemDefinition &def,
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case NDT_PLANTLIKE: {
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const TileLayer &l0 = f.tiles[0].layers[0];
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const TileLayer &l1 = f.tiles[0].layers[1];
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mesh = getExtrudedMesh(l0.texture, l1.texture);
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mesh = getExtrudedMesh(
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extractTexture(f.tiledef[0], l0, tsrc),
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extractTexture(f.tiledef[1], l1, tsrc));
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// Add color
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result->buffer_info.emplace_back(0, l0);
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result->buffer_info.emplace_back(1, l1);
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@@ -709,7 +718,9 @@ void createItemMesh(Client *client, const ItemDefinition &def,
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case NDT_PLANTLIKE_ROOTED: {
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// Use the plant tile
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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mesh = getExtrudedMesh(l0.texture);
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mesh = getExtrudedMesh(
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extractTexture(f.tiledef_special[0], l0, tsrc)
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);
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result->buffer_info.emplace_back(0, l0);
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break;
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}
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@@ -187,6 +187,6 @@ scene::SMesh *getExtrudedMesh(video::ITexture *texture,
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// This is only used to initially generate an ItemMesh
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// To get the mesh, use ItemVisualsManager::getItemMesh(item, client) instead
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void createItemMesh(Client *client, const ItemDefinition &def,
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AnimationInfo &animation_normal,
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AnimationInfo &animation_overlay,
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const AnimationInfo &animation_normal,
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const AnimationInfo &animation_overlay,
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ItemMesh *result);
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