Change TileSpec::frames to be std::vector not std::map

This commit is contained in:
unknown 2014-12-18 23:25:36 +11:00
parent 815876e709
commit 17f0a6a0d9
4 changed files with 10 additions and 7 deletions

View File

@ -1136,7 +1136,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_animation_frame_offsets[i] = 0;
}
// Replace tile texture with the first animation frame
FrameSpec animation_frame = p.tile.frames.find(0)->second;
FrameSpec animation_frame = p.tile.frames[0];
p.tile.texture = animation_frame.texture;
}
@ -1322,7 +1322,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
FrameSpec animation_frame = tile.frames.find(frame)->second;
FrameSpec animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
if (m_enable_shaders) {
if (animation_frame.normal_texture) {

View File

@ -934,7 +934,10 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
} else {
std::ostringstream os(std::ios::binary);
tile->frames.resize(frame_count);
for (int i = 0; i < frame_count; i++) {
FrameSpec frame;
os.str("");

View File

@ -27,7 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <IrrlichtDevice.h>
#include "threads.h"
#include <string>
#include <map>
#include <vector>
class IGameDef;
@ -272,7 +272,7 @@ struct TileSpec
// Animation parameters
u8 animation_frame_count;
u16 animation_frame_length_ms;
std::map<u32, FrameSpec> frames;
std::vector<FrameSpec> frames;
u8 rotation;
};

View File

@ -252,7 +252,7 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
if (tiles[i].animation_frame_count == 1) {
material.setTexture(0, tiles[i].texture);
} else {
FrameSpec animation_frame = tiles[i].frames.find(0)->second;
FrameSpec animation_frame = tiles[i].frames[0];
material.setTexture(0, animation_frame.texture);
}
tiles[i].applyMaterialOptions(material);
@ -351,7 +351,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
bool animated = (f.tiles[i].animation_frame_count > 1);
if (animated) {
FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
FrameSpec animation_frame = f.tiles[i].frames[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, f.tiles[i].texture);
@ -360,7 +360,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
if (m_enable_shaders) {
if (f.tiles[i].normal_texture) {
if (animated) {
FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
FrameSpec animation_frame = f.tiles[i].frames[0];
material.setTexture(1, animation_frame.normal_texture);
} else {
material.setTexture(1, f.tiles[i].normal_texture);