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content_cao: Support texture animation for upright_sprite (#10020)
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@ -6077,15 +6077,15 @@ object you are working with still exists.
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* `get_yaw()`: returns number in radians
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* `set_texture_mod(mod)`
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* `get_texture_mod()` returns current texture modifier
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* `set_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)`
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* Select sprite from spritesheet with optional animation and Dungeon Master
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style texture selection based on yaw relative to camera
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* `p`: {x=number, y=number}, the coordinate of the first frame
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(x: column, y: row), default: `{x=0, y=0}`
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* `num_frames`: number, default: `1`
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* `framelength`: number, default: `0.2`
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* `select_horiz_by_yawpitch`: boolean, this was once used for the Dungeon
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Master mob, default: `false`
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* `set_sprite(p, num_frames, framelength, select_x_by_camera)`
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* Specifies and starts a sprite animation
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* Animations iterate along the frame `y` position.
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* `p`: {x=column number, y=row number}, the coordinate of the first frame
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default: `{x=0, y=0}`
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* `num_frames`: Total frames in the texture, default: `1`
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* `framelength`: Time per animated frame in seconds, default: `0.2`
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* `select_x_by_camera`: Only for visual = `sprite`. Changes the frame `x`
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position according to the view direction. default: `false`.
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* `get_entity_name()` (**Deprecated**: Will be removed in a future version)
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* `get_luaentity()`
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@ -68,7 +68,7 @@ minetest.register_entity("testentities:mesh_unshaded", {
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-- Advanced visual tests
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-- A test entity for testing animated and yaw-modulated sprites
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-- An entity for testing animated and yaw-modulated sprites
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minetest.register_entity("testentities:yawsprite", {
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initial_properties = {
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selectionbox = {-0.3, -0.5, -0.3, 0.3, 0.3, 0.3},
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@ -79,6 +79,18 @@ minetest.register_entity("testentities:yawsprite", {
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initial_sprite_basepos = {x=0, y=0},
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},
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on_activate = function(self, staticdata)
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self.object:set_sprite({x=0, y=0}, 1, 0, true)
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self.object:set_sprite({x=0, y=0}, 3, 0.5, true)
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end,
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})
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-- An entity for testing animated upright sprites
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minetest.register_entity("testentities:upright_animated", {
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initial_properties = {
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visual = "upright_sprite",
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textures = {"testnodes_anim.png"},
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spritediv = {x = 1, y = 4},
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},
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on_activate = function(self)
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self.object:set_sprite({x=0, y=0}, 4, 1.0, false)
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end,
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})
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@ -1176,6 +1176,7 @@ void GenericCAO::updateTexturePos()
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int row = m_tx_basepos.Y;
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int col = m_tx_basepos.X;
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// Yawpitch goes rightwards
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if (m_tx_select_horiz_by_yawpitch) {
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if (cam_to_entity.Y > 0.75)
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col += 5;
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@ -1206,6 +1207,27 @@ void GenericCAO::updateTexturePos()
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float tys = m_tx_size.Y;
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setBillboardTextureMatrix(m_spritenode, txs, tys, col, row);
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}
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else if (m_meshnode) {
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if (m_prop.visual == "upright_sprite") {
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int row = m_tx_basepos.Y;
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int col = m_tx_basepos.X;
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// Animation goes downwards
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row += m_anim_frame;
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const auto &tx = m_tx_size;
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v2f t[4] = { // cf. vertices in GenericCAO::addToScene()
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tx * v2f(col+1, row+1),
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tx * v2f(col, row+1),
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tx * v2f(col, row),
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tx * v2f(col+1, row),
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};
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auto mesh = m_meshnode->getMesh();
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setMeshBufferTextureCoords(mesh->getMeshBuffer(0), t, 4);
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setMeshBufferTextureCoords(mesh->getMeshBuffer(1), t, 4);
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}
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}
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}
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// Do not pass by reference, see header.
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@ -1247,7 +1269,7 @@ void GenericCAO::updateTextures(std::string mod)
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}
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}
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if (m_animated_meshnode) {
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else if (m_animated_meshnode) {
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if (m_prop.visual == "mesh") {
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for (u32 i = 0; i < m_prop.textures.size() &&
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i < m_animated_meshnode->getMaterialCount(); ++i) {
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@ -1296,8 +1318,8 @@ void GenericCAO::updateTextures(std::string mod)
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}
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}
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}
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if(m_meshnode)
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{
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else if (m_meshnode) {
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if(m_prop.visual == "cube")
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{
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for (u32 i = 0; i < 6; ++i)
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@ -203,6 +203,15 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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setMeshBufferColor(mesh->getMeshBuffer(j), color);
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}
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void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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assert(buf->getVertexCount() >= count);
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u8 *vertices = (u8 *) buf->getVertices();
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for (u32 i = 0; i < count; i++)
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((video::S3DVertex*) (vertices + i * stride))->TCoords = uv[i];
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}
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template <typename F>
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static void applyToMesh(scene::IMesh *mesh, const F &fn)
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{
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@ -58,6 +58,13 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
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*/
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
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/*
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Sets texture coords for vertices in the mesh buffer.
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`uv[]` must have `count` elements
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*/
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void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count);
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/*
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Set a constant color for an animated mesh
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*/
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