* `frame duration`: Milliseconds between each frame. `0` means the frames don't advance.
* `frame start` (Optional): The index of the frame to start on. Default `1`.
-### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>]`
+### `model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]`
* Show a mesh model.
* `name`: Element name that can be used for styling
* `frame loop range` (Optional): Range of the animation frames.
* Defaults to the full range of all available frames.
* Syntax: `<begin>,<end>`
+* `animation speed` (Optional): Sets the animation speed. Default 0 FPS.
### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Clear Z buffer so that the wielded tool stays in front of world geometry
- m_wieldmgr->getVideoDriver()->clearZBuffer();
+ m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
// Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
if (imesh && imesh->mesh) {
scene::IMesh *mesh = imesh->mesh;
- driver->clearZBuffer();
+ driver->clearBuffers(video::ECBF_DEPTH);
s32 delta = 0;
if (rotation_kind < IT_ROT_NONE) {
MeshTimeInfo &ti = rotation_time_infos[rotation_kind];
void RenderingCoreAnaglyph::useEye(bool right)
{
RenderingCoreStereo::useEye(right);
- driver->clearZBuffer();
+ driver->clearBuffers(video::ECBF_DEPTH);
setupMaterial(right ? video::ECP_GREEN | video::ECP_BLUE : video::ECP_RED);
}
{
std::vector<std::string> parts = split(element, ';');
- if (parts.size() < 5 || (parts.size() > 9 &&
+ if (parts.size() < 5 || (parts.size() > 10 &&
m_formspec_version <= FORMSPEC_API_VERSION)) {
errorstream << "Invalid model element (" << parts.size() << "): '" << element
<< "'" << std::endl;
bool inf_rotation = is_yes(parts[6]);
bool mousectrl = is_yes(parts[7]) || parts[7].empty(); // default true
std::vector<std::string> frame_loop = split(parts[8], ',');
+ std::string speed = unescape_string(parts[9]);
MY_CHECKPOS("model", 0);
MY_CHECKGEOM("model", 1);
}
e->setFrameLoop(frame_loop_begin, frame_loop_end);
+ e->setAnimationSpeed(stof(speed));
auto style = getStyleForElement("model", spec.fname);
e->setStyles(style);
m_cam = m_smgr->addCameraSceneNode(0, v3f(0.f, 0.f, -100.f), v3f(0.f));
m_cam->setFOV(30.f * core::DEGTORAD);
- scene::ILightSceneNode *light = m_smgr->addLightSceneNode(m_cam);
- light->setRadius(1000.f);
-
m_smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
}
m_mesh = m_smgr->addAnimatedMeshSceneNode(mesh);
m_mesh->setPosition(-m_mesh->getBoundingBox().getCenter());
m_mesh->animateJoints();
+
return m_mesh;
}
material.setFlag(video::EMF_FOG_ENABLE, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_ZWRITE_ENABLE, true);
}
void GUIScene::draw()
{
+ m_driver->clearBuffers(video::ECBF_DEPTH);
+
// Control rotation speed based on time
u64 new_time = porting::getTimeMs();
u64 dtime_ms = 0;
m_mesh->setFrameLoop(begin, end);
}
+/**
+ * Sets the animation speed (FPS) for the mesh
+ */
+void GUIScene::setAnimationSpeed(f32 speed)
+{
+ m_mesh->setAnimationSpeed(speed);
+}
+
/* Camera control functions */
inline void GUIScene::calcOptimalDistance()
void setTexture(u32 idx, video::ITexture *texture);
void setBackgroundColor(const video::SColor &color) noexcept { m_bgcolor = color; };
void setFrameLoop(s32 begin, s32 end);
+ void setAnimationSpeed(f32 speed);
void enableMouseControl(bool enable) noexcept { m_mouse_ctrl = enable; };
void setRotation(v2f rot) noexcept { m_custom_rot = rot; };
void enableContinuousRotation(bool enable) noexcept { m_inf_rot = enable; };