Work around wrong character bone rotations on Luanti 5.11+

This commit is contained in:
Lars Mueller 2025-02-17 01:51:28 +01:00 committed by the-real-herowl
parent b7b337887d
commit 3bab7a2287
2 changed files with 22 additions and 11 deletions
mods
CORE/mcl_util
PLAYER/mcl_playerplus

View file

@ -527,16 +527,13 @@ function mcl_util.set_properties(obj, props)
end
-- Update bones, but only when changed
function mcl_util.set_bone_position(obj, bone, pos, rot)
if core.get_bone_override then -- minetest >= 5.9
local over = obj:get_bone_override(bone)
local pos_equal = not pos or not over.position.absolute or vector.equals(vector.round(over.position.vec), vector.round(pos))
local rot_equal = not rot or not over.rotation.absolute or vector.equals(vector.round(over.rotation.vec), vector.round(rot))
if not pos_equal or not rot_equal then
if pos then over.position = { vec = pos, absolute = true, interpolation = 0.1 } end
if rot then over.rotation = { vec = rot, absolute = true, interpolation = 0.1 } end
obj:set_bone_override(bone, over)
end
function mcl_util.set_bone_position(obj, bone, pos, rot, scale)
if obj.set_bone_override then -- minetest >= 5.9
obj:set_bone_override(bone, {
position = pos and { vec = pos, absolute = true } or nil,
rotation = rot and { vec = rot, absolute = true } or nil,
scale = scale and { vec = scale, absolute = true } or nil,
})
else -- minetest up to 5.8
rot = rot and rot:apply(math.deg)
local current_pos, current_rot = obj:get_bone_position(bone)

View file

@ -114,7 +114,21 @@ end
local node_stand, node_stand_below, node_head, node_feet, node_head_top
local is_swimming
local set_bone_pos = mcl_util.set_bone_position
-- HACK work around https://github.com/luanti-org/luanti/issues/15692
-- Scales corresponding to default perfect 180° rotations in the character b3d model
local bone_workaround_scales = {
Body_Control = vector.new(-1, 1, -1),
Leg_Right = vector.new(1, -1, -1),
Leg_Left = vector.new(1, -1, -1),
Cape = vector.new(1, -1, 1),
Arm_Right_Pitch_Control = vector.new(1, -1, -1),
Arm_Left_Pitch_Control = vector.new(1, -1, -1),
}
local function set_bone_pos(player, bonename, pos, rot)
return mcl_util.set_bone_position(player, bonename, pos, rot, bone_workaround_scales[bonename])
end
local set_properties = mcl_util.set_properties
local function anglediff(a1, a2)