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mcl_util: Improve set_bone_position
functionality
* Bring back the check for vector equality, but adjust it to not just round to the nearest integer values (which doesn't make a lot of sense for angles defined in radians), but to compare the distance between vectors against an epsilon, defining the precision. * Make interpolation actually work. * Simplify the pre-5.9 code too, making it more readable. * Annotate the whole shebang with comments for the future of the human race to read.
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1 changed files with 26 additions and 10 deletions
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@ -526,19 +526,35 @@ function mcl_util.set_properties(obj, props)
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end
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end
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local vector_distance, vector_zero = vector.distance, vector.zero
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-- Update bones, but only when changed
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function mcl_util.set_bone_position(obj, bone, pos, rot, scale)
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if obj.set_bone_override then -- minetest >= 5.9
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obj:set_bone_override(bone, {
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position = pos and { vec = pos, absolute = true } or nil,
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rotation = rot and { vec = rot, absolute = true } or nil,
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scale = scale and { vec = scale, absolute = true } or nil,
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})
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else -- minetest up to 5.8
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local current_pos, current_rot
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if obj.set_bone_override then -- Luanti >= 5.9
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do
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local ov = obj:get_bone_override(bone)
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current_pos, current_rot = ov.position.vec, ov.rotation.vec
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end
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-- Only apply when the values aren't the same:
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-- Compare the distance between new and old vectors against an epsilon.
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local pos_equal = vector_distance(current_pos, pos or vector_zero()) < 1
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-- The epsilon is 0.1 as the new API uses radians and more precision is neccesary.
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local rot_equal = vector_distance(current_rot, rot or vector_zero()) < 0.1
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if not pos_equal or not rot_equal then
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obj:set_bone_override(bone, {
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position = pos and {vec = pos, absolute = true, interpolation = 0.1} or nil,
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rotation = rot and {vec = rot, absolute = true, interpolation = 0.1} or nil,
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scale = scale and {vec = scale, absolute = true, interpolation = 0.1} or nil,
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})
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end
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else -- Luanti <= 5.8
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rot = rot and rot:apply(math.deg)
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local current_pos, current_rot = obj:get_bone_position(bone)
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local pos_equal = not pos or vector.equals(vector.round(current_pos), vector.round(pos))
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local rot_equal = not rot or vector.equals(vector.round(current_rot), vector.round(rot))
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current_pos, current_rot = obj:get_bone_position(bone)
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local pos_equal = vector_distance(current_pos, pos or current_pos) < 1
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local rot_equal = vector_distance(current_rot, rot or current_rot) < 1
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if not pos_equal or not rot_equal then
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obj:set_bone_position(bone, pos or current_pos, rot or current_rot)
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end
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