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Improve and work around bone overrides on Luanti 5.11+ (#4944)
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4944 Reviewed-by: teknomunk <teknomunk@protonmail.com>
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commit
b2fe6d33fb
2 changed files with 41 additions and 14 deletions
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@ -526,22 +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)
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if core.get_bone_override then -- minetest >= 5.9
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local over = obj:get_bone_override(bone)
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local pos_equal = not pos or not over.position.absolute or vector.equals(vector.round(over.position.vec), vector.round(pos))
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local rot_equal = not rot or not over.rotation.absolute or vector.equals(vector.round(over.rotation.vec), vector.round(rot))
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if not pos_equal or not rot_equal then
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if pos then over.position = { vec = pos, absolute = true, interpolation = 0.1 } end
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if rot then over.rotation = { vec = rot, absolute = true, interpolation = 0.1 } end
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obj:set_bone_override(bone, over)
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function mcl_util.set_bone_position(obj, bone, pos, rot, scale)
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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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else -- minetest up to 5.8
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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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@ -114,7 +114,21 @@ end
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local node_stand, node_stand_below, node_head, node_feet, node_head_top
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local is_swimming
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local set_bone_pos = mcl_util.set_bone_position
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-- HACK work around https://github.com/luanti-org/luanti/issues/15692
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-- Scales corresponding to default perfect 180° rotations in the character b3d model
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local bone_workaround_scales = {
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Body_Control = vector.new(-1, 1, -1),
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Leg_Right = vector.new(1, -1, -1),
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Leg_Left = vector.new(1, -1, -1),
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Cape = vector.new(1, -1, 1),
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Arm_Right_Pitch_Control = vector.new(1, -1, -1),
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Arm_Left_Pitch_Control = vector.new(1, -1, -1),
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}
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local function set_bone_pos(player, bonename, pos, rot)
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return mcl_util.set_bone_position(player, bonename, pos, rot, bone_workaround_scales[bonename])
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end
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local set_properties = mcl_util.set_properties
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local function anglediff(a1, a2)
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