Fix UpdateBonePosition() breaking animations (#9577)

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theviper121 2020-04-26 12:32:04 -05:00 committed by GitHub
parent bc60e44d80
commit e1fc72c6f3
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@ -890,6 +890,11 @@ void GenericCAO::updateNodePos()
void GenericCAO::step(float dtime, ClientEnvironment *env) void GenericCAO::step(float dtime, ClientEnvironment *env)
{ {
if (m_animated_meshnode) {
m_animated_meshnode->animateJoints();
updateBonePosition();
}
// Handle model animations and update positions instantly to prevent lags // Handle model animations and update positions instantly to prevent lags
if (m_is_local_player) { if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer(); LocalPlayer *player = m_env->getLocalPlayer();
@ -1360,16 +1365,41 @@ void GenericCAO::updateBonePosition()
return; return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator for (auto &it : m_bone_position) {
ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) { std::string bone_name = it.first;
std::string bone_name = (*ii).first;
v3f bone_pos = (*ii).second.X;
v3f bone_rot = (*ii).second.Y;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str()); irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
if(bone) if (bone) {
{ bone->setPosition(it.second.X);
bone->setPosition(bone_pos); bone->setRotation(it.second.Y);
}
}
// search through bones to find mistakenly rotated bones due to bug in Irrlicht
for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
if (!bone)
continue;
//If bone is manually positioned there is no need to perform the bug check
bool skip = false;
for (auto &it : m_bone_position) {
if (it.first == bone->getName()) {
skip = true;
break;
}
}
if (skip)
continue;
// Workaround for Irrlicht bug
// We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
// when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
// and update the bones transformation.
v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
float offset = fabsf(bone_rot.X - bone->getRotation().X);
if (offset > 179.9f && offset < 180.1f) {
bone->setRotation(bone_rot); bone->setRotation(bone_rot);
bone->updateAbsolutePosition();
} }
} }
} }
@ -1583,7 +1613,7 @@ void GenericCAO::processMessage(const std::string &data)
v3f rotation = readV3F32(is); v3f rotation = readV3F32(is);
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
updateBonePosition(); // updateBonePosition(); now called every step
} else if (cmd == AO_CMD_ATTACH_TO) { } else if (cmd == AO_CMD_ATTACH_TO) {
u16 parent_id = readS16(is); u16 parent_id = readS16(is);
std::string bone = deSerializeString(is); std::string bone = deSerializeString(is);