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synced 2024-11-24 20:03:45 +01:00
Do not send redundant bone position and properties
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@ -120,6 +120,101 @@ end
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local node_stand, node_stand_below, node_head, node_feet
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-- This following part is 2 wrapper functions for player:set_bones
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-- and player:set_properties preventing them from being resent on
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-- every globalstep when they have not changed.
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local function roundN(n, d)
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if type(n) ~= "number" then return n end
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local m = 10^d
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return math.floor(n * m + 0.5) / m
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end
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local function close_enough(a,b)
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local rt=true
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if type(a) == "table" and type(b) == "table" then
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for k,v in pairs(a) do
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if roundN(v,2) ~= roundN(b[k],2) then
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rt=false
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break
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end
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end
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else
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rt = roundN(a,2) == roundN(b,2)
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end
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return rt
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end
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local function props_changed(props,oldprops)
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local changed=false
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local p={}
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for k,v in pairs(props) do
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if not close_enough(v,oldprops[k]) then
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p[k]=v
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changed=true
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end
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end
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return changed,p
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end
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--tests for roundN
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local test_round1=15
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local test_round2=15.00199999999
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local test_round3=15.00111111
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local test_round4=15.00999999
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assert(roundN(test_round1,2)==roundN(test_round1,2))
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assert(roundN(test_round1,2)==roundN(test_round2,2))
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assert(roundN(test_round1,2)==roundN(test_round3,2))
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assert(roundN(test_round1,2)~=roundN(test_round4,2))
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-- tests for close_enough
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local test_cb = {-0.35,0,-0.35,0.35,0.8,0.35} --collisionboxes
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local test_cb_close = {-0.351213,0,-0.35,0.35,0.8,0.351212}
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local test_cb_diff = {-0.35,0,-1.35,0.35,0.8,0.35}
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local test_eh = 1.65 --eye height
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local test_eh_close = 1.65123123
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local test_eh_diff = 1.35
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local test_nt = { r = 225, b = 225, a = 225, g = 225 } --nametag
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local test_nt_diff = { r = 225, b = 225, a = 0, g = 225 }
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assert(close_enough(test_cb,test_cb_close))
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assert(not close_enough(test_cb,test_cb_diff))
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assert(close_enough(test_eh,test_eh_close))
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assert(not close_enough(test_eh,test_eh_diff))
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assert(not close_enough(test_nt,test_nt_diff)) --no floats involved here
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--tests for properties_changed
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local test_properties_set1={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
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local test_properties_set2={collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 225, g = 225 }}
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local test_p1,_=props_changed(test_properties_set1,test_properties_set1)
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local test_p2,_=props_changed(test_properties_set1,test_properties_set2)
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assert(not test_p1)
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assert(test_p2)
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local function set_properties_conditional(player,props)
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local changed,p=props_changed(props,player:get_properties())
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if changed then
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player:set_properties(p)
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end
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end
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local function set_bone_position_conditional(player,b,p,r) --bone,position,rotation
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local oldp,oldr=player:get_bone_position(b)
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if vector.equals(vector.round(oldp),vector.round(p)) and vector.equals(vector.round(oldr),vector.round(r)) then
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return
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end
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player:set_bone_position(b,p,r)
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end
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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@ -212,15 +307,15 @@ minetest.register_globalstep(function(dtime)
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end
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if wielded_def and wielded_def._mcl_toollike_wield then
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player:set_bone_position("Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
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elseif string.find(wielded:get_name(), "mcl_bows:bow") then
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player:set_bone_position("Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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player:set_bone_position("Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
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player:set_bone_position("Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
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else
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player:set_bone_position("Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
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end
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player_velocity_old = player:get_velocity() or player:get_player_velocity()
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@ -228,62 +323,62 @@ minetest.register_globalstep(function(dtime)
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-- controls right and left arms pitch when shooting a bow
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if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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-- controls right and left arms pitch when holing a loaded crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
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-- controls right and left arms pitch when loading a crossbow
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elseif string.find(wielded:get_name(), "mcl_bows:crossbow_") then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45))
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(45,-20,25))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(55,20,-45))
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-- when punching
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elseif control.LMB and not parent then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- when holding an item.
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elseif wielded:get_name() ~= "" then
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(20,0,0))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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-- resets arms pitch
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else
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player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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set_bone_position_conditional(player,"Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
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set_bone_position_conditional(player,"Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
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end
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if elytra.active then
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-- set head pitch and yaw when flying
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player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_properties_conditional(player,{collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when flying
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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elseif parent then
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local parent_yaw = degrees(parent:get_yaw())
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
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elseif control.sneak then
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-- controls head pitch when sneaking
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player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw))
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
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-- sneaking body conrols
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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-- set head pitch and yaw when swimming
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player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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-- control body bone when swimming
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
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else
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-- sets eye height, and nametag color accordingly
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player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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set_properties_conditional(player,{collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
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player:set_bone_position("Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
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player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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set_bone_position_conditional(player,"Head_Control", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
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set_bone_position_conditional(player,"Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
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end
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-- Update jump status immediately since we need this info in real time.
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