Attachments: Fix interpolation from (0,0,0) after detach

GenericCAO::getPosition() did not take the camera offset into account
LocalPlayer attachment cleanup: Use sane getParent() function
Make that getPosition() (GenericCAO and LocalPlayer) always return the absolute position
This commit is contained in:
SmallJoker 2019-11-27 20:36:51 +01:00 committed by SmallJoker
parent 51f230895c
commit aa8df112ff
7 changed files with 57 additions and 61 deletions

@ -285,9 +285,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
// Smooth the movement when walking up stairs
v3f old_player_position = m_playernode->getPosition();
v3f player_position = player->getPosition();
if (player->isAttached && player->parent)
player_position = player->parent->getPosition();
//if(player->touching_ground && player_position.Y > old_player_position.Y)
// This is worse than `LocalPlayer::getPosition()` but
// mods expect the player head to be at the parent's position
// plus eye height.
if (player->getParent())
player_position = player->getParent()->getPosition();
if(player->touching_ground &&
player_position.Y > old_player_position.Y)
{

@ -49,8 +49,10 @@ public:
virtual bool getSelectionBox(aabb3f *toset) const { return false; }
virtual bool collideWithObjects() const { return false; }
virtual const v3f getPosition() const { return v3f(0.0f); }
virtual scene::ISceneNode *getSceneNode() { return NULL; }
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
virtual scene::ISceneNode *getSceneNode() const
{ return NULL; }
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const
{ return NULL; }
virtual bool isLocalPlayer() const { return false; }
virtual ClientActiveObject *getParent() const { return nullptr; };

@ -403,21 +403,25 @@ bool GenericCAO::getSelectionBox(aabb3f *toset) const
const v3f GenericCAO::getPosition() const
{
if (getParent() != nullptr) {
if (m_matrixnode)
return m_matrixnode->getAbsolutePosition();
if (!getParent())
return pos_translator.val_current;
// Calculate real position in world based on MatrixNode
if (m_matrixnode) {
v3s16 camera_offset = m_env->getCameraOffset();
return m_matrixnode->getAbsolutePosition() +
intToFloat(camera_offset, BS);
}
return m_position;
}
return pos_translator.val_current;
}
const bool GenericCAO::isImmortal()
{
return itemgroup_get(getGroups(), "immortal");
}
scene::ISceneNode* GenericCAO::getSceneNode()
scene::ISceneNode *GenericCAO::getSceneNode() const
{
if (m_meshnode) {
return m_meshnode;
@ -437,7 +441,7 @@ scene::ISceneNode* GenericCAO::getSceneNode()
return NULL;
}
scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
{
return m_animated_meshnode;
}
@ -576,11 +580,15 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if (m_prop.visual == "sprite") {
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
auto grabMatrixNode = [this] {
infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode();
m_matrixnode->grab();
};
if (m_prop.visual == "sprite") {
getMatrixNode();
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
@ -601,6 +609,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
txs, tys, 0, 0);
}
} else if (m_prop.visual == "upright_sprite") {
getMatrixNode();
scene::SMesh *mesh = new scene::SMesh();
double dx = BS * m_prop.visual_size.X / 2;
double dy = BS * m_prop.visual_size.Y / 2;
@ -655,9 +664,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
mesh->addMeshBuffer(buf);
buf->drop();
}
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode();
m_matrixnode->grab();
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
@ -666,11 +672,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
// This is needed for changing the texture in the future
m_meshnode->setReadOnlyMaterials(true);
} else if (m_prop.visual == "cube") {
infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
getMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode(nullptr);
m_matrixnode->grab();
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
@ -685,12 +688,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
m_meshnode->setMaterialType(material_type);
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
} else if (m_prop.visual == "mesh") {
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
getMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode(nullptr);
m_matrixnode->grab();
m_animated_meshnode = RenderingEngine::get_scene_manager()->
addAnimatedMeshSceneNode(mesh, m_matrixnode);
m_animated_meshnode->grab();
@ -713,8 +713,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
getMatrixNode();
ItemStack item;
infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
infostream << "textures: " << m_prop.textures.size() << std::endl;
@ -728,12 +728,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
infostream << "serialized form: " << m_prop.wield_item << std::endl;
item.deSerialize(m_prop.wield_item, m_client->idef());
}
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode(nullptr);
m_matrixnode->grab();
m_wield_meshnode = new WieldMeshSceneNode(
RenderingEngine::get_scene_manager(), -1);
m_wield_meshnode->setParent(m_matrixnode);
m_wield_meshnode->setItem(item, m_client,
(m_prop.visual == "wielditem"));
@ -751,6 +747,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
scene::ISceneNode *node = getSceneNode();
if (node && m_matrixnode)
node->setParent(m_matrixnode);
if (node && !m_prop.nametag.empty() && !m_is_local_player) {
// Add nametag
v3f pos;
@ -884,7 +883,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
// Apply animations if input detected and not attached
// or set idle animation
if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
allow_update = true;
m_animation_range = new_anim;
m_animation_speed = new_speed;
@ -946,12 +945,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
pos_translator.val_current = m_position;
if(m_is_local_player) // Update local player attachment position
{
LocalPlayer *player = m_env->getLocalPlayer();
player->overridePosition = getParent()->getPosition();
}
pos_translator.val_target = m_position;
} else {
rot_translator.translate(dtime);
v3f lastpos = pos_translator.val_current;
@ -975,16 +969,14 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime);
updateNodePos();
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;
pos_translator.update(m_position, pos_translator.aim_is_end,
pos_translator.anim_time);
}
pos_translator.translate(dtime);
updateNodePos();
}
float moved = lastpos.getDistanceFrom(pos_translator.val_current);
m_step_distance_counter += moved;
@ -1348,7 +1340,8 @@ void GenericCAO::updateAttachments()
if (!parent) { // Detach or don't attach
if (m_matrixnode) {
v3f old_pos = m_matrixnode->getAbsolutePosition();
v3f old_pos = getPosition();
m_matrixnode->setParent(m_smgr->getRootSceneNode());
getPosRotMatrix().setTranslation(old_pos);
m_matrixnode->updateAbsolutePosition();
@ -1372,11 +1365,6 @@ void GenericCAO::updateAttachments()
m_matrixnode->updateAbsolutePosition();
}
}
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->isAttached = parent;
player->parent = parent;
}
}
void GenericCAO::processMessage(const std::string &data)

@ -165,9 +165,9 @@ public:
const bool isImmortal();
scene::ISceneNode *getSceneNode();
scene::ISceneNode *getSceneNode() const;
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;
// m_matrixnode controls the position and rotation of the child node
// for all scene nodes, as a workaround for an Irrlicht problem with

@ -184,8 +184,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
v3f position = getPosition();
// Copy parent position if local player is attached
if (isAttached) {
setPosition(overridePosition);
if (getParent()) {
setPosition(m_cao->getPosition());
added_velocity = v3f(0.0f); // ignored
return;
}
@ -474,7 +474,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
setYaw(control.yaw);
// Nullify speed and don't run positioning code if the player is attached
if (isAttached) {
if (getParent()) {
setSpeed(v3f(0.0f));
return;
}
@ -706,6 +706,11 @@ v3f LocalPlayer::getEyeOffset() const
return v3f(0.0f, BS * eye_height, 0.0f);
}
ClientActiveObject *LocalPlayer::getParent() const
{
return m_cao ? m_cao->getParent() : nullptr;
}
bool LocalPlayer::isDead() const
{
FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
@ -764,8 +769,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
v3f position = getPosition();
// Copy parent position if local player is attached
if (isAttached) {
setPosition(overridePosition);
if (getParent()) {
setPosition(m_cao->getPosition());
m_sneak_node_exists = false;
added_velocity = v3f(0.0f);
return;

@ -47,12 +47,9 @@ public:
LocalPlayer(Client *client, const char *name);
virtual ~LocalPlayer() = default;
ClientActiveObject *parent = nullptr;
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
u16 hp = 0;
bool isAttached = false;
bool touching_ground = false;
// This oscillates so that the player jumps a bit above the surface
bool in_liquid = false;
@ -72,8 +69,6 @@ public:
// Temporary option for old move code
bool physics_override_new_move = true;
v3f overridePosition;
void move(f32 dtime, Environment *env, f32 pos_max_d);
void move(f32 dtime, Environment *env, f32 pos_max_d,
std::vector<CollisionInfo> *collision_info);
@ -112,6 +107,8 @@ public:
GenericCAO *getCAO() const { return m_cao; }
ClientActiveObject *getParent() const;
void setCAO(GenericCAO *toset)
{
assert(!m_cao); // Pre-condition

@ -78,7 +78,7 @@ int LuaLocalPlayer::l_is_attached(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->isAttached);
lua_pushboolean(L, player->getParent() != nullptr);
return 1;
}
@ -157,7 +157,7 @@ int LuaLocalPlayer::l_get_override_pos(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
push_v3f(L, player->overridePosition);
push_v3f(L, player->getPosition());
return 1;
}