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synced 2024-11-23 16:13:46 +01:00
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
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51f230895c
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@ -285,9 +285,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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// Smooth the movement when walking up stairs
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v3f old_player_position = m_playernode->getPosition();
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v3f player_position = player->getPosition();
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if (player->isAttached && player->parent)
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player_position = player->parent->getPosition();
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//if(player->touching_ground && player_position.Y > old_player_position.Y)
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// This is worse than `LocalPlayer::getPosition()` but
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// mods expect the player head to be at the parent's position
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// plus eye height.
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if (player->getParent())
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player_position = player->getParent()->getPosition();
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if(player->touching_ground &&
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player_position.Y > old_player_position.Y)
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{
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@ -49,8 +49,10 @@ public:
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virtual bool getSelectionBox(aabb3f *toset) const { return false; }
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virtual bool collideWithObjects() const { return false; }
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virtual const v3f getPosition() const { return v3f(0.0f); }
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virtual scene::ISceneNode *getSceneNode() { return NULL; }
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
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virtual scene::ISceneNode *getSceneNode() const
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{ return NULL; }
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const
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{ return NULL; }
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virtual bool isLocalPlayer() const { return false; }
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virtual ClientActiveObject *getParent() const { return nullptr; };
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@ -403,21 +403,25 @@ bool GenericCAO::getSelectionBox(aabb3f *toset) const
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const v3f GenericCAO::getPosition() const
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{
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if (getParent() != nullptr) {
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if (m_matrixnode)
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return m_matrixnode->getAbsolutePosition();
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if (!getParent())
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return pos_translator.val_current;
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// Calculate real position in world based on MatrixNode
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if (m_matrixnode) {
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v3s16 camera_offset = m_env->getCameraOffset();
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return m_matrixnode->getAbsolutePosition() +
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intToFloat(camera_offset, BS);
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}
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return m_position;
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}
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return pos_translator.val_current;
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}
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const bool GenericCAO::isImmortal()
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{
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return itemgroup_get(getGroups(), "immortal");
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}
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scene::ISceneNode* GenericCAO::getSceneNode()
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scene::ISceneNode *GenericCAO::getSceneNode() const
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{
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if (m_meshnode) {
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return m_meshnode;
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@ -437,7 +441,7 @@ scene::ISceneNode* GenericCAO::getSceneNode()
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return NULL;
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}
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scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
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scene::IAnimatedMeshSceneNode *GenericCAO::getAnimatedMeshSceneNode() const
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{
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return m_animated_meshnode;
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}
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@ -576,11 +580,15 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if (m_prop.visual == "sprite") {
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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auto grabMatrixNode = [this] {
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infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
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m_matrixnode = RenderingEngine::get_scene_manager()->
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addDummyTransformationSceneNode();
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m_matrixnode->grab();
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};
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if (m_prop.visual == "sprite") {
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getMatrixNode();
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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@ -601,6 +609,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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txs, tys, 0, 0);
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}
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} else if (m_prop.visual == "upright_sprite") {
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getMatrixNode();
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scene::SMesh *mesh = new scene::SMesh();
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double dx = BS * m_prop.visual_size.X / 2;
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double dy = BS * m_prop.visual_size.Y / 2;
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@ -655,9 +664,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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m_matrixnode = RenderingEngine::get_scene_manager()->
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addDummyTransformationSceneNode();
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m_matrixnode->grab();
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m_meshnode = RenderingEngine::get_scene_manager()->
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addMeshSceneNode(mesh, m_matrixnode);
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m_meshnode->grab();
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@ -666,11 +672,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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// This is needed for changing the texture in the future
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m_meshnode->setReadOnlyMaterials(true);
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} else if (m_prop.visual == "cube") {
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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getMatrixNode();
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_matrixnode = RenderingEngine::get_scene_manager()->
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addDummyTransformationSceneNode(nullptr);
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m_matrixnode->grab();
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m_meshnode = RenderingEngine::get_scene_manager()->
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addMeshSceneNode(mesh, m_matrixnode);
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m_meshnode->grab();
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@ -685,12 +688,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_meshnode->setMaterialType(material_type);
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m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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} else if (m_prop.visual == "mesh") {
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infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
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getMatrixNode();
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scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
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if (mesh) {
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m_matrixnode = RenderingEngine::get_scene_manager()->
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addDummyTransformationSceneNode(nullptr);
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m_matrixnode->grab();
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m_animated_meshnode = RenderingEngine::get_scene_manager()->
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addAnimatedMeshSceneNode(mesh, m_matrixnode);
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m_animated_meshnode->grab();
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@ -713,8 +713,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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} else
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
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getMatrixNode();
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ItemStack item;
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infostream << "GenericCAO::addToScene(): wielditem" << std::endl;
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if (m_prop.wield_item.empty()) {
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// Old format, only textures are specified.
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infostream << "textures: " << m_prop.textures.size() << std::endl;
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@ -728,12 +728,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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infostream << "serialized form: " << m_prop.wield_item << std::endl;
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item.deSerialize(m_prop.wield_item, m_client->idef());
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}
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m_matrixnode = RenderingEngine::get_scene_manager()->
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addDummyTransformationSceneNode(nullptr);
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m_matrixnode->grab();
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m_wield_meshnode = new WieldMeshSceneNode(
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RenderingEngine::get_scene_manager(), -1);
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m_wield_meshnode->setParent(m_matrixnode);
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m_wield_meshnode->setItem(item, m_client,
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(m_prop.visual == "wielditem"));
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@ -751,6 +747,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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scene::ISceneNode *node = getSceneNode();
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if (node && m_matrixnode)
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node->setParent(m_matrixnode);
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if (node && !m_prop.nametag.empty() && !m_is_local_player) {
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// Add nametag
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v3f pos;
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@ -884,7 +883,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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// Apply animations if input detected and not attached
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// or set idle animation
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if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
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if ((new_anim.X + new_anim.Y) > 0 && !getParent()) {
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allow_update = true;
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m_animation_range = new_anim;
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m_animation_speed = new_speed;
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@ -946,12 +945,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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m_velocity = v3f(0,0,0);
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m_acceleration = v3f(0,0,0);
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pos_translator.val_current = m_position;
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if(m_is_local_player) // Update local player attachment position
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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player->overridePosition = getParent()->getPosition();
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}
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pos_translator.val_target = m_position;
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} else {
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rot_translator.translate(dtime);
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v3f lastpos = pos_translator.val_current;
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@ -975,16 +969,14 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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bool is_end_position = moveresult.collides;
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pos_translator.update(m_position, is_end_position, dtime);
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pos_translator.translate(dtime);
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updateNodePos();
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} else {
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m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
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m_velocity += dtime * m_acceleration;
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pos_translator.update(m_position, pos_translator.aim_is_end,
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pos_translator.anim_time);
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}
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pos_translator.translate(dtime);
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updateNodePos();
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}
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float moved = lastpos.getDistanceFrom(pos_translator.val_current);
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m_step_distance_counter += moved;
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@ -1348,7 +1340,8 @@ void GenericCAO::updateAttachments()
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if (!parent) { // Detach or don't attach
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if (m_matrixnode) {
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v3f old_pos = m_matrixnode->getAbsolutePosition();
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v3f old_pos = getPosition();
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m_matrixnode->setParent(m_smgr->getRootSceneNode());
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getPosRotMatrix().setTranslation(old_pos);
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m_matrixnode->updateAbsolutePosition();
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@ -1372,11 +1365,6 @@ void GenericCAO::updateAttachments()
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m_matrixnode->updateAbsolutePosition();
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}
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}
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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player->isAttached = parent;
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player->parent = parent;
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}
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}
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void GenericCAO::processMessage(const std::string &data)
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@ -165,9 +165,9 @@ public:
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const bool isImmortal();
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scene::ISceneNode *getSceneNode();
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scene::ISceneNode *getSceneNode() const;
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scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode();
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scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const;
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// m_matrixnode controls the position and rotation of the child node
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// for all scene nodes, as a workaround for an Irrlicht problem with
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@ -184,8 +184,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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v3f position = getPosition();
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// Copy parent position if local player is attached
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if (isAttached) {
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setPosition(overridePosition);
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if (getParent()) {
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setPosition(m_cao->getPosition());
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added_velocity = v3f(0.0f); // ignored
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return;
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}
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@ -474,7 +474,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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setYaw(control.yaw);
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// Nullify speed and don't run positioning code if the player is attached
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if (isAttached) {
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if (getParent()) {
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setSpeed(v3f(0.0f));
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return;
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}
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@ -706,6 +706,11 @@ v3f LocalPlayer::getEyeOffset() const
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return v3f(0.0f, BS * eye_height, 0.0f);
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}
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ClientActiveObject *LocalPlayer::getParent() const
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{
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return m_cao ? m_cao->getParent() : nullptr;
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}
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bool LocalPlayer::isDead() const
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{
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FATAL_ERROR_IF(!getCAO(), "LocalPlayer's CAO isn't initialized");
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@ -764,8 +769,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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v3f position = getPosition();
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// Copy parent position if local player is attached
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if (isAttached) {
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setPosition(overridePosition);
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if (getParent()) {
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setPosition(m_cao->getPosition());
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m_sneak_node_exists = false;
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added_velocity = v3f(0.0f);
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return;
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@ -47,12 +47,9 @@ public:
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LocalPlayer(Client *client, const char *name);
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virtual ~LocalPlayer() = default;
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ClientActiveObject *parent = nullptr;
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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u16 hp = 0;
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bool isAttached = false;
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bool touching_ground = false;
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// This oscillates so that the player jumps a bit above the surface
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bool in_liquid = false;
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@ -72,8 +69,6 @@ public:
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// Temporary option for old move code
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bool physics_override_new_move = true;
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v3f overridePosition;
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void move(f32 dtime, Environment *env, f32 pos_max_d);
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void move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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@ -112,6 +107,8 @@ public:
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GenericCAO *getCAO() const { return m_cao; }
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ClientActiveObject *getParent() const;
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void setCAO(GenericCAO *toset)
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{
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assert(!m_cao); // Pre-condition
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@ -78,7 +78,7 @@ int LuaLocalPlayer::l_is_attached(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->isAttached);
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lua_pushboolean(L, player->getParent() != nullptr);
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return 1;
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}
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@ -157,7 +157,7 @@ int LuaLocalPlayer::l_get_override_pos(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->overridePosition);
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push_v3f(L, player->getPosition());
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return 1;
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}
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