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Make automatic_rotate relative, allow setting rotation (#8468)
automatic_rotate does not make sense if it is absolute. Make it relative. To avoid bouncing, set_rotation did not update the client when automatic_rotate was set. That's no longer necessary because the new spinning method applies the rotation on top of the current one, and the updates are necessary for set_rotation to actually transform the object. Co-authored-by: ANAND <ClobberXD@gmail.com> Co-authored-by: Pedro Gimeno <pgimeno@users.noreply.notabug.org>
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@ -6555,6 +6555,7 @@ Player properties need to be saved manually.
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automatic_rotate = 0,
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-- Set constant rotation in radians per second, positive or negative.
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-- Object rotates along the local Y-axis, and works with set_rotation.
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-- Set to 0 to disable constant rotation.
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stepheight = 0,
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@ -1077,10 +1077,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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updateTextures(m_previous_texture_modifier);
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}
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}
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if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
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m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
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rot_translator.val_current = m_rotation;
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updateNodePos();
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// This is the child node's rotation. It is only used for automatic_rotate.
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v3f local_rot = node->getRotation();
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local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
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m_prop.automatic_rotate);
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node->setRotation(local_rot);
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}
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if (!getParent() && m_prop.automatic_face_movement_dir &&
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@ -1501,11 +1504,7 @@ void GenericCAO::processMessage(const std::string &data)
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m_position = readV3F32(is);
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m_velocity = readV3F32(is);
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m_acceleration = readV3F32(is);
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if (std::fabs(m_prop.automatic_rotate) < 0.001f)
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m_rotation = readV3F32(is);
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else
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readV3F32(is);
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m_rotation = readV3F32(is);
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m_rotation = wrapDegrees_0_360_v3f(m_rotation);
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bool do_interpolate = readU8(is);
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