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Fix player-to-object attachment teleport bug (#10008)

Fixes two bugs:

 * The camera offset was not applied to an object while detaching, briefly placing the irrlicht matrixnode in world space.
 *  When attaching, the matrixnode's absolute position was evaluated without evaluating the parent first, resulting in zeroed positions.
This commit is contained in:
hecktest 2020-06-09 19:36:47 +02:00 committed by GitHub
parent b9f618746c
commit 09e285f38c
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@ -1454,15 +1454,17 @@ void GenericCAO::updateAttachments()
if (!parent) { // Detach or don't attach
if (m_matrixnode) {
v3s16 camera_offset = m_env->getCameraOffset();
v3f old_pos = getPosition();
m_matrixnode->setParent(m_smgr->getRootSceneNode());
getPosRotMatrix().setTranslation(old_pos);
getPosRotMatrix().setTranslation(old_pos - intToFloat(camera_offset, BS));
m_matrixnode->updateAbsolutePosition();
}
}
else // Attach
{
parent->updateAttachments();
scene::ISceneNode *parent_node = parent->getSceneNode();
scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
parent->getAnimatedMeshSceneNode();
@ -1472,6 +1474,7 @@ void GenericCAO::updateAttachments()
if (m_matrixnode && parent_node) {
m_matrixnode->setParent(parent_node);
parent_node->updateAbsolutePosition();
getPosRotMatrix().setTranslation(m_attachment_position);
//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
// use Irrlicht eulers instead