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Use true pitch/yaw/roll rotations without loss of precision by pgimeno (#8019)
Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues. Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
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fc566e2e10
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8 changed files with 251 additions and 49 deletions
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@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include "content_cao.h"
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#include "util/numeric.h" // For IntervalLimiter
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#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
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#include "util/serialize.h"
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#include "util/basic_macros.h"
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#include "client/sound.h"
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@ -365,7 +365,7 @@ void GenericCAO::processInitData(const std::string &data)
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return;
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}
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// PROTOCOL_VERSION >= 37
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// PROTOCOL_VERSION >= 37
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m_name = deSerializeString(is);
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m_is_player = readU8(is);
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m_id = readU16(is);
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@ -402,10 +402,9 @@ bool GenericCAO::getSelectionBox(aabb3f *toset) const
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v3f GenericCAO::getPosition()
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{
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if (getParent() != NULL) {
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scene::ISceneNode *node = getSceneNode();
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if (node)
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return node->getAbsolutePosition();
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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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return m_position;
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}
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@ -486,7 +485,7 @@ void GenericCAO::removeFromScene(bool permanent)
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LocalPlayer* player = m_env->getLocalPlayer();
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if (this == player->parent) {
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player->parent = NULL;
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player->parent = nullptr;
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player->isAttached = false;
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}
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}
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@ -494,24 +493,30 @@ void GenericCAO::removeFromScene(bool permanent)
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if (m_meshnode) {
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m_meshnode->remove();
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m_meshnode->drop();
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m_meshnode = NULL;
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m_meshnode = nullptr;
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} else if (m_animated_meshnode) {
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m_animated_meshnode->remove();
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m_animated_meshnode->drop();
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m_animated_meshnode = NULL;
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m_animated_meshnode = nullptr;
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} else if (m_wield_meshnode) {
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m_wield_meshnode->remove();
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m_wield_meshnode->drop();
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m_wield_meshnode = NULL;
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m_wield_meshnode = nullptr;
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} else if (m_spritenode) {
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m_spritenode->remove();
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m_spritenode->drop();
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m_spritenode = NULL;
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m_spritenode = nullptr;
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}
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if (m_matrixnode) {
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m_matrixnode->remove();
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m_matrixnode->drop();
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m_matrixnode = nullptr;
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}
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if (m_nametag) {
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m_client->getCamera()->removeNametag(m_nametag);
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m_nametag = NULL;
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m_nametag = nullptr;
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}
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}
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@ -534,8 +539,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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if (m_prop.visual == "sprite") {
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infostream<<"GenericCAO::addToScene(): single_sprite"<<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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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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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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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh("unknown_node.png"));
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@ -608,17 +616,24 @@ 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_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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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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mesh->drop();
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// Set it to use the materials of the meshbuffers directly.
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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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}
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else if(m_prop.visual == "cube") {
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} else if (m_prop.visual == "cube") {
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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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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mesh->drop();
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@ -630,14 +645,15 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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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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}
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else if(m_prop.visual == "mesh") {
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} else if (m_prop.visual == "mesh") {
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infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
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scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
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if(mesh)
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{
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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, NULL);
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addAnimatedMeshSceneNode(mesh, m_matrixnode);
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m_animated_meshnode->grab();
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mesh->drop(); // The scene node took hold of it
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m_animated_meshnode->animateJoints(); // Needed for some animations
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@ -655,8 +671,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
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m_prop.backface_culling);
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}
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else
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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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ItemStack item;
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@ -674,8 +689,12 @@ 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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@ -763,10 +782,12 @@ void GenericCAO::updateNodePos()
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if (node) {
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v3s16 camera_offset = m_env->getCameraOffset();
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node->setPosition(pos_translator.val_current - intToFloat(camera_offset, BS));
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v3f pos = pos_translator.val_current -
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intToFloat(camera_offset, BS);
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getPosRotMatrix().setTranslation(pos);
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if (node != m_spritenode) { // rotate if not a sprite
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v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current;
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node->setRotation(rot);
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setPitchYawRoll(getPosRotMatrix(), rot);
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}
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}
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}
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@ -858,8 +879,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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ClientActiveObject *obj = m_env->getActiveObject(*ci);
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if (obj) {
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scene::ISceneNode *child_node = obj->getSceneNode();
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// The node's parent is always an IDummyTraformationSceneNode,
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// so we need to reparent that one instead.
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if (child_node)
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child_node->setParent(m_smgr->getRootSceneNode());
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child_node->getParent()->setParent(m_smgr->getRootSceneNode());
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}
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++ci;
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}
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@ -1266,16 +1289,13 @@ void GenericCAO::updateBonePosition()
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void GenericCAO::updateAttachments()
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{
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if (!getParent()) { // Detach or don't attach
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scene::ISceneNode *node = getSceneNode();
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if (node) {
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v3f old_position = node->getAbsolutePosition();
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v3f old_rotation = node->getRotation();
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node->setParent(m_smgr->getRootSceneNode());
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node->setPosition(old_position);
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node->setRotation(old_rotation);
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node->updateAbsolutePosition();
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ClientActiveObject *parent = getParent();
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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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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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}
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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@ -1284,20 +1304,20 @@ void GenericCAO::updateAttachments()
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}
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else // Attach
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{
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scene::ISceneNode *my_node = getSceneNode();
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scene::ISceneNode *parent_node = getParent()->getSceneNode();
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scene::ISceneNode *parent_node = parent->getSceneNode();
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scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
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getParent()->getAnimatedMeshSceneNode();
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parent->getAnimatedMeshSceneNode();
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if (parent_animated_mesh_node && !m_attachment_bone.empty()) {
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parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
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}
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if (my_node && parent_node) {
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my_node->setParent(parent_node);
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my_node->setPosition(m_attachment_position);
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my_node->setRotation(m_attachment_rotation);
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my_node->updateAbsolutePosition();
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if (m_matrixnode && parent_node) {
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m_matrixnode->setParent(parent_node);
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getPosRotMatrix().setTranslation(m_attachment_position);
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//setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation);
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// use Irrlicht eulers instead
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getPosRotMatrix().setRotationDegrees(m_attachment_rotation);
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m_matrixnode->updateAbsolutePosition();
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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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