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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.
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hecktest committed Jun 9, 2020
1 parent b9f6187 commit 09e285f38cd96b4278b921ab82c5266082bb1a0d
Showing with 7 additions and 4 deletions.
  1. +7 −4 src/client/content_cao.cpp
@@ -921,7 +921,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
m_animated_meshnode->animateJoints();
updateBonePosition();
}

// Handle model animations and update positions instantly to prevent lags
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
@@ -1403,7 +1403,7 @@ void GenericCAO::updateBonePosition()
bone->setRotation(it.second.Y);
}
}

// search through bones to find mistakenly rotated bones due to bug in Irrlicht
for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
@@ -1427,7 +1427,7 @@ void GenericCAO::updateBonePosition()
// and update the bones transformation.
v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
float offset = fabsf(bone_rot.X - bone->getRotation().X);
if (offset > 179.9f && offset < 180.1f) {
if (offset > 179.9f && offset < 180.1f) {
bone->setRotation(bone_rot);
bone->updateAbsolutePosition();
}
@@ -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

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