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Fix short 180 degree rotation when using set_bone_position (#10405)

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appgurueu committed Oct 4, 2020
1 parent 3250b37 commit 0f98b54aa4b2361575002d92b29fe222703ba557
Showing with 6 additions and 13 deletions.
  1. +6 −13 src/client/content_cao.cpp
@@ -1460,24 +1460,17 @@ void GenericCAO::updateBonePosition()
if (!bone)
continue;

//If bone is manually positioned there is no need to perform the bug check
bool skip = false;
for (auto &it : m_bone_position) {
if (it.first == bone->getName()) {
skip = true;
break;
}
}
if (skip)
continue;

// Workaround for Irrlicht bug
// We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
// when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
// 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) {
float offset_X = fabsf(bone_rot.X - bone->getRotation().X);
float offset_Y = fabsf(bone_rot.Y - bone->getRotation().Y);
float offset_Z = fabsf(bone_rot.Z - bone->getRotation().Z);
if ((offset_X > 179.9f && offset_X < 180.1f)
|| (offset_Y > 179.9f && offset_Y < 180.1f)
|| (offset_Z > 179.9f && offset_Z < 180.1f)) {
bone->setRotation(bone_rot);
bone->updateAbsolutePosition();
}

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