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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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ClobberXD and Pedro Gimeno committed May 16, 2020
1 parent ab74568 commit c1ce4be756e2554051a27f244303377c0a7d69a6
Showing with 8 additions and 8 deletions.
  1. +1 −0 doc/lua_api.txt
  2. +7 −8 src/client/content_cao.cpp
@@ -6555,6 +6555,7 @@ Player properties need to be saved manually.

automatic_rotate = 0,
-- Set constant rotation in radians per second, positive or negative.
-- Object rotates along the local Y-axis, and works with set_rotation.
-- Set to 0 to disable constant rotation.

stepheight = 0,
@@ -1077,10 +1077,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
updateTextures(m_previous_texture_modifier);
}
}

if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
rot_translator.val_current = m_rotation;
updateNodePos();
// This is the child node's rotation. It is only used for automatic_rotate.
v3f local_rot = node->getRotation();
local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
m_prop.automatic_rotate);
node->setRotation(local_rot);
}

if (!getParent() && m_prop.automatic_face_movement_dir &&
@@ -1501,11 +1504,7 @@ void GenericCAO::processMessage(const std::string &data)
m_position = readV3F32(is);
m_velocity = readV3F32(is);
m_acceleration = readV3F32(is);

if (std::fabs(m_prop.automatic_rotate) < 0.001f)
m_rotation = readV3F32(is);
else
readV3F32(is);
m_rotation = readV3F32(is);

m_rotation = wrapDegrees_0_360_v3f(m_rotation);
bool do_interpolate = readU8(is);

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