Fix bone-attached entities (#10015)
parent
3014e8b33b
commit
7be082f9a8
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@ -162,6 +162,15 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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matrix.setTextureScale(txs, tys);
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}
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// Evaluate transform chain recursively; irrlicht does not do this for us
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static void updatePositionRecursive(scene::ISceneNode *node)
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{
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scene::ISceneNode *parent = node->getParent();
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if (parent)
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updatePositionRecursive(parent);
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node->updateAbsolutePosition();
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}
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/*
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TestCAO
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*/
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@ -929,11 +938,6 @@ void GenericCAO::updateNodePos()
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void GenericCAO::step(float dtime, ClientEnvironment *env)
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{
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if (m_animated_meshnode) {
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m_animated_meshnode->animateJoints();
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updateBonePosition();
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}
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// Handle model animations and update positions instantly to prevent lags
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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@ -1143,6 +1147,18 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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rot_translator.val_current = m_rotation;
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updateNodePos();
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}
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if (m_animated_meshnode) {
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// Everything must be updated; the whole transform
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// chain as well as the animated mesh node.
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// Otherwise, bone attachments would be relative to
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// a position that's one frame old.
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if (m_matrixnode)
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updatePositionRecursive(m_matrixnode);
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m_animated_meshnode->updateAbsolutePosition();
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m_animated_meshnode->animateJoints();
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updateBonePosition();
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}
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}
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void GenericCAO::updateTexturePos()
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@ -1444,6 +1460,18 @@ void GenericCAO::updateBonePosition()
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bone->updateAbsolutePosition();
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}
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}
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// The following is needed for set_bone_pos to propagate to
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// attached objects correctly.
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// Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
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for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
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auto bone = m_animated_meshnode->getJointNode(i);
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// Look for the root bone.
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if (bone && bone->getParent() == m_animated_meshnode) {
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// Update entire skeleton.
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bone->updateAbsolutePositionOfAllChildren();
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break;
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}
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}
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}
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void GenericCAO::updateAttachments()
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