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.
master
hecktest 2020-06-09 19:36:47 +02:00 committed by GitHub
parent b9f618746c
commit 09e285f38c
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 7 additions and 4 deletions

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@ -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