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| author | Paul Ouellette <oue.paul18@gmail.com> | 2019-02-07 16:26:06 -0500 |
|---|---|---|
| committer | Paramat <paramat@users.noreply.github.com> | 2019-02-07 21:26:06 +0000 |
| commit | d5456da69de6d74206a8513fc53db38c7dd4bd22 (patch) | |
| tree | e0586b970acf83833c54166caaa00a9b8820bc05 /src/client/content_cao.cpp | |
| parent | fc566e2e1074e501283d4be70a654d6b79ef07ff (diff) | |
| download | minetest-d5456da69de6d74206a8513fc53db38c7dd4bd22.tar.xz | |
Use true pitch/yaw/roll rotations without loss of precision by pgimeno (#8019)
Store the rotation in the node as a 4x4 transformation matrix internally (through IDummyTransformationSceneNode), which allows more manipulations without losing precision or having gimbal lock issues.
Network rotation is still transmitted as Eulers, though, not as matrix. But it will stay this way in 5.0.
Diffstat (limited to 'src/client/content_cao.cpp')
| -rw-r--r-- | src/client/content_cao.cpp | 112 |
1 files changed, 66 insertions, 46 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index 116a2e53b..6112edaff 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include <IMeshManipulator.h> #include <IAnimatedMeshSceneNode.h> #include "content_cao.h" -#include "util/numeric.h" // For IntervalLimiter +#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll #include "util/serialize.h" #include "util/basic_macros.h" #include "client/sound.h" @@ -365,7 +365,7 @@ void GenericCAO::processInitData(const std::string &data) return; } - // PROTOCOL_VERSION >= 37 + // PROTOCOL_VERSION >= 37 m_name = deSerializeString(is); m_is_player = readU8(is); m_id = readU16(is); @@ -402,10 +402,9 @@ bool GenericCAO::getSelectionBox(aabb3f *toset) const v3f GenericCAO::getPosition() { - if (getParent() != NULL) { - scene::ISceneNode *node = getSceneNode(); - if (node) - return node->getAbsolutePosition(); + if (getParent() != nullptr) { + if (m_matrixnode) + return m_matrixnode->getAbsolutePosition(); return m_position; } @@ -486,7 +485,7 @@ void GenericCAO::removeFromScene(bool permanent) LocalPlayer* player = m_env->getLocalPlayer(); if (this == player->parent) { - player->parent = NULL; + player->parent = nullptr; player->isAttached = false; } } @@ -494,24 +493,30 @@ void GenericCAO::removeFromScene(bool permanent) if (m_meshnode) { m_meshnode->remove(); m_meshnode->drop(); - m_meshnode = NULL; + m_meshnode = nullptr; } else if (m_animated_meshnode) { m_animated_meshnode->remove(); m_animated_meshnode->drop(); - m_animated_meshnode = NULL; + m_animated_meshnode = nullptr; } else if (m_wield_meshnode) { m_wield_meshnode->remove(); m_wield_meshnode->drop(); - m_wield_meshnode = NULL; + m_wield_meshnode = nullptr; } else if (m_spritenode) { m_spritenode->remove(); m_spritenode->drop(); - m_spritenode = NULL; + m_spritenode = nullptr; + } + + if (m_matrixnode) { + m_matrixnode->remove(); + m_matrixnode->drop(); + m_matrixnode = nullptr; } if (m_nametag) { m_client->getCamera()->removeNametag(m_nametag); - m_nametag = NULL; + m_nametag = nullptr; } } @@ -534,8 +539,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc) if (m_prop.visual == "sprite") { infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl; + m_matrixnode = RenderingEngine::get_scene_manager()-> + addDummyTransformationSceneNode(); + m_matrixnode->grab(); m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode( - NULL, v2f(1, 1), v3f(0,0,0), -1); + m_matrixnode, v2f(1, 1), v3f(0,0,0), -1); m_spritenode->grab(); m_spritenode->setMaterialTexture(0, tsrc->getTextureForMesh("unknown_node.png")); @@ -608,17 +616,24 @@ void GenericCAO::addToScene(ITextureSource *tsrc) mesh->addMeshBuffer(buf); buf->drop(); } - m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); + m_matrixnode = RenderingEngine::get_scene_manager()-> + addDummyTransformationSceneNode(); + m_matrixnode->grab(); + m_meshnode = RenderingEngine::get_scene_manager()-> + addMeshSceneNode(mesh, m_matrixnode); m_meshnode->grab(); mesh->drop(); // Set it to use the materials of the meshbuffers directly. // This is needed for changing the texture in the future m_meshnode->setReadOnlyMaterials(true); - } - else if(m_prop.visual == "cube") { + } else if (m_prop.visual == "cube") { infostream<<"GenericCAO::addToScene(): cube"<<std::endl; scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS)); - m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL); + m_matrixnode = RenderingEngine::get_scene_manager()-> + addDummyTransformationSceneNode(nullptr); + m_matrixnode->grab(); + m_meshnode = RenderingEngine::get_scene_manager()-> + addMeshSceneNode(mesh, m_matrixnode); m_meshnode->grab(); mesh->drop(); @@ -630,14 +645,15 @@ void GenericCAO::addToScene(ITextureSource *tsrc) m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); m_meshnode->setMaterialType(material_type); m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); - } - else if(m_prop.visual == "mesh") { + } else if (m_prop.visual == "mesh") { infostream<<"GenericCAO::addToScene(): mesh"<<std::endl; scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true); - if(mesh) - { + if (mesh) { + m_matrixnode = RenderingEngine::get_scene_manager()-> + addDummyTransformationSceneNode(nullptr); + m_matrixnode->grab(); m_animated_meshnode = RenderingEngine::get_scene_manager()-> - addAnimatedMeshSceneNode(mesh, NULL); + addAnimatedMeshSceneNode(mesh, m_matrixnode); m_animated_meshnode->grab(); mesh->drop(); // The scene node took hold of it m_animated_meshnode->animateJoints(); // Needed for some animations @@ -655,8 +671,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc) m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true); m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling); - } - else + } else errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl; } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") { ItemStack item; @@ -674,8 +689,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc) infostream << "serialized form: " << m_prop.wield_item << std::endl; item.deSerialize(m_prop.wield_item, m_client->idef()); } + m_matrixnode = RenderingEngine::get_scene_manager()-> + addDummyTransformationSceneNode(nullptr); + m_matrixnode->grab(); m_wield_meshnode = new WieldMeshSceneNode( RenderingEngine::get_scene_manager(), -1); + m_wield_meshnode->setParent(m_matrixnode); m_wield_meshnode->setItem(item, m_client, (m_prop.visual == "wielditem")); @@ -763,10 +782,12 @@ void GenericCAO::updateNodePos() if (node) { v3s16 camera_offset = m_env->getCameraOffset(); - node->setPosition(pos_translator.val_current - intToFloat(camera_offset, BS)); + v3f pos = pos_translator.val_current - + intToFloat(camera_offset, BS); + getPosRotMatrix().setTranslation(pos); if (node != m_spritenode) { // rotate if not a sprite v3f rot = m_is_local_player ? -m_rotation : -rot_translator.val_current; - node->setRotation(rot); + setPitchYawRoll(getPosRotMatrix(), rot); } } } @@ -858,8 +879,10 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) ClientActiveObject *obj = m_env->getActiveObject(*ci); if (obj) { scene::ISceneNode *child_node = obj->getSceneNode(); + // The node's parent is always an IDummyTraformationSceneNode, + // so we need to reparent that one instead. if (child_node) - child_node->setParent(m_smgr->getRootSceneNode()); + child_node->getParent()->setParent(m_smgr->getRootSceneNode()); } ++ci; } @@ -1266,16 +1289,13 @@ void GenericCAO::updateBonePosition() void GenericCAO::updateAttachments() { - - if (!getParent()) { // Detach or don't attach - scene::ISceneNode *node = getSceneNode(); - if (node) { - v3f old_position = node->getAbsolutePosition(); - v3f old_rotation = node->getRotation(); - node->setParent(m_smgr->getRootSceneNode()); - node->setPosition(old_position); - node->setRotation(old_rotation); - node->updateAbsolutePosition(); + ClientActiveObject *parent = getParent(); + if (!parent) { // Detach or don't attach + if (m_matrixnode) { + v3f old_pos = m_matrixnode->getAbsolutePosition(); + m_matrixnode->setParent(m_smgr->getRootSceneNode()); + getPosRotMatrix().setTranslation(old_pos); + m_matrixnode->updateAbsolutePosition(); } if (m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); @@ -1284,20 +1304,20 @@ void GenericCAO::updateAttachments() } else // Attach { - scene::ISceneNode *my_node = getSceneNode(); - - scene::ISceneNode *parent_node = getParent()->getSceneNode(); + scene::ISceneNode *parent_node = parent->getSceneNode(); scene::IAnimatedMeshSceneNode *parent_animated_mesh_node = - getParent()->getAnimatedMeshSceneNode(); + parent->getAnimatedMeshSceneNode(); if (parent_animated_mesh_node && !m_attachment_bone.empty()) { parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str()); } - if (my_node && parent_node) { - my_node->setParent(parent_node); - my_node->setPosition(m_attachment_position); - my_node->setRotation(m_attachment_rotation); - my_node->updateAbsolutePosition(); + if (m_matrixnode && parent_node) { + m_matrixnode->setParent(parent_node); + getPosRotMatrix().setTranslation(m_attachment_position); + //setPitchYawRoll(getPosRotMatrix(), m_attachment_rotation); + // use Irrlicht eulers instead + getPosRotMatrix().setRotationDegrees(m_attachment_rotation); + m_matrixnode->updateAbsolutePosition(); } if (m_is_local_player) { LocalPlayer *player = m_env->getLocalPlayer(); |
