Fixed rotation bug

This commit is contained in:
TenPlus1 2017-01-19 22:46:28 +00:00
parent 2bcd528e22
commit 6eb6e458af
2 changed files with 3338 additions and 31 deletions

104
api.lua
View File

@ -64,14 +64,12 @@ local abs = math.abs
local min = math.min local min = math.min
local max = math.max local max = math.max
local atann = math.atan local atann = math.atan
local atan2 = math.atan2
local random = math.random local random = math.random
local floor = math.floor local floor = math.floor
local atan = function(x) local atan = function(x)
if x ~= x then if x ~= x then
--error("atan bassed NaN") --error("atan bassed NaN")
--print ("atan based NaN")
return 0 return 0
else else
return atann(x) return atann(x)
@ -109,20 +107,25 @@ end
set_yaw = function(self, yaw) set_yaw = function(self, yaw)
if yaw ~= yaw then if yaw ~= yaw then
print ("--- yaw nan")
return return
end end
self.yaw = yaw + self.rotate self.yaw = yaw -- + self.rotate
self.object:setyaw(self.yaw) self.object:setyaw(self.yaw)
end end
set_velocity = function(self, v) set_velocity = function(self, v)
local yaw = self.object:getyaw() + self.rotate
self.object:setvelocity({ self.object:setvelocity({
x = sin(self.yaw) * -v, -- x = sin(self.yaw) * -v,
x = sin(yaw) * -v,
y = self.object:getvelocity().y, y = self.object:getvelocity().y,
z = cos(self.yaw) * v -- z = cos(self.yaw) * v
z = cos(yaw) * v
}) })
end end
@ -506,8 +509,11 @@ local function is_at_cliff(self)
return false return false
end end
local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5) local yaw = self.object:getyaw()
local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5) -- local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
-- local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:getpos() local pos = self.object:getpos()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
@ -642,6 +648,7 @@ do_jump = function(self)
end end
local pos = self.object:getpos() local pos = self.object:getpos()
local yaw = self.object:getyaw()
-- what is mob standing on? -- what is mob standing on?
pos.y = pos.y + self.collisionbox[2] - 0.2 pos.y = pos.y + self.collisionbox[2] - 0.2
@ -655,8 +662,10 @@ do_jump = function(self)
end end
-- where is front -- where is front
local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5) -- local dir_x = -sin(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5) -- local dir_z = cos(self.yaw) * (self.collisionbox[4] + 0.5)
local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
-- what is in front of mob? -- what is in front of mob?
local nod = node_ok({ local nod = node_ok({
@ -1029,7 +1038,8 @@ function smart_mobs(self, s, p, dist, dtime)
else -- dig 2 blocks to make door toward player direction else -- dig 2 blocks to make door toward player direction
local yaw1 = self.yaw + pi / 2 -- local yaw1 = self.yaw + pi / 2
local yaw1 = self.object:getyaw() + pi / 2
local p1 = { local p1 = {
x = s.x + cos(yaw1), x = s.x + cos(yaw1),
@ -1284,9 +1294,13 @@ local follow_flop = function(self)
z = p.z - s.z z = p.z - s.z
} }
local yaw = atan2(vec.z, vec.x) - pi / 2 -- local yaw = atan2(vec.z, vec.x) - pi / 2
local yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
set_yaw(self, yaw) if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw)
-- set_yaw(self, yaw)
-- anyone but standing npc's can move along -- anyone but standing npc's can move along
if dist > self.reach if dist > self.reach
@ -1363,7 +1377,7 @@ end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
local do_states = function(self, dtime) local do_states = function(self, dtime)
local yaw = self.yaw -- 0 local yaw = 0 -- self.yaw
if self.state == "stand" then if self.state == "stand" then
@ -1389,12 +1403,17 @@ local do_states = function(self, dtime)
z = lp.z - s.z z = lp.z - s.z
} }
yaw = atan2(vec.z, vec.x) - pi / 2 -- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
else else
yaw = random() * 2 * pi -- yaw = random() * 2 * pi
yaw = (random(0, 360) - 180) / 180 * pi
end end
set_yaw(self, yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
end end
set_velocity(self, 0) set_velocity(self, 0)
@ -1453,9 +1472,13 @@ local do_states = function(self, dtime)
z = lp.z - s.z z = lp.z - s.z
} }
yaw = atan2(vec.z, vec.x) + pi / 2 -- yaw = atan2(vec.z, vec.x) + pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
else else
yaw = random() * 2 * pi -- yaw = random() * 2 * pi
yaw = (random(0, 360) - 180) / 180 * pi
end end
else else
@ -1465,17 +1488,22 @@ local do_states = function(self, dtime)
z = lp.z - s.z z = lp.z - s.z
} }
yaw = atan2(vec.z, vec.x) + pi / 2 -- yaw = atan2(vec.z, vec.x) + pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
if lp.x > s.x then yaw = yaw + pi end
end end
set_yaw(self, yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
-- otherwise randomly turn -- otherwise randomly turn
elseif random(1, 100) <= 30 then elseif random(1, 100) <= 30 then
yaw = random() * 2 * pi yaw = random() * 2 * pi
set_yaw(self, yaw) self.object:setyaw(yaw)
-- set_yaw(self, yaw)
end end
-- stand for great fall in front -- stand for great fall in front
@ -1560,9 +1588,13 @@ local do_states = function(self, dtime)
z = p.z - s.z z = p.z - s.z
} }
yaw = atan2(vec.z, vec.x) - pi / 2 -- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
set_yaw(self, yaw) if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw)
-- set_yaw(self, yaw)
if dist > self.reach then if dist > self.reach then
@ -1724,9 +1756,13 @@ local do_states = function(self, dtime)
z = p.z - s.z z = p.z - s.z
} }
yaw = atan2(vec.z, vec.x) - pi / 2 -- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
set_yaw(self, yaw) if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw)
-- set_yaw(self, yaw)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
@ -1832,9 +1868,13 @@ local do_states = function(self, dtime)
z = p.z - s.z z = p.z - s.z
} }
yaw = atan2(vec.z, vec.x) - pi / 2 -- yaw = atan2(vec.z, vec.x) - pi / 2
yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
set_yaw(self, yaw) if p.x > s.x then yaw = yaw + pi end
self.object:setyaw(yaw)
-- set_yaw(self, yaw)
set_velocity(self, 0) set_velocity(self, 0)
@ -2233,7 +2273,8 @@ local mob_activate = function(self, staticdata, dtime_s, def)
-- set anything changed above -- set anything changed above
self.object:set_properties(self) self.object:set_properties(self)
set_yaw(self, random() * 2 * pi) -- set_yaw(self, random() * 2 * pi)
self.object:setyaw((random(0, 360) - 180) / 180 * pi)
update_tag(self) update_tag(self)
end end
@ -2241,7 +2282,8 @@ end
local mob_step = function(self, dtime) local mob_step = function(self, dtime)
local pos = self.object:getpos() local pos = self.object:getpos()
local yaw = self.yaw -- local yaw = self.yaw
local yaw = 0
-- when lifetimer expires remove mob (except npc and tamed) -- when lifetimer expires remove mob (except npc and tamed)
if self.type ~= "npc" if self.type ~= "npc"
@ -2373,8 +2415,8 @@ function mobs:register_mob(name, def)
minetest.register_entity(name, { minetest.register_entity(name, {
automatic_face_movement_dir = def.rotate and math.rad(def.rotate) or false, --automatic_face_movement_dir = def.rotate and math.rad(def.rotate) or false,
automatic_face_movement_max_rotation_per_sec = -1, --automatic_face_movement_max_rotation_per_sec = -1,
stepheight = def.stepheight or 0.6, stepheight = def.stepheight or 0.6,
name = name, name = name,

3265
api.lua_new Normal file

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