forked from minetest-mods/playeranim
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4 Commits
Author | SHA1 | Date | |
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cabc79de36 | |||
f763ce648e | |||
e0acae8ed8 | |||
9dab03f544 |
59
init.lua
59
init.lua
@ -22,10 +22,17 @@ end
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-- stop player_api from messing stuff up (since 5.3)
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if minetest.global_exists("player_api") then
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for _, v in pairs(player_api.registered_models["character.b3d"].animations) do
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v.x = 0
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v.y = 0
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end
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minetest.register_on_mods_loaded(function()
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for _, model in pairs(player_api.registered_models) do
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if model.animations then
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for _, animation in pairs(model.animations) do
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animation.x = 0
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animation.y = 0
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end
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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player:set_local_animation(nil, nil, nil, nil, 0)
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end)
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@ -118,6 +125,17 @@ minetest.register_on_joinplayer(function(player)
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players_animation_data:init_player(player)
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end)
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-- HACK work around https://github.com/luanti-org/luanti/issues/15692
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-- Scales corresponding to default perfect 180° rotations in the character b3d model
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local bone_workaround_scales = {
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Body = vector.new(-1, 1, -1),
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Arm_Left = vector.new(1, -1, -1),
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Arm_Right = vector.new(1, -1, -1),
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Leg_Left = vector.new(1, -1, -1),
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Leg_Right = vector.new(1, -1, -1),
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Cape = vector.new(1, -1, -1),
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}
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local vector_add, vector_equals = vector.add, vector.equals
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local function rotate_bone(player, bone, rotation, position_optional)
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local previous_rotation = players_animation_data:get_bone_rotation(player, bone)
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@ -133,9 +151,17 @@ local function rotate_bone(player, bone, rotation, position_optional)
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or not previous_position
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or not vector_equals(rotation, previous_rotation)
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or not vector_equals(position, previous_position) then
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player:set_bone_position(bone, position, rotation)
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players_animation_data:set_bone_rotation(player, bone, rotation)
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players_animation_data:set_bone_position(player, bone, position)
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if player.set_bone_override then -- Luanti 5.9+
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player:set_bone_override(bone, {
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position = {vec = position, absolute = true},
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rotation = {vec = rotation:apply(math.rad), absolute = true},
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scale = {vec = bone_workaround_scales[bone], absolute = true},
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})
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else
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player:set_bone_position(bone, position, rotation)
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players_animation_data:set_bone_rotation(player, bone, rotation)
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players_animation_data:set_bone_position(player, bone, position)
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end
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end
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end
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@ -254,7 +280,14 @@ local function rotate_body_and_head(player)
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if #yaw_history > BODY_ROTATION_DELAY then
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local body_yaw = table_remove(yaw_history, 1)
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local player_yaw = player:get_look_horizontal()
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return math_deg(player_yaw - body_yaw)
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-- Get the difference and normalize it to [-180,180) range.
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-- This will give the shortest rotation between head and body angles.
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local angle = ((player_yaw - body_yaw + 3.0*math_pi) % (2.0*math_pi)) - math_pi
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-- Arbitrary limit of the head turn angle
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local limit = math_pi*0.3 -- value from 0 to pi, less than 0.45*pi looks good
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-- Clamp the value to the limit
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angle = math.max(math.min(angle, limit), -limit)
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return math_deg(angle)
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end
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return 0
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end)()
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@ -267,7 +300,15 @@ end
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local function animate_player(player, dtime)
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local animation = get_animation(player).animation
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local data = get_animation(player)
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if not data then
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-- Minetest Engine workaround for 5.6.0-dev and older
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-- minetest.register_globalstep may call to this function before the player is
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-- initialized by minetest.register_on_joinplayer in player_api
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return
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end
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local animation = data.animation
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-- Yaw history
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if animation == "lay" or animation == "sit" then
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