matrix.setTextureScale(txs, tys);
}
+// Evaluate transform chain recursively; irrlicht does not do this for us
+static void updatePositionRecursive(scene::ISceneNode *node)
+{
+ scene::ISceneNode *parent = node->getParent();
+ if (parent)
+ updatePositionRecursive(parent);
+ node->updateAbsolutePosition();
+}
+
/*
TestCAO
*/
void GenericCAO::step(float dtime, ClientEnvironment *env)
{
- if (m_animated_meshnode) {
- 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();
rot_translator.val_current = m_rotation;
updateNodePos();
}
+
+ if (m_animated_meshnode) {
+ // Everything must be updated; the whole transform
+ // chain as well as the animated mesh node.
+ // Otherwise, bone attachments would be relative to
+ // a position that's one frame old.
+ if (m_matrixnode)
+ updatePositionRecursive(m_matrixnode);
+ m_animated_meshnode->updateAbsolutePosition();
+ m_animated_meshnode->animateJoints();
+ updateBonePosition();
+ }
}
void GenericCAO::updateTexturePos()
bone->updateAbsolutePosition();
}
}
+ // The following is needed for set_bone_pos to propagate to
+ // attached objects correctly.
+ // Irrlicht ought to do this, but doesn't when using EJUOR_CONTROL.
+ for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+ auto bone = m_animated_meshnode->getJointNode(i);
+ // Look for the root bone.
+ if (bone && bone->getParent() == m_animated_meshnode) {
+ // Update entire skeleton.
+ bone->updateAbsolutePositionOfAllChildren();
+ break;
+ }
+ }
}
void GenericCAO::updateAttachments()