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();
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);
// 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();
}
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();
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