forked from VoxeLibre/VoxeLibre
Add more MC-like player body bone positioning
This commit is contained in:
parent
47db5c5917
commit
9caf6f2904
|
@ -31,3 +31,5 @@ mgvalleys_spflags = noaltitude_chill,noaltitude_dry,nohumid_rivers,vary_river_de
|
||||||
|
|
||||||
# MCL2-specific stuff
|
# MCL2-specific stuff
|
||||||
keepInventory = false
|
keepInventory = false
|
||||||
|
|
||||||
|
dedicated_server_step = 0.001
|
||||||
|
|
|
@ -11,6 +11,12 @@ local function degrees(rad)
|
||||||
return rad * 180.0 / math.pi
|
return rad * 180.0 / math.pi
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local dir_to_pitch = function(dir)
|
||||||
|
local dir2 = vector.normalize(dir)
|
||||||
|
local xz = math.abs(dir.x) + math.abs(dir.z)
|
||||||
|
return -math.atan2(-dir.y, xz)
|
||||||
|
end
|
||||||
|
|
||||||
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
|
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
|
||||||
|
|
||||||
minetest.register_globalstep(function(dtime)
|
minetest.register_globalstep(function(dtime)
|
||||||
|
@ -23,10 +29,20 @@ minetest.register_globalstep(function(dtime)
|
||||||
local controls = player:get_player_control()
|
local controls = player:get_player_control()
|
||||||
name = player:get_player_name()
|
name = player:get_player_name()
|
||||||
|
|
||||||
|
local player_velocity = player:get_player_velocity()
|
||||||
|
|
||||||
-- controls head bone
|
-- controls head bone
|
||||||
local pitch = degrees(player:get_look_vertical()) * -1
|
local pitch = degrees(player:get_look_vertical()) * -1
|
||||||
local yaw = degrees(player:get_look_horizontal()) * -1
|
local yaw = degrees(player:get_look_horizontal()) * -1
|
||||||
|
|
||||||
|
if degrees(minetest.dir_to_yaw(player_velocity)) == 0 then
|
||||||
|
player_vel_yaw = 0
|
||||||
|
yaw = 0
|
||||||
|
else
|
||||||
|
player_vel_yaw = degrees(minetest.dir_to_yaw(player_velocity))
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
local node_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
|
local node_in_head = minetest.registered_nodes[mcl_playerinfo[name].node_head]
|
||||||
|
|
||||||
-- controls right and left arms pitch when shooting a bow or punching
|
-- controls right and left arms pitch when shooting a bow or punching
|
||||||
|
@ -46,23 +62,29 @@ minetest.register_globalstep(function(dtime)
|
||||||
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
|
||||||
-- sets eye height, and nametag color accordingly
|
-- sets eye height, and nametag color accordingly
|
||||||
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
|
||||||
|
-- sneaking body conrols
|
||||||
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
|
||||||
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or node_in_head and node_in_head.walkable then
|
elseif minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and player:get_attach() == nil and mcl_sprint.is_sprinting(name) == true or node_in_head and node_in_head.walkable then
|
||||||
-- controls head pitch when swiming
|
-- set head pitch and yaw when swimming
|
||||||
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90,0,0))
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),yaw - player_vel_yaw * -1,0))
|
||||||
-- sets eye height, and nametag color accordingly
|
-- sets eye height, and nametag color accordingly
|
||||||
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
||||||
|
-- control body bone when swimming
|
||||||
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,player_vel_yaw * -1 - yaw + 180,0))
|
||||||
|
|
||||||
elseif player:get_attach() == nil then
|
elseif player:get_attach() == nil then
|
||||||
-- controls head pitch when not sneaking
|
-- controls head pitch when not sneaking
|
||||||
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,0,0))
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw - player_vel_yaw * -1,0))
|
||||||
-- sets eye height, and nametag color accordingly
|
-- sets eye height, and nametag color accordingly
|
||||||
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
||||||
|
-- sets body position and rotation while walking
|
||||||
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,player_vel_yaw * -1 - yaw,0))
|
||||||
else
|
else
|
||||||
local attached = player:get_attach(parent)
|
local attached = player:get_attach(parent)
|
||||||
local attached_yaw = degrees(attached:get_yaw())
|
local attached_yaw = degrees(attached:get_yaw())
|
||||||
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.65, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
|
||||||
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw + attached_yaw,0))
|
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch,yaw + attached_yaw,0))
|
||||||
|
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
|
||||||
end
|
end
|
||||||
|
|
||||||
if mcl_playerplus_internal[name].jump_cooldown > 0 then
|
if mcl_playerplus_internal[name].jump_cooldown > 0 then
|
||||||
|
|
Loading…
Reference in New Issue