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