112 lines
2.8 KiB
Lua
112 lines
2.8 KiB
Lua
local vector_new = vector.new
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--converts yaw to degrees
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local degrees = function(yaw)
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return(yaw*180.0/math.pi)
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end
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mobs.do_head_logic = function(self,dtime)
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local player = minetest.get_player_by_name("singleplayer")
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local look_at = player:get_pos()
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look_at.y = look_at.y + player:get_properties().eye_height
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local pos = self.object:get_pos()
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local body_yaw = self.object:get_yaw()
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local body_dir = minetest.yaw_to_dir(body_yaw)
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pos.y = pos.y + self.head_height_offset
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local head_offset = vector.multiply(body_dir, self.head_direction_offset)
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pos = vector.add(pos, head_offset)
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minetest.add_particle({
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pos = pos,
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velocity = {x=0, y=0, z=0},
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acceleration = {x=0, y=0, z=0},
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expirationtime = 0.2,
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size = 1,
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texture = "default_dirt.png",
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})
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local bone_pos = vector_new(0,0,0)
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--(horizontal)
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bone_pos.y = self.head_bone_pos_y
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--(vertical)
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bone_pos.z = self.head_bone_pos_z
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--print(yaw)
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--local _, bone_rot = self.object:get_bone_position("head")
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--bone_rot.x = bone_rot.x + (dtime * 10)
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--bone_rot.z = bone_rot.z + (dtime * 10)
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local head_yaw
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head_yaw = minetest.dir_to_yaw(vector.direction(pos,look_at)) - body_yaw
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if self.reverse_head_yaw then
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head_yaw = head_yaw * -1
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end
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--over rotation protection
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--stops radians from going out of spec
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if head_yaw > math.pi then
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head_yaw = head_yaw - (math.pi * 2)
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elseif head_yaw < -math.pi then
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head_yaw = head_yaw + (math.pi * 2)
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end
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local check_failed = false
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--upper check + 90 degrees or upper math.radians (3.14/2)
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if head_yaw > math.pi - (math.pi/2) then
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head_yaw = 0
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check_failed = true
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--lower check - 90 degrees or lower negative math.radians (-3.14/2)
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elseif head_yaw < -math.pi + (math.pi/2) then
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head_yaw = 0
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check_failed = true
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end
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local head_pitch = 0
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--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
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--head_yaw = 0
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--DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG
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if not check_failed then
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head_pitch = minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(look_at.x,0,look_at.z)),0,pos.y-look_at.y))+(math.pi/2)
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end
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if self.head_pitch_modifier then
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head_pitch = head_pitch + self.head_pitch_modifier
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end
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if self.swap_y_with_x then
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self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),degrees(head_yaw),0))
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else
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self.object:set_bone_position(self.head_bone, bone_pos, vector_new(degrees(head_pitch),0,degrees(head_yaw)))
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end
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--set_bone_position([bone, position, rotation])
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end |