Make getting bone overrides return the "same" euler angles (#15007)

This commit is contained in:
Lars Müller 2024-08-26 21:22:38 +02:00 committed by SmallJoker
parent ba65eb953c
commit 02db521c80
3 changed files with 37 additions and 10 deletions

View File

@ -184,3 +184,23 @@ unittests.register("test_objects_in_area", function(_, pos)
return core.objects_in_area(pos:offset(-1, -1, -1), pos:offset(1, 1, 1))
end)
end, {map=true})
-- Tests that bone rotation euler angles are preserved (see #14992)
local function test_get_bone_rot(_, pos)
local obj = core.add_entity(pos, "unittests:dummy")
for _ = 1, 100 do
local function assert_similar(euler_angles)
local _, rot = obj:get_bone_position("bonename")
assert(euler_angles:distance(rot) < 1e-3)
local override = obj:get_bone_override("bonename")
assert(euler_angles:distance(override.rotation.vec:apply(math.deg)) < 1e-3)
end
local deg = 1e3 * vector.new(math.random(), math.random(), math.random())
obj:set_bone_position("bonename", vector.zero(), deg)
assert_similar(deg)
local rad = 3 * math.pi * vector.new(math.random(), math.random(), math.random())
obj:set_bone_override("bonename", {rotation = {vec = rad}})
assert_similar(rad:apply(math.deg))
end
end
unittests.register("test_get_bone_rot", test_get_bone_rot, {map=true})

View File

@ -96,6 +96,9 @@ struct BoneOverride
{
core::quaternion previous;
core::quaternion next;
// Redundantly store the euler angles serverside
// so that we can return them in the appropriate getters
v3f next_radians;
bool absolute = false;
f32 interp_timer = 0;
} rotation;

View File

@ -561,8 +561,10 @@ int ObjectRef::l_set_bone_position(lua_State *L)
BoneOverride props;
if (!lua_isnoneornil(L, 3))
props.position.vector = check_v3f(L, 3);
if (!lua_isnoneornil(L, 4))
props.rotation.next = core::quaternion(check_v3f(L, 4) * core::DEGTORAD);
if (!lua_isnoneornil(L, 4)) {
props.rotation.next_radians = check_v3f(L, 4) * core::DEGTORAD;
props.rotation.next = core::quaternion(props.rotation.next_radians);
}
props.position.absolute = true;
props.rotation.absolute = true;
sao->setBoneOverride(bone, props);
@ -584,9 +586,9 @@ int ObjectRef::l_get_bone_position(lua_State *L)
std::string bone = readParam<std::string>(L, 2, "");
BoneOverride props = sao->getBoneOverride(bone);
push_v3f(L, props.position.vector);
v3f euler_rot;
props.rotation.next.toEuler(euler_rot);
push_v3f(L, euler_rot * core::RADTODEG);
// In order to give modders back the euler angles they passed in,
// this **must not** compute equivalent euler angles from the quaternion
push_v3f(L, props.rotation.next_radians * core::RADTODEG);
return 2;
}
@ -632,8 +634,10 @@ int ObjectRef::l_set_bone_override(lua_State *L)
lua_getfield(L, 3, "rotation");
if (!lua_isnil(L, -1)) {
lua_getfield(L, -1, "vec");
if (!lua_isnil(L, -1))
props.rotation.next = core::quaternion(check_v3f(L, -1));
if (!lua_isnil(L, -1)) {
props.rotation.next_radians = check_v3f(L, -1);
props.rotation.next = core::quaternion(props.rotation.next_radians);
}
lua_pop(L, 1);
read_prop_attrs(props.rotation);
@ -671,9 +675,9 @@ static void push_bone_override(lua_State *L, const BoneOverride &props)
push_prop("position", props.position, props.position.vector);
v3f euler_rot;
props.rotation.next.toEuler(euler_rot);
push_prop("rotation", props.rotation, euler_rot);
// In order to give modders back the euler angles they passed in,
// this **must not** compute equivalent euler angles from the quaternion
push_prop("rotation", props.rotation, props.rotation.next_radians);
push_prop("scale", props.scale, props.scale.vector);