Körperbewegung
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54
mods/character_anim/workaround.lua
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54
mods/character_anim/workaround.lua
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-- See https://github.com/luanti-org/luanti/issues/15692
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local mod = modlib.mod
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local b3d = modlib.b3d
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local media_paths = modlib.minetest.media.paths
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local function is_perfect(quat)
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local mat = modlib.matrix4.rotation(quat)
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local diag_abs_sum = 0
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for i = 1, 3 do
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diag_abs_sum = diag_abs_sum + math.abs(mat[i][i])
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end
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return math.abs(diag_abs_sum - 3) < 1e-5
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end
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return function(name)
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local stream = assert(io.open(media_paths[name], "rb"))
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local character = assert(b3d.read(stream))
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stream:close()
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local function wiggle_rotation(quat)
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if math.abs(quat[1]) + math.abs(quat[2]) + math.abs(quat[3]) < 1e-5 then return quat end -- identity
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if not is_perfect(quat) then return quat end
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local wiggled = {}
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for i = 1, 4 do
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wiggled[i] = quat[i] + 1e-3
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end
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wiggled = modlib.quaternion.normalize(wiggled)
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if not is_perfect(wiggled) then return wiggled end
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for i = 1, 4 do
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wiggled[i] = quat[i] - 1e-3
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end
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wiggled = modlib.quaternion.normalize(wiggled)
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if not is_perfect(wiggled) then return wiggled end
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return quat -- this shouldn't happen
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end
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local function wiggle_rotations(node)
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node.rotation = wiggle_rotation(node.rotation)
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node.keys = {}
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for _, child in ipairs(node.children) do
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wiggle_rotations(child)
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end
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end
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wiggle_rotations(character.node)
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local rope = {}
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character:write({write = function(_, str)
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table.insert(rope, str)
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end})
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return table.concat(rope)
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end
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