Temperest wrote:It seems to me that with a bit of server side math, it would be possible to use the client side attachment and apply the transformation matrices to the attached object to get its current position.
But then again, I'm not sure how useful getting the world coordinates of an animated bone is. In my opinion, server side attachment is a great solution.
// REMAINING ATTACHMENT ISSUES:
// We get to this function when the object is an attachment that needs to
// be attached to its parent. If a bone is set we attach it to that skeletal
// bone, otherwise just to the object's origin. Attachments should not copy parent
// position as that's laggy... instead the Irrlicht function(s) to attach should
// be used. If the parent object is NULL that means this object should be detached.
// This function is only called whenever a GENERIC_CMD_SET_ATTACHMENT message is received.
// We already attach our entity on the server too (copy position). Reason we attach
// to the client as well is first of all lag. The server sends the position
// of the child separately than that of the parent, so even on localhost
// you'd see the child lagging behind. Models are also client-side, so this is
// needed to read bone data and attach to joints.
// Functions:
// - m_attachment_parent is ClientActiveObject* for the parent entity.
// - m_attachment_bone is std::string of the bone, "" means none.
// - m_attachment_position is v3f and represents the position offset of the attachment.
// - m_attachment_rotation is v3f and represents the rotation offset of the attachment.
// Implementation information:
// From what I know, we need to get the AnimatedMeshSceneNode of m_attachment_parent then
// use parent_node->addChild(m_animated_meshnode) for position attachment. For skeletal
// attachment I don't know yet. Same must be used to detach when a NULL parent is received.
//Useful links:
// http://irrlicht.sourceforge.net/forum/viewtopic.php?t=7514
// http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
GloopMaster wrote:now make player skins. client-based, sent to server. :D
Dragonop wrote:what is the program wheresn't you use to made 3D things?
Dragonop wrote:THIS MOD MAKES PLAYER 3D! http://minetest.net/forum/viewtopic.php?id=897
Menche wrote:Dragonop wrote:THIS MOD MAKES PLAYER 3D! http://minetest.net/forum/viewtopic.php?id=897
That is a source patch, not a mod, and can only be applied to a very old version of minetest.
Menche wrote:Dragonop wrote:
THIS MOD MAKES PLAYER 3D! http://minetest.net/forum/viewtopic.php?id=897
That is a source patch, not a mod, and can only be applied to a very old version of minetest.
Menche wrote:Dragonop wrote:
THIS MOD MAKES PLAYER 3D! http://minetest.net/forum/viewtopic.php?id=897
That is a source patch, not a mod, and can only be applied to a very old version of minetest.
Dragonop wrote:Menche wrote:Dragonop wrote:
THIS MOD MAKES PLAYER 3D! http://minetest.net/forum/viewtopic.php?id=897
That is a source patch, not a mod, and can only be applied to a very old version of minetest.
NO IT WORKS FINE IN 0.4.3 !
jin_xi wrote:hi there, ive been testing your latest code along with PilzAdams carts mod. Its so cool to see how this works smoothly, and i cant wait to see all the cool rides people are gonna build. One thing tho is that the mesh of the player attached to (riding) a cart is not visible to other players.
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