I have this code:
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--converts yaw to degrees
local degrees = function(yaw)
yaw = yaw + math.pi
return(yaw*180.0/math.pi)
end
local degree_round = function(degree)
return(degree + 0.5 - (degree + 0.5) % 1)
end
local radians_to_degrees = function(radians)
return(radians*180.0/math.pi)
end
--a movement test to move the head
mob.move_head = function(self)
if self.child then
local pos = self.object:get_pos()
local body_yaw = self.object:get_yaw() - (math.pi/2)
local dir = vector.multiply(minetest.yaw_to_dir(body_yaw),0.72)
local real_dir = minetest.yaw_to_dir(body_yaw)
local body_yaw = degree_round(degrees(minetest.dir_to_yaw(dir)))
pos = vector.add(pos,dir)
pos.y = pos.y + 0.36
--pos is where the head actually is
--STARE O_O
for _,object in ipairs(minetest.get_objects_inside_radius(pos, 6)) do
if object:is_player() then
local pos2 = object:get_pos()
pos2.y = pos2.y + 1.625
local head_yaw = degree_round(degrees(minetest.dir_to_yaw(vector.direction(pos,pos2))))
local new_yaw = (head_yaw-body_yaw)
local pitch = 0
if math.abs(new_yaw) <= 90 or math.abs(new_yaw) >= 270 then
--do other calculations on pitch and roll
local triangle = vector.new(vector.distance(pos,pos2),0,pos2.y-pos.y)
local tri_yaw = minetest.dir_to_yaw(triangle)+(math.pi/2)
pitch = radians_to_degrees(tri_yaw)
else
new_yaw = 0
end
-- roll newyaw pitch
self.child:set_attach(self.object, "", vector.new(2.4,1.2,0), vector.new(180, new_yaw, 180+pitch))
--self.head_rotation = vector.new(180,new_yaw,180)
end
end
end
end
mob.on_step = function(self, dtime)
--self.move(self,dtime)
self.set_animation(self)
self.move_head(self)
end
https://youtu.be/_GxEBYfmKj8