- m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
- for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
- ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
- std::string bone_name = (*ii).first;
- v3f bone_pos = (*ii).second.X;
- v3f bone_rot = (*ii).second.Y;
- irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
- if(bone)
- {
- bone->setPosition(bone_pos);
+ m_animated_meshnode->setJointMode(scene::EJUOR_CONTROL); // To write positions to the mesh on render
+ for (auto &it : m_bone_position) {
+ std::string bone_name = it.first;
+ scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+ if (bone) {
+ bone->setPosition(it.second.X);
+ bone->setRotation(it.second.Y);
+ }
+ }
+
+ // search through bones to find mistakenly rotated bones due to bug in Irrlicht
+ for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+ scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
+ if (!bone)
+ continue;
+
+ //If bone is manually positioned there is no need to perform the bug check
+ bool skip = false;
+ for (auto &it : m_bone_position) {
+ if (it.first == bone->getName()) {
+ skip = true;
+ break;
+ }
+ }
+ if (skip)
+ continue;
+
+ // Workaround for Irrlicht bug
+ // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
+ // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
+ // and update the bones transformation.
+ v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
+ float offset = fabsf(bone_rot.X - bone->getRotation().X);
+ if (offset > 179.9f && offset < 180.1f) {