Camera: Fix shooting line offsets (#9681)

Removes duplicated offset calculations from Game and use whatever the Camera class returns.
This keeps the eye position nicely in sync, and gets rid of duplicated code.
This commit is contained in:
SmallJoker 2020-04-16 18:32:07 +02:00 committed by GitHub
parent 5cbe8437a8
commit 45999b74e6
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 30 additions and 23 deletions

@ -333,17 +333,21 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
fall_bobbing *= m_cache_fall_bobbing_amount;
}
// Calculate players eye offset for different camera modes
v3f PlayerEyeOffset = player->getEyeOffset();
if (m_camera_mode == CAMERA_MODE_FIRST)
PlayerEyeOffset += player->eye_offset_first;
else
PlayerEyeOffset += player->eye_offset_third;
// Calculate and translate the head SceneNode offsets
{
v3f eye_offset = player->getEyeOffset();
if (m_camera_mode == CAMERA_MODE_FIRST)
eye_offset += player->eye_offset_first;
else
eye_offset += player->eye_offset_third;
// Set head node transformation
m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
// Set head node transformation
eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
m_headnode->setPosition(eye_offset);
m_headnode->setRotation(v3f(player->getPitch(), 0,
cameratilt * player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
}
// Compute relative camera position and target
v3f rel_cam_pos = v3f(0,0,0);

@ -75,6 +75,12 @@ public:
return m_camera_position;
}
// Returns the absolute position of the head SceneNode in the world
inline v3f getHeadPosition() const
{
return m_headnode->getAbsolutePosition();
}
// Get the camera direction (in absolute camera coordinates).
// This has view bobbing applied.
inline v3f getDirection() const

@ -3029,16 +3029,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
v3f player_position = player->getPosition();
v3f player_eye_position = player->getEyePosition();
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
v3s16 camera_offset = camera->getOffset();
if (camera->getCameraMode() == CAMERA_MODE_FIRST)
player_eye_position += player->eye_offset_first;
else
player_eye_position += player->eye_offset_third;
const v3f head_position = camera->getHeadPosition();
const v3f camera_direction = camera->getDirection();
const v3s16 camera_offset = camera->getOffset();
/*
Calculate what block is the crosshair pointing to
@ -3053,11 +3046,11 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
shootline = core::line3d<f32>(player_eye_position,
player_eye_position + camera_direction * BS * d);
shootline = core::line3d<f32>(head_position,
head_position + camera_direction * BS * d);
} else {
// prevent player pointing anything in front-view
shootline = core::line3d<f32>(camera_position, camera_position);
shootline = core::line3d<f32>(head_position, head_position);
}
#ifdef HAVE_TOUCHSCREENGUI
@ -3145,6 +3138,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
} else if (pointed.type == POINTEDTHING_NODE) {
handlePointingAtNode(pointed, selected_item, hand_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
handlePointingAtObject(pointed, tool_item, player_position, show_debug);
} else if (input->getLeftState()) {
// When button is held down in air, show continuous animation

@ -135,6 +135,9 @@ public:
}
v3f getPosition() const { return m_position; }
// Non-transformed eye offset getters
// For accurate positions, use the Camera functions
v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const;
void setEyeHeight(float eye_height) { m_eye_height = eye_height; }