forked from Mirrorlandia_minetest/minetest
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.
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@ -333,17 +333,21 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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fall_bobbing *= m_cache_fall_bobbing_amount;
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}
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// Calculate players eye offset for different camera modes
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v3f PlayerEyeOffset = player->getEyeOffset();
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if (m_camera_mode == CAMERA_MODE_FIRST)
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PlayerEyeOffset += player->eye_offset_first;
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else
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PlayerEyeOffset += player->eye_offset_third;
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// Calculate and translate the head SceneNode offsets
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{
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v3f eye_offset = player->getEyeOffset();
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if (m_camera_mode == CAMERA_MODE_FIRST)
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eye_offset += player->eye_offset_first;
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else
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eye_offset += player->eye_offset_third;
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// Set head node transformation
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m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
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m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
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m_headnode->updateAbsolutePosition();
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// Set head node transformation
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eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(player->getPitch(), 0,
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cameratilt * player->hurt_tilt_strength));
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m_headnode->updateAbsolutePosition();
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}
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// Compute relative camera position and target
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v3f rel_cam_pos = v3f(0,0,0);
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@ -75,6 +75,12 @@ public:
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return m_camera_position;
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}
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// Returns the absolute position of the head SceneNode in the world
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inline v3f getHeadPosition() const
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{
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return m_headnode->getAbsolutePosition();
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}
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// Get the camera direction (in absolute camera coordinates).
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// This has view bobbing applied.
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inline v3f getDirection() const
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@ -3029,16 +3029,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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v3f player_position = player->getPosition();
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v3f player_eye_position = player->getEyePosition();
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v3f camera_position = camera->getPosition();
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v3f camera_direction = camera->getDirection();
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v3s16 camera_offset = camera->getOffset();
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if (camera->getCameraMode() == CAMERA_MODE_FIRST)
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player_eye_position += player->eye_offset_first;
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else
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player_eye_position += player->eye_offset_third;
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const v3f head_position = camera->getHeadPosition();
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const v3f camera_direction = camera->getDirection();
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const v3s16 camera_offset = camera->getOffset();
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/*
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Calculate what block is the crosshair pointing to
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@ -3053,11 +3046,11 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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core::line3d<f32> shootline;
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if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
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shootline = core::line3d<f32>(player_eye_position,
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player_eye_position + camera_direction * BS * d);
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shootline = core::line3d<f32>(head_position,
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head_position + camera_direction * BS * d);
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} else {
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// prevent player pointing anything in front-view
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shootline = core::line3d<f32>(camera_position, camera_position);
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shootline = core::line3d<f32>(head_position, head_position);
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}
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#ifdef HAVE_TOUCHSCREENGUI
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@ -3145,6 +3138,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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} else if (pointed.type == POINTEDTHING_NODE) {
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handlePointingAtNode(pointed, selected_item, hand_item, dtime);
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} else if (pointed.type == POINTEDTHING_OBJECT) {
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v3f player_position = player->getPosition();
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handlePointingAtObject(pointed, tool_item, player_position, show_debug);
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} else if (input->getLeftState()) {
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// When button is held down in air, show continuous animation
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@ -135,6 +135,9 @@ public:
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}
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v3f getPosition() const { return m_position; }
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// Non-transformed eye offset getters
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// For accurate positions, use the Camera functions
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v3f getEyePosition() const { return m_position + getEyeOffset(); }
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v3f getEyeOffset() const;
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void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
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