Player eye height: Make this a settable player object property

This commit is contained in:
paramat 2017-11-03 19:10:53 +00:00 committed by paramat
parent a07d2594e3
commit 4c40e0775c
7 changed files with 15 additions and 4 deletions

@ -1260,6 +1260,7 @@ void GenericCAO::processMessage(const std::string &data)
collision_box.MaxEdge *= BS;
player->setCollisionbox(collision_box);
player->setCanZoom(m_prop.can_zoom);
player->setEyeHeight(m_prop.eye_height);
}
if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())

@ -809,6 +809,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
m_prop.colors.clear();
m_prop.colors.emplace_back(255, 255, 255, 255);
m_prop.spritediv = v2s16(1,1);
m_prop.eye_height = 1.625f;
// end of default appearance
m_prop.is_visible = true;
m_prop.makes_footstep_sound = true;
@ -834,7 +835,7 @@ void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &priv
v3f PlayerSAO::getEyeOffset() const
{
return v3f(0, BS * 1.625f, 0);
return v3f(0, BS * m_prop.eye_height, 0);
}
std::string PlayerSAO::getDescription()

@ -718,7 +718,8 @@ v3s16 LocalPlayer::getLightPosition() const
v3f LocalPlayer::getEyeOffset() const
{
float eye_height = camera_barely_in_ceiling ? 1.5f : 1.625f;
float eye_height = camera_barely_in_ceiling ?
m_eye_height - 0.125f : m_eye_height;
return v3f(0, BS * eye_height, 0);
}

@ -138,6 +138,7 @@ public:
v3f getPosition() const { return m_position; }
v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const;
void setEyeHeight(float eye_height) { m_eye_height = eye_height; }
void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
@ -181,6 +182,7 @@ private:
aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
BS * 1.75f, BS * 0.30f);
bool m_can_zoom = true;
float m_eye_height = 1.625f;
GenericCAO *m_cao = nullptr;
Client *m_client;

@ -67,6 +67,7 @@ std::string ObjectProperties::dump()
os << ", pointable=" << pointable;
os << ", can_zoom=" << can_zoom;
os << ", static_save=" << static_save;
os << ", eye_height=" << eye_height;
return os.str();
}
@ -99,7 +100,7 @@ void ObjectProperties::serialize(std::ostream &os) const
writeARGB8(os, color);
}
writeU8(os, collideWithObjects);
writeF1000(os,stepheight);
writeF1000(os, stepheight);
writeU8(os, automatic_face_movement_dir);
writeF1000(os, automatic_face_movement_dir_offset);
writeU8(os, backface_culling);
@ -111,6 +112,7 @@ void ObjectProperties::serialize(std::ostream &os) const
writeU8(os, can_zoom);
writeS8(os, glow);
writeU16(os, breath_max);
writeF1000(os, eye_height);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
@ -162,5 +164,6 @@ void ObjectProperties::deSerialize(std::istream &is)
try {
glow = readS8(is);
breath_max = readU16(is);
eye_height = readF1000(is);
} catch (SerializationError &e) {}
}

@ -59,6 +59,7 @@ struct ObjectProperties
//! For dropped items, this contains item information.
std::string wield_item;
bool static_save = true;
float eye_height = 1.625f;
ObjectProperties();
std::string dump();

@ -266,6 +266,7 @@ void read_object_properties(lua_State *L, int index,
if (getfloatfield(L, -1, "stepheight", prop->stepheight))
prop->stepheight *= BS;
getboolfield(L, -1, "can_zoom", prop->can_zoom);
getfloatfield(L, -1, "eye_height", prop->eye_height);
getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
lua_getfield(L, -1, "automatic_face_movement_dir");
@ -359,7 +360,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
lua_setfield(L, -2, "stepheight");
lua_pushboolean(L, prop->can_zoom);
lua_setfield(L, -2, "can_zoom");
lua_pushnumber(L, prop->eye_height);
lua_setfield(L, -2, "eye_height");
lua_pushnumber(L, prop->automatic_rotate);
lua_setfield(L, -2, "automatic_rotate");
if (prop->automatic_face_movement_dir)