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Refactor player's eye position coding
Collect the player's eye position coding in a Player method, and use it in client to pass the eye position information to the game.
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@ -1935,11 +1935,13 @@ NodeMetadata* Client::getNodeMetadata(v3s16 p)
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return m_env.getMap().getNodeMetadata(p);
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}
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v3f Client::getPlayerPosition()
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v3f Client::getPlayerPosition(v3f *eye_position)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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if (eye_position)
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*eye_position = player->getEyePosition();
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return player->getPosition();
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}
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@ -206,7 +206,9 @@ public:
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// Wrapper to Map
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NodeMetadata* getNodeMetadata(v3s16 p);
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v3f getPlayerPosition();
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// Get the player position, and optionally put the
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// eye position in *eye_position
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v3f getPlayerPosition(v3f *eye_position=NULL);
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void setPlayerControl(PlayerControl &control);
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@ -1521,7 +1521,8 @@ void the_game(
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}
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// Get player position
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v3f player_position = client.getPlayerPosition();
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v3f camera_position;
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v3f player_position = client.getPlayerPosition(&camera_position);
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//TimeTaker //timer2("//timer2");
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@ -1582,11 +1583,6 @@ void the_game(
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camera_direction.rotateYZBy(camera_pitch);
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camera_direction.rotateXZBy(camera_yaw);
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// This is at the height of the eyes of the current figure
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//v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
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// This is more like in minecraft
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v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
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camera->setPosition(camera_position);
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// *100.0 helps in large map coordinates
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camera->setTarget(camera_position + camera_direction * 100.0);
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@ -67,6 +67,14 @@ public:
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return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
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}
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v3f getEyePosition()
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{
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// This is at the height of the eyes of the current figure
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// return m_position + v3f(0, BS+BS/2, 0);
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// This is more like in minecraft
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return m_position + v3f(0,BS+(5*BS)/8,0);
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}
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virtual void setPosition(const v3f &position)
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{
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m_position = position;
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