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.
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;
-
- // 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();
+ // 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
+ 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);
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
{
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
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
} 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
}
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; }