m_playernode->updateAbsolutePosition();
// Set head node transformation
- v3f eye_offset = player->getEyePosition() - player->getPosition();
- m_headnode->setPosition(eye_offset);
+ m_headnode->setPosition(player->getEyeOffset());
m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
m_headnode->updateAbsolutePosition();
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
}
- v3f getEyePosition()
+ v3f getEyeOffset()
{
// This is at the height of the eyes of the current figure
- // return m_position + v3f(0, BS+BS/2, 0);
+ // return v3f(0, BS+BS/2, 0);
// This is more like in minecraft
- return m_position + v3f(0,BS+(5*BS)/8,0);
+ return v3f(0,BS+(5*BS)/8,0);
+ }
+
+ v3f getEyePosition()
+ {
+ return m_position + getEyeOffset();
}
virtual void setPosition(const v3f &position)