From 45999b74e610b13e8cda20c0c420e152b9837ea6 Mon Sep 17 00:00:00 2001 From: SmallJoker Date: Thu, 16 Apr 2020 18:32:07 +0200 Subject: 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. --- src/client/camera.cpp | 26 +++++++++++++++----------- 1 file changed, 15 insertions(+), 11 deletions(-) (limited to 'src/client/camera.cpp') diff --git a/src/client/camera.cpp b/src/client/camera.cpp index 871ea709d..fb1c3ff56 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -333,17 +333,21 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r 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); -- cgit v1.2.3