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authorGiuseppe Bilotta <giuseppe.bilotta@gmail.com>2011-08-10 08:06:30 +0200
committerGiuseppe Bilotta <giuseppe.bilotta@gmail.com>2011-08-11 15:22:35 +0200
commitb318e82356c185b54ef4cd404704422ea24fa277 (patch)
tree08ef9ba8115ebb97ffebbb035b75e3c3feb42a04 /src/game.cpp
parent98fa00db12b4658f6bce61f0a2c03c69b963f8f2 (diff)
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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.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/game.cpp b/src/game.cpp
index c4a9aba00..65f160f7b 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1521,7 +1521,8 @@ void the_game(
}
// Get player position
- v3f player_position = client.getPlayerPosition();
+ v3f camera_position;
+ v3f player_position = client.getPlayerPosition(&camera_position);
//TimeTaker //timer2("//timer2");
@@ -1581,11 +1582,6 @@ void the_game(
v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
camera_direction.rotateXZBy(camera_yaw);
-
- // This is at the height of the eyes of the current figure
- //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
- // This is more like in minecraft
- v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates