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authorSmallJoker <SmallJoker@users.noreply.github.com>2020-04-16 18:32:07 +0200
committerGitHub <noreply@github.com>2020-04-16 18:32:07 +0200
commit45999b74e610b13e8cda20c0c420e152b9837ea6 (patch)
tree5c82a99433496ce5cf15c24da30beb66bf7ff100 /src
parent5cbe8437a8f7efc9c76baf23de700e96ad96b385 (diff)
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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.
Diffstat (limited to 'src')
-rw-r--r--src/client/camera.cpp26
-rw-r--r--src/client/camera.h6
-rw-r--r--src/client/game.cpp20
-rw-r--r--src/client/localplayer.h3
4 files changed, 31 insertions, 24 deletions
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);
diff --git a/src/client/camera.h b/src/client/camera.h
index 88de3570a..6ec37fe10 100644
--- a/src/client/camera.h
+++ b/src/client/camera.h
@@ -75,6 +75,12 @@ public:
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
diff --git a/src/client/game.cpp b/src/client/game.cpp
index f7234eea6..4b2d7c652 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -3029,16 +3029,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
{
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
@@ -3053,11 +3046,11 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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
@@ -3145,6 +3138,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
} 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
diff --git a/src/client/localplayer.h b/src/client/localplayer.h
index d88ae17ac..345aec9d9 100644
--- a/src/client/localplayer.h
+++ b/src/client/localplayer.h
@@ -135,6 +135,9 @@ public:
}
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; }