From cbd2bcf102bd338ba1d97ad54bd257913f4dcd36 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Tue, 20 Sep 2011 18:19:26 +0200 Subject: Fix jittery view bobbing at large map coordinates again. Wielded tool still has problems there --- src/camera.cpp | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/src/camera.cpp b/src/camera.cpp index a1830fcfc..316a3f70a 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -195,17 +195,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) // Compute absolute camera position and target m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); - m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target); - m_camera_direction -= m_camera_position; + m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; - m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up); - abs_cam_up -= m_camera_position; + m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Set camera node transformation m_cameranode->setPosition(m_camera_position); m_cameranode->setUpVector(abs_cam_up); - m_cameranode->setTarget(m_camera_position + m_camera_direction); + // *100.0 helps in large map coordinates + m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction); // FOV and and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; -- cgit v1.2.3 fc12a10c04dccfd2996f0ac'>treecommitdiff
path: root/src/script/scripting_game.h
blob: 14dbd9170d2df4fb98280dc8f2f1b8d987705077 (plain)
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef SCRIPTING_GAME_H_
#define SCRIPTING_GAME_H_

#include "cpp_api/s_base.h"
#include "cpp_api/s_entity.h"
#include "cpp_api/s_env.h"
#include "cpp_api/s_inventory.h"
#include "cpp_api/s_node.h"
#include "cpp_api/s_player.h"
#include "cpp_api/s_server.h"

/*****************************************************************************/
/* Scripting <-> Game Interface                                              */
/*****************************************************************************/

class GameScripting
		: virtual public ScriptApiBase,
		  public ScriptApiDetached,
		  public ScriptApiEntity,
		  public ScriptApiEnv,
		  public ScriptApiNode,
		  public ScriptApiPlayer,
		  public ScriptApiServer
{
public:
	GameScripting(Server* server);

	// use ScriptApiBase::loadMod() to load mods

private:
	void InitializeModApi(lua_State *L, int top);
};

void log_deprecated(std::string message);

#endif /* SCRIPTING_GAME_H_ */