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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.
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5cbe8437a8
commit
45999b74e6
4 changed files with 30 additions and 23 deletions
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@ -3029,16 +3029,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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v3f player_position = player->getPosition();
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v3f player_eye_position = player->getEyePosition();
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v3f camera_position = camera->getPosition();
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v3f camera_direction = camera->getDirection();
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v3s16 camera_offset = camera->getOffset();
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if (camera->getCameraMode() == CAMERA_MODE_FIRST)
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player_eye_position += player->eye_offset_first;
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else
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player_eye_position += player->eye_offset_third;
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const v3f head_position = camera->getHeadPosition();
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const v3f camera_direction = camera->getDirection();
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const v3s16 camera_offset = camera->getOffset();
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/*
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Calculate what block is the crosshair pointing to
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@ -3053,11 +3046,11 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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core::line3d<f32> shootline;
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if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
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shootline = core::line3d<f32>(player_eye_position,
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player_eye_position + camera_direction * BS * d);
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shootline = core::line3d<f32>(head_position,
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head_position + camera_direction * BS * d);
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} else {
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// prevent player pointing anything in front-view
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shootline = core::line3d<f32>(camera_position, camera_position);
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shootline = core::line3d<f32>(head_position, head_position);
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}
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#ifdef HAVE_TOUCHSCREENGUI
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@ -3145,6 +3138,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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} else if (pointed.type == POINTEDTHING_NODE) {
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handlePointingAtNode(pointed, selected_item, hand_item, dtime);
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} else if (pointed.type == POINTEDTHING_OBJECT) {
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v3f player_position = player->getPosition();
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handlePointingAtObject(pointed, tool_item, player_position, show_debug);
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} else if (input->getLeftState()) {
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// When button is held down in air, show continuous animation
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