return m_env.getMap().getNodeMetadata(p);
}
-v3f Client::getPlayerPosition()
+v3f Client::getPlayerPosition(v3f *eye_position)
{
//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
LocalPlayer *player = m_env.getLocalPlayer();
assert(player != NULL);
+ if (eye_position)
+ *eye_position = player->getEyePosition();
return player->getPosition();
}
// Wrapper to Map
NodeMetadata* getNodeMetadata(v3s16 p);
- v3f getPlayerPosition();
+ // Get the player position, and optionally put the
+ // eye position in *eye_position
+ v3f getPlayerPosition(v3f *eye_position=NULL);
void setPlayerControl(PlayerControl &control);
}
// Get player position
- v3f player_position = client.getPlayerPosition();
+ v3f camera_position;
+ v3f player_position = client.getPlayerPosition(&camera_position);
//TimeTaker //timer2("//timer2");
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
return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
}
+ v3f getEyePosition()
+ {
+ // This is at the height of the eyes of the current figure
+ // return m_position + v3f(0, BS+BS/2, 0);
+ // This is more like in minecraft
+ return m_position + v3f(0,BS+(5*BS)/8,0);
+ }
+
virtual void setPosition(const v3f &position)
{
m_position = position;