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CSM: Bugfixes to camera:get_pos() and camera:get_fov()

closes #9857
tags/5.3.0
sfan5 4 months ago
committed by GitHub
parent
commit
36d35f2fe3
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 47 additions and 34 deletions
  1. +1
    -1
      clientmods/preview/init.lua
  2. +1
    -1
      doc/client_lua_api.txt
  3. +1
    -1
      src/client/camera.cpp
  4. +36
    -23
      src/script/lua_api/l_camera.cpp
  5. +8
    -8
      src/script/lua_api/l_env.cpp

+ 1
- 1
clientmods/preview/init.lua View File

@@ -79,7 +79,7 @@ core.register_on_item_use(function(itemstack, pointed_thing)
return false
end

local pos = vector.add(core.localplayer:get_pos(), core.camera:get_offset())
local pos = core.camera:get_pos()
local pos2 = vector.add(pos, vector.multiply(core.camera:get_look_dir(), 100))

local rc = core.raycast(pos, pos2)


+ 1
- 1
doc/client_lua_api.txt View File

@@ -967,7 +967,7 @@ Please do not try to access the reference until the camera is initialized, other
* `get_camera_mode()`
* Returns 0, 1, or 2 as described above
* `get_fov()`
* Returns:
* Returns a table with X, Y, maximum and actual FOV in degrees:

```lua
{


+ 1
- 1
src/client/camera.cpp View File

@@ -540,7 +540,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
m_aspect = (f32) window_size.X / (f32) window_size.Y;
m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);


+ 36
- 23
src/script/lua_api/l_camera.cpp View File

@@ -51,6 +51,7 @@ void LuaCamera::create(lua_State *L, Camera *m)
lua_setfield(L, objectstable, "camera");
}

// set_camera_mode(self, mode)
int LuaCamera::l_set_camera_mode(lua_State *L)
{
Camera *camera = getobject(L, 1);
@@ -67,17 +68,19 @@ int LuaCamera::l_set_camera_mode(lua_State *L)
return 0;
}

// get_camera_mode(self)
int LuaCamera::l_get_camera_mode(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;

lua_pushnumber(L, (int)camera->getCameraMode());
lua_pushinteger(L, (int)camera->getCameraMode());

return 1;
}

// get_fov(self)
int LuaCamera::l_get_fov(lua_State *L)
{
Camera *camera = getobject(L, 1);
@@ -85,9 +88,9 @@ int LuaCamera::l_get_fov(lua_State *L)
return 0;

lua_newtable(L);
lua_pushnumber(L, camera->getFovX() * core::DEGTORAD);
lua_pushnumber(L, camera->getFovX() * core::RADTODEG);
lua_setfield(L, -2, "x");
lua_pushnumber(L, camera->getFovY() * core::DEGTORAD);
lua_pushnumber(L, camera->getFovY() * core::RADTODEG);
lua_setfield(L, -2, "y");
lua_pushnumber(L, camera->getCameraNode()->getFOV() * core::RADTODEG);
lua_setfield(L, -2, "actual");
@@ -96,16 +99,18 @@ int LuaCamera::l_get_fov(lua_State *L)
return 1;
}

// get_pos(self)
int LuaCamera::l_get_pos(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;

push_v3f(L, camera->getPosition());
push_v3f(L, camera->getPosition() / BS);
return 1;
}

// get_offset(self)
int LuaCamera::l_get_offset(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
@@ -115,38 +120,40 @@ int LuaCamera::l_get_offset(lua_State *L)
return 1;
}

// get_look_dir(self)
int LuaCamera::l_get_look_dir(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
sanity_check(player);

float pitch = -1.0 * player->getPitch() * core::DEGTORAD;
float yaw = (player->getYaw() + 90.) * core::DEGTORAD;
v3f v(std::cos(pitch) * std::cos(yaw), std::sin(pitch),
std::cos(pitch) * std::sin(yaw));
Camera *camera = getobject(L, 1);
if (!camera)
return 0;

push_v3f(L, v);
push_v3f(L, camera->getDirection());
return 1;
}

// get_look_horizontal(self)
// FIXME: wouldn't localplayer be a better place for this?
int LuaCamera::l_get_look_horizontal(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
sanity_check(player);

lua_pushnumber(L, (player->getYaw() + 90.) * core::DEGTORAD);
lua_pushnumber(L, (player->getYaw() + 90.f) * core::DEGTORAD);
return 1;
}

// get_look_vertical(self)
// FIXME: wouldn't localplayer be a better place for this?
int LuaCamera::l_get_look_vertical(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
sanity_check(player);

lua_pushnumber(L, -1.0 * player->getPitch() * core::DEGTORAD);
lua_pushnumber(L, -1.0f * player->getPitch() * core::DEGTORAD);
return 1;
}

// get_aspect_ratio(self)
int LuaCamera::l_get_aspect_ratio(lua_State *L)
{
Camera *camera = getobject(L, 1);
@@ -215,13 +222,19 @@ void LuaCamera::Register(lua_State *L)
lua_pop(L, 1);
}

// clang-format off
const char LuaCamera::className[] = "Camera";
const luaL_Reg LuaCamera::methods[] = {luamethod(LuaCamera, set_camera_mode),
luamethod(LuaCamera, get_camera_mode), luamethod(LuaCamera, get_fov),
luamethod(LuaCamera, get_pos), luamethod(LuaCamera, get_offset),
luamethod(LuaCamera, get_look_dir),
luamethod(LuaCamera, get_look_vertical),
luamethod(LuaCamera, get_look_horizontal),
luamethod(LuaCamera, get_aspect_ratio),

{0, 0}};
const luaL_Reg LuaCamera::methods[] = {
luamethod(LuaCamera, set_camera_mode),
luamethod(LuaCamera, get_camera_mode),
luamethod(LuaCamera, get_fov),
luamethod(LuaCamera, get_pos),
luamethod(LuaCamera, get_offset),
luamethod(LuaCamera, get_look_dir),
luamethod(LuaCamera, get_look_vertical),
luamethod(LuaCamera, get_look_horizontal),
luamethod(LuaCamera, get_aspect_ratio),

{0, 0}
};
// clang-format on

+ 8
- 8
src/script/lua_api/l_env.cpp View File

@@ -780,8 +780,8 @@ int ModApiEnvMod::l_find_node_near(lua_State *L)

#ifndef SERVER
// Client API limitations
if (getClient(L))
radius = getClient(L)->CSMClampRadius(pos, radius);
if (Client *client = getClient(L))
radius = client->CSMClampRadius(pos, radius);
#endif

for (int d = start_radius; d <= radius; d++) {
@@ -811,9 +811,9 @@ int ModApiEnvMod::l_find_nodes_in_area(lua_State *L)
const NodeDefManager *ndef = env->getGameDef()->ndef();

#ifndef SERVER
if (getClient(L)) {
minp = getClient(L)->CSMClampPos(minp);
maxp = getClient(L)->CSMClampPos(maxp);
if (Client *client = getClient(L)) {
minp = client->CSMClampPos(minp);
maxp = client->CSMClampPos(maxp);
}
#endif

@@ -887,9 +887,9 @@ int ModApiEnvMod::l_find_nodes_in_area_under_air(lua_State *L)
const NodeDefManager *ndef = env->getGameDef()->ndef();

#ifndef SERVER
if (getClient(L)) {
minp = getClient(L)->CSMClampPos(minp);
maxp = getClient(L)->CSMClampPos(maxp);
if (Client *client = getClient(L)) {
minp = client->CSMClampPos(minp);
maxp = client->CSMClampPos(maxp);
}
#endif



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