diff --git a/clientmods/preview/init.lua b/clientmods/preview/init.lua index d2440369a..089955d2f 100644 --- a/clientmods/preview/init.lua +++ b/clientmods/preview/init.lua @@ -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) diff --git a/doc/client_lua_api.txt b/doc/client_lua_api.txt index 53442d308..c9cd8ac93 100644 --- a/doc/client_lua_api.txt +++ b/doc/client_lua_api.txt @@ -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 { diff --git a/src/client/camera.cpp b/src/client/camera.cpp index 1a5253db4..9b311171a 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -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); diff --git a/src/script/lua_api/l_camera.cpp b/src/script/lua_api/l_camera.cpp index 9c1470284..bfa60be67 100644 --- a/src/script/lua_api/l_camera.cpp +++ b/src/script/lua_api/l_camera.cpp @@ -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); + Camera *camera = getobject(L, 1); + if (!camera) + return 0; - 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)); - - 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), +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}}; + {0, 0} +}; +// clang-format on diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp index cabca124d..b8a8a5ce1 100644 --- a/src/script/lua_api/l_env.cpp +++ b/src/script/lua_api/l_env.cpp @@ -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