Use player as starting point instead of camera when pointing node (#8261)

Same pointing area on both camera modes.
This fix is inapplicable for non-crosshair input.
This commit is contained in:
Muhammad Rifqi Priyo Susanto 2019-04-27 17:44:56 +07:00 committed by SmallJoker
parent f409f44765
commit 695d9edcd4
1 changed files with 8 additions and 3 deletions

View File

@ -2961,10 +2961,15 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get("");
v3f player_position = player->getPosition();
v3f player_eye_position = player->getEyePosition();
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
v3s16 camera_offset = camera->getOffset();
if (camera->getCameraMode() == CAMERA_MODE_FIRST)
player_eye_position += player->eye_offset_first;
else
player_eye_position += player->eye_offset_third;
/*
Calculate what block is the crosshair pointing to
@ -2981,11 +2986,11 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
shootline = core::line3d<f32>(camera_position,
camera_position + camera_direction * BS * d);
shootline = core::line3d<f32>(player_eye_position,
player_eye_position + camera_direction * BS * d);
} else {
// prevent player pointing anything in front-view
shootline = core::line3d<f32>(camera_position,camera_position);
shootline = core::line3d<f32>(camera_position, camera_position);
}
#ifdef HAVE_TOUCHSCREENGUI