First version of the pitch and yaw calculation
Don't Store object into another table. Continue with all players instead of returning after first hit.
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@ -1,18 +1,56 @@
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local NAME = minetest.get_current_modname()
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-- TODO Outsource to sparktech library
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function table.shallow_copy(tab)
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local new = {}
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for k,v in pairs(tab) do
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new[k] = v
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end
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return new
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end
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sparktech.tool_focus = {}
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function set_view(playername, object)
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local type = object["type"]
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local player = minetest.get_player_by_name(playername)
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if type == "node" then
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local vecnode = vector.direction(player:getpos(), object["under"])
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local player_eyes = player:getpos()
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player_eyes.y = player_eyes.y + 1
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local offset = player:get_eye_offset()
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player_eyes.x = player_eyes.x + offset.x
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player_eyes.y = player_eyes.y + offset.y
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player_eyes.z = player_eyes.z + offset.z
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minetest.debug(dump2(object))
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if object.type == "node" then
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local vecnode = vector.normalize(vector.direction(player_eyes, object.under))
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minetest.debug(dump2(vecnode))
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-- Create vectors "lying" on the xz or yz plane
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local yz_vec = table.shallow_copy(vecnode)
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yz_vec.x = 0
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local xz_vec = table.shallow_copy(vecnode)
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yz_vec.y = 0
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-- Calculate angle between the vector projected onto a plane and the target vector
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local yaw = math.acos(math.abs(yz_vec.y * vecnode.y + yz_vec.z * vecnode.z) / (vector.length(yz_vec) * vector.length(vecnode)))
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if vecnode.x > 0 then
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-- The angle needs to be applied clockwise
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yaw = -yaw
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end
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if vecnode.z < 0 then
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-- The projection is PI rotated, so correct by starting with a PI rotation
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yaw = math.pi - yaw
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end
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local pitch = math.acos(math.abs(xz_vec.x * vecnode.x + xz_vec.z * vecnode.z) / (vector.length(xz_vec) * vector.length(vecnode)))
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if vecnode.y > 0 then
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pitch = -pitch
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end
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--[[ Do proper rotation of vector and then set the view
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reference is for both cases the z axis (e.g the planes (1 0 1) and (0 1 1)
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]]--
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--minetest.debug("\n" .. yaw .. " " .. pitch .. "\n" .. player:get_look_yaw() .. " " .. player:get_look_pitch() .. "\n" .. dump2(player:get_look_dir()))
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--player:set_look_horizontal(yaw)
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--player:set_look_vertical(pitch)]]--
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]]--
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minetest.debug("\n" .. dump2(player:get_look_dir()) .. "\nori: " .. player:get_look_horizontal() .. " " .. player:get_look_vertical() .. "\nnew: " .. yaw .. " " .. pitch)
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player:set_look_horizontal(yaw)
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player:set_look_vertical(pitch)
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minetest.debug("\n" .. dump2(player:get_look_dir()))
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else
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-- either player or object now
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-- return for object, for a player we can do stuff
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@ -22,31 +60,41 @@ end
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function on_use(one, player, pointedobject)
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if pointedobject == nil or player == nil then return end
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sparktech.tool_focus[player:get_player_name()] = { pointedobject }
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set_view(player:get_player_name(), pointedobject)
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local pname = player:get_player_name()
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if sparktech.tool_focus[pname] ~= nil then
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sparktech.tool_focus[pname] = nil
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else
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sparktech.tool_focus[pname] = pointedobject
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end
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set_view(pname, pointedobject)
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end
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minetest.register_tool(NAME .. ":focus", {
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description = "focus",
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inventory_image = "debug.png",
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stack_max = 1,
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range = 20,
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on_use = on_use
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description = "focus",
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inventory_image = "debug.png",
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stack_max = 1,
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range = 20,
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on_use = on_use
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})
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local last = 0
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minetest.register_globalstep(function(dtime)
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for k, i in pairs(sparktech.tool_focus) do
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local player = minetest.get_player_by_name(k)
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if player == nil then
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sparktech.tool_focus[k] = nil
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return
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-- last = dtime + last
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-- if last < 0.15 then
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-- return
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-- end
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last = 0
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for k, i in pairs(sparktech.tool_focus) do
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local player = minetest.get_player_by_name(k)
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if player == nil then
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sparktech.tool_focus[k] = nil
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return
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end
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set_view(k,i)
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end
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set_view(k,i)
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return
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end
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end)
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--[[
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function to get item id
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for k, v in pairs(core.luaentities) do if v == self then my_found_entity_id = k; break end
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]]--
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]]--
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