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.
This commit is contained in:
Valentin Anger 2018-05-14 12:17:39 +02:00
parent 0cf9016c8c
commit c5ef06a4cd

View File

@ -1,18 +1,56 @@
local NAME = minetest.get_current_modname()
-- TODO Outsource to sparktech library
function table.shallow_copy(tab)
local new = {}
for k,v in pairs(tab) do
new[k] = v
end
return new
end
sparktech.tool_focus = {}
function set_view(playername, object)
local type = object["type"]
local player = minetest.get_player_by_name(playername)
if type == "node" then
local vecnode = vector.direction(player:getpos(), object["under"])
local player_eyes = player:getpos()
player_eyes.y = player_eyes.y + 1
local offset = player:get_eye_offset()
player_eyes.x = player_eyes.x + offset.x
player_eyes.y = player_eyes.y + offset.y
player_eyes.z = player_eyes.z + offset.z
minetest.debug(dump2(object))
if object.type == "node" then
local vecnode = vector.normalize(vector.direction(player_eyes, object.under))
minetest.debug(dump2(vecnode))
-- Create vectors "lying" on the xz or yz plane
local yz_vec = table.shallow_copy(vecnode)
yz_vec.x = 0
local xz_vec = table.shallow_copy(vecnode)
yz_vec.y = 0
-- Calculate angle between the vector projected onto a plane and the target vector
local yaw = math.acos(math.abs(yz_vec.y * vecnode.y + yz_vec.z * vecnode.z) / (vector.length(yz_vec) * vector.length(vecnode)))
if vecnode.x > 0 then
-- The angle needs to be applied clockwise
yaw = -yaw
end
if vecnode.z < 0 then
-- The projection is PI rotated, so correct by starting with a PI rotation
yaw = math.pi - yaw
end
local pitch = math.acos(math.abs(xz_vec.x * vecnode.x + xz_vec.z * vecnode.z) / (vector.length(xz_vec) * vector.length(vecnode)))
if vecnode.y > 0 then
pitch = -pitch
end
--[[ Do proper rotation of vector and then set the view
reference is for both cases the z axis (e.g the planes (1 0 1) and (0 1 1)
]]--
--minetest.debug("\n" .. yaw .. " " .. pitch .. "\n" .. player:get_look_yaw() .. " " .. player:get_look_pitch() .. "\n" .. dump2(player:get_look_dir()))
--player:set_look_horizontal(yaw)
--player:set_look_vertical(pitch)]]--
]]--
minetest.debug("\n" .. dump2(player:get_look_dir()) .. "\nori: " .. player:get_look_horizontal() .. " " .. player:get_look_vertical() .. "\nnew: " .. yaw .. " " .. pitch)
player:set_look_horizontal(yaw)
player:set_look_vertical(pitch)
minetest.debug("\n" .. dump2(player:get_look_dir()))
else
-- either player or object now
-- return for object, for a player we can do stuff
@ -22,31 +60,41 @@ end
function on_use(one, player, pointedobject)
if pointedobject == nil or player == nil then return end
sparktech.tool_focus[player:get_player_name()] = { pointedobject }
set_view(player:get_player_name(), pointedobject)
local pname = player:get_player_name()
if sparktech.tool_focus[pname] ~= nil then
sparktech.tool_focus[pname] = nil
else
sparktech.tool_focus[pname] = pointedobject
end
set_view(pname, pointedobject)
end
minetest.register_tool(NAME .. ":focus", {
description = "focus",
inventory_image = "debug.png",
stack_max = 1,
range = 20,
on_use = on_use
description = "focus",
inventory_image = "debug.png",
stack_max = 1,
range = 20,
on_use = on_use
})
local last = 0
minetest.register_globalstep(function(dtime)
for k, i in pairs(sparktech.tool_focus) do
local player = minetest.get_player_by_name(k)
if player == nil then
sparktech.tool_focus[k] = nil
return
-- last = dtime + last
-- if last < 0.15 then
-- return
-- end
last = 0
for k, i in pairs(sparktech.tool_focus) do
local player = minetest.get_player_by_name(k)
if player == nil then
sparktech.tool_focus[k] = nil
return
end
set_view(k,i)
end
set_view(k,i)
return
end
end)
--[[
function to get item id
for k, v in pairs(core.luaentities) do if v == self then my_found_entity_id = k; break end
]]--
]]--