Merge dcb9756c28
into f54d209bc8
This commit is contained in:
commit
8cc78e81aa
@ -8400,6 +8400,22 @@ child will follow movement and rotation of that bone.
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table {x, y, z} representing the player's instantaneous velocity in nodes/s
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* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
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* `get_look_dir()`: get camera direction as a unit vector
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* `get_point_dir()`: get pointing direction as a unit vector
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* If the player uses a crosshair, this returns the same value as `get_look_dir`.
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* If the player uses the touchscreen controls without a crosshair, ...
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* ...the look direction and the pointing direction may differ.
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* ...the player doesn't have a well-defined pointing direction when not
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touching the screen. In this case, `get_point_dir` returns the last
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valid pointing direction.
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* `get_point_screen_pos()`: get pointer position in screen-space
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* Returns a 2D vector in coordinates relative to the screen size:
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`{x = 0..1, y = 0..1}`
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* If the player uses a crosshair, this always returns `{x = 0.5, y = 0.5}`
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* If the player uses the touchscreen controls without a crosshair, ...
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* ...other values may be returned.
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* ...the player doesn't have a well-defined pointer position when not
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touching the screen. In this case, `get_point_screen_pos` returns the
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last valid pointer position.
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* `get_look_vertical()`: pitch in radians
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* Angle ranges between -pi/2 and pi/2, which are straight up and down
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respectively.
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@ -1013,7 +1013,7 @@ void Client::Send(NetworkPacket* pkt)
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m_con->Send(PEER_ID_SERVER, scf.channel, pkt, scf.reliable);
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}
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// Will fill up 12 + 12 + 4 + 4 + 4 + 1 + 1 + 1 + 4 + 4 bytes
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// Will fill up 12 + 12 + 4 + 4 + 4 + 1 + 1 + 1 + 4 + 4 + 8 + 4 + 4 bytes
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void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *pkt, bool camera_inverted)
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{
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v3f pf = myplayer->getPosition() * 100;
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@ -1027,6 +1027,9 @@ void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *
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std::ceil(clientMap->getWantedRange() * (1.0f / MAP_BLOCKSIZE)));
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f32 movement_speed = myplayer->control.movement_speed;
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f32 movement_dir = myplayer->control.movement_direction;
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v2f pointer_pos = myplayer->pointer_pos;
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f32 point_pitch = myplayer->point_pitch;
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f32 point_yaw = myplayer->point_yaw;
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v3s32 position(pf.X, pf.Y, pf.Z);
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v3s32 speed(sf.X, sf.Y, sf.Z);
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@ -1043,11 +1046,16 @@ void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *
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[12+12+4+4+4+1+1] u8 camera_inverted (bool)
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[12+12+4+4+4+1+1+1] f32 movement_speed
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[12+12+4+4+4+1+1+1+4] f32 movement_direction
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[12+12+4+4+4+1+1+1+4+4] v2f pointer_pos
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[12+12+4+4+4+1+1+1+4+4+8] f32 point_pitch
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[12+12+4+4+4+1+1+1+4+4+8+4] f32 point_yaw
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*/
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*pkt << position << speed << pitch << yaw << keyPressed;
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*pkt << fov << wanted_range;
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*pkt << camera_inverted;
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*pkt << movement_speed << movement_dir;
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*pkt << pointer_pos;
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*pkt << point_pitch << point_yaw;
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}
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void Client::interact(InteractAction action, const PointedThing& pointed)
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@ -1394,7 +1402,10 @@ void Client::sendPlayerPos()
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player->last_camera_inverted == camera_inverted &&
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player->last_wanted_range == wanted_range &&
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player->last_movement_speed == movement_speed &&
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player->last_movement_dir == movement_dir)
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player->last_movement_dir == movement_dir &&
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player->last_pointer_pos == player->pointer_pos &&
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player->last_point_pitch == player->point_pitch &&
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player->last_point_yaw == player->point_yaw)
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return;
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player->last_position = player->getPosition();
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@ -1407,8 +1418,11 @@ void Client::sendPlayerPos()
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player->last_wanted_range = wanted_range;
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player->last_movement_speed = movement_speed;
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player->last_movement_dir = movement_dir;
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player->last_pointer_pos = player->pointer_pos;
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player->last_point_pitch = player->point_pitch;
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player->last_point_yaw = player->point_yaw;
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NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1 + 1 + 4 + 4);
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NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1 + 1 + 4 + 4 + 8 + 4 + 4);
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writePlayerPos(player, &map, &pkt, camera_inverted);
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@ -558,6 +558,7 @@ protected:
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void updateCameraDirection(CameraOrientation *cam, float dtime);
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void updateCameraOrientation(CameraOrientation *cam, float dtime);
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void updatePointDir(const CameraOrientation &cam);
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void updatePlayerControl(const CameraOrientation &cam);
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void updatePauseState();
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void step(f32 dtime);
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@ -996,6 +997,7 @@ void Game::run()
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cam_view.camera_yaw) * m_cache_cam_smoothing;
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cam_view.camera_pitch += (cam_view_target.camera_pitch -
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cam_view.camera_pitch) * m_cache_cam_smoothing;
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updatePointDir(cam_view);
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updatePlayerControl(cam_view);
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updatePauseState();
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@ -2427,6 +2429,32 @@ void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
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cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
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}
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void Game::updatePointDir(const CameraOrientation &cam)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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if (g_touchcontrols && isTouchCrosshairDisabled()) {
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v2s32 pointer_pos = g_touchcontrols->getPointerPos();
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v2u32 screensize = driver->getScreenSize();
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player->pointer_pos.X = (f32)pointer_pos.X / (f32)screensize.X;
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player->pointer_pos.Y = (f32)pointer_pos.Y / (f32)screensize.Y;
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const v3f point_dir = g_touchcontrols->getShootline().getVector().normalize();
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// getHorizontalAngle is Irrlicht's "direction to rotation" function
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// Roll (Z) is always 0
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const v3f point_rot = point_dir.getHorizontalAngle();
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player->point_pitch = point_rot.X;
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player->point_yaw = point_rot.Y;
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} else {
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player->pointer_pos.X = 0.5f;
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player->pointer_pos.Y = 0.5f;
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player->point_pitch = 0.0f;
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player->point_yaw = 0.0f;
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}
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}
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void Game::updatePlayerControl(const CameraOrientation &cam)
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{
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@ -89,6 +89,9 @@ public:
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bool last_camera_inverted = false;
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f32 last_movement_speed = 0.0f;
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f32 last_movement_dir = 0.0f;
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v2f last_pointer_pos = v2f(0.5f, 0.5f);
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float last_point_pitch = 0.0f;
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float last_point_yaw = 0.0f;
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float camera_impact = 0.0f;
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@ -518,10 +518,11 @@ void TouchControls::translateEvent(const SEvent &event)
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m_move_has_really_moved = false;
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m_move_downtime = porting::getTimeMs();
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m_move_pos = touch_pos;
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// DON'T reset m_tap_state here, otherwise many short taps
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// will be ignored if you tap very fast.
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m_had_move_id = true;
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m_move_prevent_short_tap = prevent_short_tap;
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// DON'T reset m_tap_state here, otherwise many short taps
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// will be ignored if you tap very fast.
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}
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}
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}
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@ -643,11 +644,10 @@ void TouchControls::step(float dtime)
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// Only updating when m_has_move_id means that the shootline will stay at
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// it's last in-world position when the player doesn't need it.
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if (!m_draw_crosshair && (m_has_move_id || m_had_move_id)) {
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v2s32 pointer_pos = getPointerPos();
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m_shootline = m_device
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->getSceneManager()
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->getSceneCollisionManager()
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->getRayFromScreenCoordinates(pointer_pos);
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->getRayFromScreenCoordinates(m_move_pos);
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}
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m_had_move_id = false;
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}
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@ -729,18 +729,13 @@ void TouchControls::show()
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setVisible(true);
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}
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v2s32 TouchControls::getPointerPos()
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{
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if (m_draw_crosshair)
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return v2s32(m_screensize.X / 2, m_screensize.Y / 2);
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// We can't just use m_pointer_pos[m_move_id] because applyContextControls
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// may emit release events after m_pointer_pos[m_move_id] is erased.
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return m_move_pos;
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}
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void TouchControls::emitMouseEvent(EMOUSE_INPUT_EVENT type)
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{
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v2s32 pointer_pos = getPointerPos();
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v2s32 pointer_pos = m_draw_crosshair
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? v2s32(m_screensize.X / 2, m_screensize.Y / 2)
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// applyContextControls may emit mouse release events after
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// m_pointer_pos[m_move_id] is erased.
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: m_move_pos;
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SEvent event{};
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event.EventType = EET_MOUSE_INPUT_EVENT;
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@ -93,6 +93,13 @@ public:
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return res;
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}
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/**
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* Returns the pointer position in pixels.
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*
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* May only be used if crosshair is disabled (see setUseCrosshair)
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*/
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v2s32 getPointerPos() { return m_move_pos; }
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/**
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* Returns a line which describes what the player is pointing at.
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* The starting point and looking direction are significant,
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@ -100,6 +107,8 @@ public:
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* the player can reach.
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* The line starts at the camera and ends on the camera's far plane.
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* The coordinates do not contain the camera offset.
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*
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* May only be used if crosshair is disabled (see setUseCrosshair)
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*/
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line3d<f32> getShootline() { return m_shootline; }
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@ -152,7 +161,9 @@ private:
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size_t m_move_id;
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bool m_move_has_really_moved = false;
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u64 m_move_downtime = 0;
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// m_move_pos stays valid even after m_move_id has been released.
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// m_move_pos is equivalent to m_pointer_pos[m_move_id] while m_has_move_id
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// is true. However, m_move_pos stays valid even after the m_move_id pointer
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// has been released and m_pointer_pos[m_move_id] has been erased.
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v2s32 m_move_pos;
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// This is needed so that we don't miss if m_has_move_id is true for less
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// than one client step, i.e. press and release happen in the same step.
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@ -227,7 +238,6 @@ private:
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// map to store the IDs and positions of currently pressed pointers
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std::unordered_map<size_t, v2s32> m_pointer_pos;
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v2s32 getPointerPos();
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void emitMouseEvent(EMOUSE_INPUT_EVENT type);
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TouchInteractionMode m_last_mode = TouchInteractionMode_END;
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TapState m_tap_state = TapState::None;
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@ -727,6 +727,9 @@ enum ToServerCommand : u16
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[2+12+12+4+4+4+1+1] u8 camera_inverted (bool)
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[2+12+12+4+4+4+1+1+1] f32 movement_speed
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[2+12+12+4+4+4+1+1+1+4] f32 movement_direction
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[2+12+12+4+4+4+1+1+1+4+4] v2f pointer_pos
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[2+12+12+4+4+4+1+1+1+4+4+8] f32 point_pitch
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[2+12+12+4+4+4+1+1+1+4+4+8+4] f32 point_yaw
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*/
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@ -475,6 +475,16 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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player->control.setMovementFromKeys();
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}
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if (pkt->getRemainingBytes() >= 16) {
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*pkt >> player->pointer_pos;
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*pkt >> player->point_pitch >> player->point_yaw;
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} else {
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player->pointer_pos.X = 0.5f;
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player->pointer_pos.Y = 0.5f;
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player->point_pitch = 0.0f;
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player->point_yaw = 0.0f;
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}
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v3f position((f32)ps.X / 100.0f, (f32)ps.Y / 100.0f, (f32)ps.Z / 100.0f);
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v3f speed((f32)ss.X / 100.0f, (f32)ss.Y / 100.0f, (f32)ss.Z / 100.0f);
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12
src/player.h
12
src/player.h
@ -188,6 +188,18 @@ public:
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PlayerControl control;
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const PlayerControl& getPlayerControl() { return control; }
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// Pointer position, as screen coordinates in the range 0..1
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// When using a crosshair, this is always (0.5, 0.5)
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v2f pointer_pos = v2f(0.5f, 0.5f);
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// Pointing direction, represented as pitch/yaw in degrees
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// When using a crosshair, it's unspecified what values these will have.
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f32 point_pitch = 0.0f;
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f32 point_yaw = 0.0f;
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// Note: If there is no crosshair and the player is not touching the screen,
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// pointer position and pointing direction are not well-defined. In this
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// case, the last valid values are kept.
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PlayerPhysicsOverride physics_override;
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// Returns non-empty `selected` ItemStack. `hand` is a fallback, if specified
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@ -1246,12 +1246,42 @@ int ObjectRef::l_get_look_dir(lua_State *L)
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if (playersao == nullptr)
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return 0;
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float pitch = playersao->getRadLookPitchDep();
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float yaw = playersao->getRadYawDep();
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v3f v(std::cos(pitch) * std::cos(yaw), std::sin(pitch), std::cos(pitch) *
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std::sin(yaw));
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push_v3f(L, playersao->getLookDir());
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return 1;
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}
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push_v3f(L, v);
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// get_point_screen_pos(self)
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int ObjectRef::l_get_point_screen_pos(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkObject<ObjectRef>(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == nullptr)
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return 0;
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push_v2f(L, player->pointer_pos);
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return 1;
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}
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// get_point_dir(self)
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int ObjectRef::l_get_point_dir(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkObject<ObjectRef>(L, 1);
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PlayerSAO* playersao = getplayersao(ref);
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if (playersao == nullptr)
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return 0;
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RemotePlayer *player = playersao->getPlayer();
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if (player->pointer_pos.X == 0.5f && player->pointer_pos.Y == 0.5f) {
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push_v3f(L, playersao->getLookDir());
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return 1;
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}
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const v3f point_rot = v3f(player->point_pitch, player->point_yaw, 0.0f);
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const v3f point_dir = point_rot.rotationToDirection();
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push_v3f(L, point_dir);
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return 1;
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}
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@ -2840,6 +2870,8 @@ luaL_Reg ObjectRef::methods[] = {
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luamethod(ObjectRef, is_player),
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luamethod(ObjectRef, get_player_name),
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luamethod(ObjectRef, get_look_dir),
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luamethod(ObjectRef, get_point_screen_pos),
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luamethod(ObjectRef, get_point_dir),
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luamethod(ObjectRef, get_look_pitch),
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luamethod(ObjectRef, get_look_yaw),
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luamethod(ObjectRef, get_look_vertical),
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@ -218,6 +218,12 @@ private:
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// get_look_dir(self)
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static int l_get_look_dir(lua_State *L);
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// get_point_screen_pos(self)
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static int l_get_point_screen_pos(lua_State *L);
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// get_point_dir(self)
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static int l_get_point_dir(lua_State *L);
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// DEPRECATED
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// get_look_pitch(self)
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static int l_get_look_pitch(lua_State *L);
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@ -409,6 +409,15 @@ void PlayerSAO::setPlayerYaw(const float yaw)
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UnitSAO::setRotation(rotation);
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}
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v3f PlayerSAO::getLookDir() const
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{
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// FIXME: get rid of deprecated method usage
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float pitch = getRadLookPitchDep();
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float yaw = getRadYawDep();
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return v3f(std::cos(pitch) * std::cos(yaw), std::sin(pitch), std::cos(pitch) *
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std::sin(yaw));
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}
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void PlayerSAO::setFov(const float fov)
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{
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if (m_player && fov != m_fov)
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|
@ -87,6 +87,7 @@ public:
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f32 getRadLookPitch() const { return m_pitch * core::DEGTORAD; }
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// Deprecated
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f32 getRadLookPitchDep() const { return -1.0 * m_pitch * core::DEGTORAD; }
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v3f getLookDir() const;
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void setFov(const float pitch);
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f32 getFov() const { return m_fov; }
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void setWantedRange(const s16 range);
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|
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