- // This is at the height of the eyes of the current figure
- // return v3f(0, BS*1.5, 0);
- // This is more like in minecraft
- if(camera_barely_in_ceiling)
- return v3f(0,BS*1.5,0);
- else
- return v3f(0,BS*1.625,0);
- }
-
- v3f getEyePosition()
- {
- return m_position + getEyeOffset();
- }
-
- virtual void setPosition(const v3f &position)
- {
- if (position != m_position)
- m_dirty = true;
- m_position = position;
- }
-
- void setPitch(f32 pitch)
- {
- if (pitch != m_pitch)
- m_dirty = true;
- m_pitch = pitch;
- }
-
- virtual void setYaw(f32 yaw)
- {
- if (yaw != m_yaw)
- m_dirty = true;
- m_yaw = yaw;
- }
-
- f32 getPitch()
- {
- return m_pitch;
- }
-
- f32 getYaw()
- {
- return m_yaw;
- }
-
- u16 getBreath()
- {
- return m_breath;
- }
-
- virtual void setBreath(u16 breath)
- {
- if (breath != m_breath)
- m_dirty = true;
- m_breath = breath;
- }
-
- f32 getRadPitch()
- {
- return -1.0 * m_pitch * core::DEGTORAD;
- }
-
- f32 getRadYaw()
- {
- return (m_yaw + 90.) * core::DEGTORAD;
- }
-
- const char * getName() const
- {
- return m_name;
- }
-
- core::aabbox3d<f32> getCollisionbox() {
- return m_collisionbox;
- }
-
- u32 getFreeHudID() const {