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Báo cáo lỗi dịch thuật
There is a section for head_position_offset (approximation), also variable/vector for the relative position at the seat headrest block to the player head (When holdning nothing in hand).
That local position vector (head_position_offset) only depends on the seat look direction (and gender of player, defaults to male).
Picture of local coordinate space origin at seat headrest block:
https://github.com/Jumper-44/Stormworks_AR-3D-Render/blob/master/Pictures/Local%20Coordinate%20Space.png
I think it would help a lot of technical players including myself.
I've updated the github repo cameraTransform.lua and README.md
aspectratio = w/h
It was used to quickly get the correct aspectratio of the screen to run the "Quick debug" that is commented out. The sizeX|Y values aren't correct to match the 9x5 screen in game, but just the right ratio so the result isn't warped.
That's my bad, I haven't yet explained what each property paremeters are yet. I'll do a edit in cameraTransform.lua and configure the README.md to the github repo.
head_position_offset origin, or relative point, is in the center of the seat headrest block.
The headrest block is also the block that "GPS_to_camera" offsets to.
I.e. the offset from the physics block to headrest block.
In CameraTransform.lua, you multiply "sizeX" by 1.8, why is this?
That would form a sort of arc of trajectory, but not a static bullet arc that falls towards the ground. Can be used to account for over/under shooting.
I think so, just thought of it.