3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
25 #include "clientmap.h" // MapDrawControl
28 #include "client/renderingengine.h"
29 #include "client/content_cao.h"
31 #include "wieldmesh.h"
32 #include "noise.h" // easeCurve
36 #include "util/numeric.h"
37 #include "constants.h"
38 #include "fontengine.h"
39 #include "script/scripting_client.h"
41 #include <SViewFrustum.h>
43 #define CAMERA_OFFSET_STEP 200
44 #define WIELDMESH_OFFSET_X 55.0f
45 #define WIELDMESH_OFFSET_Y -35.0f
46 #define WIELDMESH_AMPLITUDE_X 7.0f
47 #define WIELDMESH_AMPLITUDE_Y 10.0f
49 // Returns the fractional part of x
50 inline f32 my_modf(f32 x)
53 return modff(x, &dummy);
56 WieldNode::WieldNode(HandIndex index, Client *client, scene::ISceneManager *mgr) :
58 m_direction(index == MAINHAND ? +1 : -1),
60 m_meshnode(new WieldMeshSceneNode(mgr, -1, false)),
61 m_player_light_color(0xFFFFFFFF)
63 m_meshnode->setItem(ItemStack(), m_client);
64 m_meshnode->drop(); // mgr grabbed it
67 int WieldNode::getDirection()
69 return g_settings->getBool("mirror_hands") ? -m_direction : m_direction;
72 void WieldNode::step(f32 dtime)
74 bool was_under_zero = m_change_timer < 0;
75 m_change_timer = MYMIN(m_change_timer + dtime, 0.125);
77 if (m_change_timer >= 0 && was_under_zero) {
78 m_meshnode->setItem(m_item_next, m_client);
79 m_meshnode->setNodeLightColor(m_player_light_color);
82 if (m_digging_button == -1)
85 f32 offset = dtime * 3.5f;
86 float m_digging_anim_was = m_digging_anim;
87 m_digging_anim += offset;
88 if (m_digging_anim >= 1)
91 m_digging_button = -1;
94 if(m_digging_anim_was < lim && m_digging_anim >= lim)
96 if (m_digging_button == 0) {
97 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
98 } else if(m_digging_button == 1) {
99 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
104 static inline v2f dir(const v2f &pos_dist)
106 f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
107 f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
109 f32 x_abs = std::fabs(x);
110 f32 y_abs = std::fabs(y);
112 if (x_abs >= y_abs) {
117 if (y_abs >= x_abs) {
122 return v2f(std::fabs(x), std::fabs(y));
125 void WieldNode::addArmInertia(f32 player_yaw, v3f camera_direction)
127 m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
128 -100.0f, 100.0f) / 0.016f) * 0.01f;
129 m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - camera_direction.Y) / 0.016f);
130 f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_offset.X);
131 f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_offset.Y);
133 if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
135 The arm moves relative to the camera speed,
136 with an acceleration factor.
139 if (m_cam_vel.X > 1.0f) {
140 if (m_cam_vel.X > m_cam_vel_old.X)
141 m_cam_vel_old.X = m_cam_vel.X;
143 f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
144 m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * getDirection();
146 if (m_last_cam_pos.X != player_yaw)
147 m_last_cam_pos.X = player_yaw;
149 m_offset.X = rangelim(m_offset.X,
150 WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
151 WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
154 if (m_cam_vel.Y > 1.0f) {
155 if (m_cam_vel.Y > m_cam_vel_old.Y)
156 m_cam_vel_old.Y = m_cam_vel.Y;
158 f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
160 m_last_cam_pos.Y > camera_direction.Y ? acc_Y : -acc_Y;
162 if (m_last_cam_pos.Y != camera_direction.Y)
163 m_last_cam_pos.Y = camera_direction.Y;
165 m_offset.Y = rangelim(m_offset.Y,
166 WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
167 WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
170 m_arm_dir = dir(m_offset);
173 Now the arm gets back to its default position when the camera stops,
174 following a vector, with a smooth deceleration factor.
177 f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
178 (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
180 f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
181 (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
184 m_cam_vel_old.X = 0.0f;
187 m_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
190 m_cam_vel_old.Y = 0.0f;
193 m_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
197 void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio)
199 int direction = getDirection();
200 m_player_light_color = player_light_color;
202 // Position the wielded item
203 //v3f pos = v3f(45, -35, 65);
204 v3f pos = v3f(m_offset.X, m_offset.Y, 65);
205 //v3f rot = v3f(-100, 120, -100);
206 v3f rot = v3f(-100, 120, -100);
208 if (m_index == OFFHAND)
209 tool_reload_ratio = 1.0f;
211 pos.Y += fabs(m_change_timer)*320 - 40;
212 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
215 if(m_digging_anim > 0.5)
216 frac = 2.0 * (m_digging_anim - 0.5);
217 // This value starts from 1 and settles to 0
218 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
219 //f32 ratiothing2 = pow(ratiothing, 0.5f);
220 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
221 pos.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
222 //rot.Z += frac * 5.0 * ratiothing2;
223 pos.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
224 rot.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
225 //rot.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
226 //rot.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
228 if (m_digging_button != -1)
230 f32 digfrac = m_digging_anim;
231 pos.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
232 pos.Y += 24 * sin(digfrac * 1.8 * M_PI);
235 // Euler angles are PURE EVIL, so why not use quaternions?
236 core::quaternion quat_begin(rot * core::DEGTORAD);
237 //core::quaternion quat_end(v3f(s * 80, 30, s * 100) * core::DEGTORAD);
238 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
239 core::quaternion quat_slerp;
240 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
241 quat_slerp.W *= direction;
242 quat_slerp.X *= direction;
243 quat_slerp.toEuler(rot);
244 rot *= core::RADTODEG;
247 f32 bobfrac = my_modf(view_bobbing_anim);
249 pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * direction;
250 pos.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*m_index) * 3.0;
253 m_meshnode->setPosition(pos);
254 m_meshnode->setRotation(rot);
256 m_meshnode->setNodeLightColor(m_player_light_color);
258 if (m_index == OFFHAND) {
259 m_meshnode->setVisible(
260 m_change_timer > 0 ? !m_item_next.name.empty() : m_item_old);
265 void WieldNode::setDigging(s32 button)
267 if (m_digging_button == -1)
268 m_digging_button = button;
271 void WieldNode::wield(const ItemStack &item)
273 if (item.name == m_item_next.name &&
274 item.metadata == m_item_next.metadata)
277 m_item_old = m_item_next.name != "";
279 if (m_change_timer > 0)
280 m_change_timer = -m_change_timer;
281 else if (m_change_timer == 0)
282 m_change_timer = -0.001;
285 Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
286 m_draw_control(draw_control),
288 m_player_light_color(0xFFFFFFFF)
290 auto smgr = rendering_engine->get_scene_manager();
291 // note: making the camera node a child of the player node
292 // would lead to unexpected behavior, so we don't do that.
293 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
294 m_headnode = smgr->addEmptySceneNode(m_playernode);
295 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
296 m_cameranode->bindTargetAndRotation(true);
298 // This needs to be in its own scene manager. It is drawn after
299 // all other 3D scene nodes and before the GUI.
300 m_wieldmgr = smgr->createNewSceneManager();
301 m_wieldmgr->addCameraSceneNode();
303 m_wieldnodes[MAINHAND] = new WieldNode(MAINHAND, m_client, m_wieldmgr);
304 m_wieldnodes[ OFFHAND] = new WieldNode( OFFHAND, m_client, m_wieldmgr);
306 /* TODO: Add a callback function so these can be updated when a setting
307 * changes. At this point in time it doesn't matter (e.g. /set
308 * is documented to change server settings only)
310 * TODO: Local caching of settings is not optimal and should at some stage
311 * be updated to use a global settings object for getting thse values
312 * (as opposed to the this local caching). This can be addressed in
315 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount", 0.0f, 100.0f);
316 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount", 0.0f, 7.9f);
317 // 45 degrees is the lowest FOV that doesn't cause the server to treat this
318 // as a zoom FOV and load world beyond the set server limits.
319 m_cache_fov = g_settings->getFloat("fov", 45.0f, 160.0f);
320 m_arm_inertia = g_settings->getBool("arm_inertia");
322 m_show_nametag_backgrounds = g_settings->getBool("show_nametag_backgrounds");
327 for (auto node : m_wieldnodes)
332 void Camera::notifyFovChange()
334 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
337 PlayerFovSpec spec = player->getFov();
340 * Update m_old_fov_degrees first - it serves as the starting point of the
341 * upcoming transition.
343 * If an FOV transition is already active, mark current FOV as the start of
344 * the new transition. If not, set it to the previous transition's target FOV.
346 if (m_fov_transition_active)
347 m_old_fov_degrees = m_curr_fov_degrees;
349 m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
352 * Update m_server_sent_fov next - it corresponds to the target FOV of the
353 * upcoming transition.
355 * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
356 * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
359 if (spec.fov == 0.0f) {
360 m_server_sent_fov = false;
361 m_target_fov_degrees = m_cache_fov;
363 m_server_sent_fov = true;
364 m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
367 if (spec.transition_time > 0.0f)
368 m_fov_transition_active = true;
370 // If FOV smooth transition is active, initialize required variables
371 if (m_fov_transition_active) {
372 m_transition_time = spec.transition_time;
373 m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
377 void Camera::step(f32 dtime)
379 for (auto node : m_wieldnodes)
382 if(m_view_bobbing_fall > 0)
384 m_view_bobbing_fall -= 3 * dtime;
385 if(m_view_bobbing_fall <= 0)
386 m_view_bobbing_fall = -1; // Mark the effect as finished
389 if (m_view_bobbing_state != 0)
391 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
392 f32 offset = dtime * m_view_bobbing_speed * 0.030;
393 if (m_view_bobbing_state == 2) {
394 // Animation is getting turned off
395 if (m_view_bobbing_anim < 0.25) {
396 m_view_bobbing_anim -= offset;
397 } else if (m_view_bobbing_anim > 0.75) {
398 m_view_bobbing_anim += offset;
399 } else if (m_view_bobbing_anim < 0.5) {
400 m_view_bobbing_anim += offset;
401 if (m_view_bobbing_anim > 0.5)
402 m_view_bobbing_anim = 0.5;
404 m_view_bobbing_anim -= offset;
405 if (m_view_bobbing_anim < 0.5)
406 m_view_bobbing_anim = 0.5;
409 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
410 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
411 m_view_bobbing_anim = 0;
412 m_view_bobbing_state = 0;
416 float was = m_view_bobbing_anim;
417 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
418 bool step = (was == 0 ||
419 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
420 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
422 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
428 void Camera::addArmInertia(f32 player_yaw)
430 for (auto node : m_wieldnodes)
431 node->addArmInertia(player_yaw, m_camera_direction);
434 void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
436 // Get player position
437 // Smooth the movement when walking up stairs
438 v3f old_player_position = m_playernode->getPosition();
439 v3f player_position = player->getPosition();
441 f32 yaw = player->getYaw();
442 f32 pitch = player->getPitch();
444 // This is worse than `LocalPlayer::getPosition()` but
445 // mods expect the player head to be at the parent's position
447 if (player->getParent())
448 player_position = player->getParent()->getPosition();
450 // Smooth the camera movement after the player instantly moves upward due to stepheight.
451 // The smoothing usually continues until the camera position reaches the player position.
452 float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF;
453 float upward_movement = player_position.Y - old_player_position.Y;
454 if (upward_movement < 0.01f || upward_movement > player_stepheight) {
455 m_stepheight_smooth_active = false;
456 } else if (player->touching_ground) {
457 m_stepheight_smooth_active = true;
459 if (m_stepheight_smooth_active) {
460 f32 oldy = old_player_position.Y;
461 f32 newy = player_position.Y;
462 f32 t = std::exp(-23 * frametime);
463 player_position.Y = oldy * t + newy * (1-t);
466 // Set player node transformation
467 m_playernode->setPosition(player_position);
468 m_playernode->setRotation(v3f(0, -1 * yaw, 0));
469 m_playernode->updateAbsolutePosition();
471 // Get camera tilt timer (hurt animation)
472 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
474 // Fall bobbing animation
475 float fall_bobbing = 0;
476 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
478 if(m_view_bobbing_fall == -1) // Effect took place and has finished
479 player->camera_impact = m_view_bobbing_fall = 0;
480 else if(m_view_bobbing_fall == 0) // Initialize effect
481 m_view_bobbing_fall = 1;
483 // Convert 0 -> 1 to 0 -> 1 -> 0
484 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
485 // Smoothen and invert the above
486 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
487 // Amplify according to the intensity of the impact
488 if (player->camera_impact > 0.0f)
489 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
491 fall_bobbing *= m_cache_fall_bobbing_amount;
494 // Calculate and translate the head SceneNode offsets
496 v3f eye_offset = player->getEyeOffset();
497 if (m_camera_mode == CAMERA_MODE_FIRST)
498 eye_offset += player->eye_offset_first;
500 eye_offset += player->eye_offset_third;
502 // Set head node transformation
503 eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
504 m_headnode->setPosition(eye_offset);
505 m_headnode->setRotation(v3f(pitch, 0,
506 cameratilt * player->hurt_tilt_strength));
507 m_headnode->updateAbsolutePosition();
510 // Compute relative camera position and target
511 v3f rel_cam_pos = v3f(0,0,0);
512 v3f rel_cam_target = v3f(0,0,1);
513 v3f rel_cam_up = v3f(0,1,0);
515 if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
516 m_camera_mode < CAMERA_MODE_THIRD) {
517 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
518 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
521 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
524 0.3 * bobdir * sin(bobfrac * M_PI),
525 -0.28 * bobtmp * bobtmp,
528 rel_cam_pos += bobvec * m_cache_view_bobbing_amount;
529 rel_cam_target += bobvec * m_cache_view_bobbing_amount;
530 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * m_cache_view_bobbing_amount);
533 // Compute absolute camera position and target
534 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
535 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
538 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
540 // Separate camera position for calculation
541 v3f my_cp = m_camera_position;
543 // Reposition the camera for third person view
544 if (m_camera_mode > CAMERA_MODE_FIRST)
546 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
547 m_camera_direction *= -1;
551 // Calculate new position
553 for (int i = BS; i <= BS * 2.75; i++) {
554 my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
555 my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
557 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
559 // Prevent camera positioned inside nodes
560 const NodeDefManager *nodemgr = m_client->ndef();
561 MapNode n = m_client->getEnv().getClientMap()
562 .getNode(floatToInt(my_cp, BS));
564 const ContentFeatures& features = nodemgr->get(n);
565 if (features.walkable) {
566 my_cp.X += m_camera_direction.X*-1*-BS/2;
567 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
568 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
574 // If node blocks camera position don't move y to heigh
575 if (abort && my_cp.Y > player_position.Y+BS*2)
576 my_cp.Y = player_position.Y+BS*2;
579 // Update offset if too far away from the center of the map
580 m_camera_offset.X += CAMERA_OFFSET_STEP*
581 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
582 m_camera_offset.Y += CAMERA_OFFSET_STEP*
583 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
584 m_camera_offset.Z += CAMERA_OFFSET_STEP*
585 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
587 // Set camera node transformation
588 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
589 m_cameranode->updateAbsolutePosition();
590 m_cameranode->setUpVector(abs_cam_up);
591 // *100.0 helps in large map coordinates
592 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
594 // update the camera position in third-person mode to render blocks behind player
595 // and correctly apply liquid post FX.
596 if (m_camera_mode != CAMERA_MODE_FIRST)
597 m_camera_position = my_cp;
600 * Apply server-sent FOV, instantaneous or smooth transition.
601 * If not, check for zoom and set to zoom FOV.
602 * Otherwise, default to m_cache_fov.
604 if (m_fov_transition_active) {
605 // Smooth FOV transition
606 // Dynamically calculate FOV delta based on frametimes
607 f32 delta = (frametime / m_transition_time) * m_fov_diff;
608 m_curr_fov_degrees += delta;
610 // Mark transition as complete if target FOV has been reached
611 if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
612 (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
613 m_fov_transition_active = false;
614 m_curr_fov_degrees = m_target_fov_degrees;
616 } else if (m_server_sent_fov) {
617 // Instantaneous FOV change
618 m_curr_fov_degrees = m_target_fov_degrees;
619 } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
620 // Player requests zoom, apply zoom FOV
621 m_curr_fov_degrees = player->getZoomFOV();
623 // Set to client's selected FOV
624 m_curr_fov_degrees = m_cache_fov;
626 m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
628 // FOV and aspect ratio
629 const v2u32 &window_size = RenderingEngine::getWindowSize();
630 m_aspect = (f32) window_size.X / (f32) window_size.Y;
631 m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
632 // Increase vertical FOV on lower aspect ratios (<16:10)
633 m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
634 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
635 m_cameranode->setAspectRatio(m_aspect);
636 m_cameranode->setFOV(m_fov_y);
638 // Make new matrices and frustum
639 m_cameranode->updateMatrices();
644 m_player_light_color = player->light_color;
646 for (auto node : m_wieldnodes)
647 node->update(m_player_light_color, m_view_bobbing_anim, tool_reload_ratio);
649 // Set render distance
650 updateViewingRange();
652 // If the player is walking, swimming, or climbing,
653 // view bobbing is enabled and free_move is off,
654 // start (or continue) the view bobbing animation.
655 const v3f &speed = player->getSpeed();
656 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
657 const bool movement_Y = fabs(speed.Y) > BS;
659 const bool walking = movement_XZ && player->touching_ground;
660 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
661 const bool climbing = movement_Y && player->is_climbing;
662 const bool flying = g_settings->getBool("free_move")
663 && m_client->checkLocalPrivilege("fly");
664 if ((walking || swimming || climbing) && !flying) {
666 m_view_bobbing_state = 1;
667 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
668 } else if (m_view_bobbing_state == 1) {
670 m_view_bobbing_state = 2;
671 m_view_bobbing_speed = 60;
675 void Camera::updateViewingRange()
677 f32 viewing_range = g_settings->getFloat("viewing_range");
679 // Ignore near_plane setting on all other platforms to prevent abuse
681 m_cameranode->setNearValue(rangelim(
682 g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
684 m_cameranode->setNearValue(0.1f * BS);
687 m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
688 if (m_draw_control.range_all) {
689 m_cameranode->setFarValue(100000.0);
692 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
695 void Camera::setDigging(s32 button, HandIndex hand)
697 m_wieldnodes[hand]->setDigging(button);
700 void Camera::wield(const ItemStack &item, HandIndex hand)
702 m_wieldnodes[hand]->wield(item);
705 void Camera::drawWieldedTool(irr::core::matrix4* translation)
707 // Draw the wielded node (in a separate scene manager)
708 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
709 cam->setAspectRatio(m_cameranode->getAspectRatio());
710 cam->setFOV(72.0*M_PI/180.0);
711 cam->setNearValue(40); // give wield tool smaller z-depth than the world in most cases.
712 cam->setFarValue(1000);
713 if (translation != NULL)
715 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
716 irr::core::vector3df focusPoint = (cam->getTarget()
717 - cam->getAbsolutePosition()).setLength(1)
718 + cam->getAbsolutePosition();
720 irr::core::vector3df camera_pos =
721 (startMatrix * *translation).getTranslation();
722 cam->setPosition(camera_pos);
723 cam->updateAbsolutePosition();
724 cam->setTarget(focusPoint);
726 m_wieldmgr->drawAll();
729 void Camera::drawNametags()
731 core::matrix4 trans = m_cameranode->getProjectionMatrix();
732 trans *= m_cameranode->getViewMatrix();
734 gui::IGUIFont *font = g_fontengine->getFont();
735 video::IVideoDriver *driver = RenderingEngine::get_video_driver();
736 v2u32 screensize = driver->getScreenSize();
738 for (const Nametag *nametag : m_nametags) {
739 // Nametags are hidden in GenericCAO::updateNametag()
741 v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->pos * BS;
742 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
743 trans.multiplyWith1x4Matrix(transformed_pos);
744 if (transformed_pos[3] > 0) {
745 std::wstring nametag_colorless =
746 unescape_translate(utf8_to_wide(nametag->text));
747 core::dimension2d<u32> textsize = font->getDimension(
748 nametag_colorless.c_str());
749 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
750 core::reciprocal(transformed_pos[3]);
752 screen_pos.X = screensize.X *
753 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
754 screen_pos.Y = screensize.Y *
755 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
756 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
758 auto bgcolor = nametag->getBgColor(m_show_nametag_backgrounds);
759 if (bgcolor.getAlpha() != 0) {
760 core::rect<s32> bg_size(-2, 0, textsize.Width + 2, textsize.Height);
761 driver->draw2DRectangle(bgcolor, bg_size + screen_pos);
765 translate_string(utf8_to_wide(nametag->text)).c_str(),
766 size + screen_pos, nametag->textcolor);
771 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
772 const std::string &text, video::SColor textcolor,
773 Optional<video::SColor> bgcolor, const v3f &pos)
775 Nametag *nametag = new Nametag(parent_node, text, textcolor, bgcolor, pos);
776 m_nametags.push_back(nametag);
780 void Camera::removeNametag(Nametag *nametag)
782 m_nametags.remove(nametag);
786 std::array<core::plane3d<f32>, 4> Camera::getFrustumCullPlanes() const
788 using irr::scene::SViewFrustum;
789 const auto &frustum_planes = m_cameranode->getViewFrustum()->planes;
791 frustum_planes[SViewFrustum::VF_LEFT_PLANE],
792 frustum_planes[SViewFrustum::VF_RIGHT_PLANE],
793 frustum_planes[SViewFrustum::VF_BOTTOM_PLANE],
794 frustum_planes[SViewFrustum::VF_TOP_PLANE],