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"
42 #define CAMERA_OFFSET_STEP 200
43 #define WIELDMESH_OFFSET_X 55.0f
44 #define WIELDMESH_OFFSET_Y -35.0f
45 #define WIELDMESH_AMPLITUDE_X 7.0f
46 #define WIELDMESH_AMPLITUDE_Y 10.0f
48 Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
49 m_draw_control(draw_control),
52 auto smgr = rendering_engine->get_scene_manager();
53 // note: making the camera node a child of the player node
54 // would lead to unexpected behaviour, so we don't do that.
55 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
56 m_headnode = smgr->addEmptySceneNode(m_playernode);
57 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
58 m_cameranode->bindTargetAndRotation(true);
60 // This needs to be in its own scene manager. It is drawn after
61 // all other 3D scene nodes and before the GUI.
62 m_wieldmgr = smgr->createNewSceneManager();
63 m_wieldmgr->addCameraSceneNode();
64 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
65 m_wieldnode->setItem(ItemStack(), m_client);
66 m_wieldnode->drop(); // m_wieldmgr grabbed it
68 /* TODO: Add a callback function so these can be updated when a setting
69 * changes. At this point in time it doesn't matter (e.g. /set
70 * is documented to change server settings only)
72 * TODO: Local caching of settings is not optimal and should at some stage
73 * be updated to use a global settings object for getting thse values
74 * (as opposed to the this local caching). This can be addressed in
77 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
78 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
79 // 45 degrees is the lowest FOV that doesn't cause the server to treat this
80 // as a zoom FOV and load world beyond the set server limits.
81 m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f);
82 m_arm_inertia = g_settings->getBool("arm_inertia");
84 m_show_nametag_backgrounds = g_settings->getBool("show_nametag_backgrounds");
92 void Camera::notifyFovChange()
94 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
97 PlayerFovSpec spec = player->getFov();
100 * Update m_old_fov_degrees first - it serves as the starting point of the
101 * upcoming transition.
103 * If an FOV transition is already active, mark current FOV as the start of
104 * the new transition. If not, set it to the previous transition's target FOV.
106 if (m_fov_transition_active)
107 m_old_fov_degrees = m_curr_fov_degrees;
109 m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
112 * Update m_server_sent_fov next - it corresponds to the target FOV of the
113 * upcoming transition.
115 * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
116 * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
119 if (spec.fov == 0.0f) {
120 m_server_sent_fov = false;
121 m_target_fov_degrees = m_cache_fov;
123 m_server_sent_fov = true;
124 m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
127 if (spec.transition_time > 0.0f)
128 m_fov_transition_active = true;
130 // If FOV smooth transition is active, initialize required variables
131 if (m_fov_transition_active) {
132 m_transition_time = spec.transition_time;
133 m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
137 // Returns the fractional part of x
138 inline f32 my_modf(f32 x)
141 return modf(x, &dummy);
144 void Camera::step(f32 dtime)
146 if(m_view_bobbing_fall > 0)
148 m_view_bobbing_fall -= 3 * dtime;
149 if(m_view_bobbing_fall <= 0)
150 m_view_bobbing_fall = -1; // Mark the effect as finished
153 bool was_under_zero = m_wield_change_timer < 0;
154 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
156 if (m_wield_change_timer >= 0 && was_under_zero)
157 m_wieldnode->setItem(m_wield_item_next, m_client);
159 if (m_view_bobbing_state != 0)
161 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
162 f32 offset = dtime * m_view_bobbing_speed * 0.030;
163 if (m_view_bobbing_state == 2) {
164 // Animation is getting turned off
165 if (m_view_bobbing_anim < 0.25) {
166 m_view_bobbing_anim -= offset;
167 } else if (m_view_bobbing_anim > 0.75) {
168 m_view_bobbing_anim += offset;
169 } else if (m_view_bobbing_anim < 0.5) {
170 m_view_bobbing_anim += offset;
171 if (m_view_bobbing_anim > 0.5)
172 m_view_bobbing_anim = 0.5;
174 m_view_bobbing_anim -= offset;
175 if (m_view_bobbing_anim < 0.5)
176 m_view_bobbing_anim = 0.5;
179 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
180 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
181 m_view_bobbing_anim = 0;
182 m_view_bobbing_state = 0;
186 float was = m_view_bobbing_anim;
187 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
188 bool step = (was == 0 ||
189 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
190 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
192 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
197 if (m_digging_button != -1) {
198 f32 offset = dtime * 3.5f;
199 float m_digging_anim_was = m_digging_anim;
200 m_digging_anim += offset;
201 if (m_digging_anim >= 1)
204 m_digging_button = -1;
207 if(m_digging_anim_was < lim && m_digging_anim >= lim)
209 if (m_digging_button == 0) {
210 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
211 } else if(m_digging_button == 1) {
212 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
218 static inline v2f dir(const v2f &pos_dist)
220 f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
221 f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
223 f32 x_abs = std::fabs(x);
224 f32 y_abs = std::fabs(y);
226 if (x_abs >= y_abs) {
231 if (y_abs >= x_abs) {
236 return v2f(std::fabs(x), std::fabs(y));
239 void Camera::addArmInertia(f32 player_yaw)
241 m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
242 -100.0f, 100.0f) / 0.016f) * 0.01f;
243 m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
244 f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
245 f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
247 if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
249 The arm moves relative to the camera speed,
250 with an acceleration factor.
253 if (m_cam_vel.X > 1.0f) {
254 if (m_cam_vel.X > m_cam_vel_old.X)
255 m_cam_vel_old.X = m_cam_vel.X;
257 f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
258 m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
260 if (m_last_cam_pos.X != player_yaw)
261 m_last_cam_pos.X = player_yaw;
263 m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
264 WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
265 WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
268 if (m_cam_vel.Y > 1.0f) {
269 if (m_cam_vel.Y > m_cam_vel_old.Y)
270 m_cam_vel_old.Y = m_cam_vel.Y;
272 f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
273 m_wieldmesh_offset.Y +=
274 m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
276 if (m_last_cam_pos.Y != m_camera_direction.Y)
277 m_last_cam_pos.Y = m_camera_direction.Y;
279 m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
280 WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
281 WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
284 m_arm_dir = dir(m_wieldmesh_offset);
287 Now the arm gets back to its default position when the camera stops,
288 following a vector, with a smooth deceleration factor.
291 f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
292 (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
294 f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
295 (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
298 m_cam_vel_old.X = 0.0f;
300 m_wieldmesh_offset.X -=
301 m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
304 m_cam_vel_old.Y = 0.0f;
306 m_wieldmesh_offset.Y -=
307 m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
311 void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
313 // Get player position
314 // Smooth the movement when walking up stairs
315 v3f old_player_position = m_playernode->getPosition();
316 v3f player_position = player->getPosition();
318 // This is worse than `LocalPlayer::getPosition()` but
319 // mods expect the player head to be at the parent's position
321 if (player->getParent())
322 player_position = player->getParent()->getPosition();
324 // Smooth the camera movement after the player instantly moves upward due to stepheight.
325 // The smoothing usually continues until the camera position reaches the player position.
326 float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF;
327 float upward_movement = player_position.Y - old_player_position.Y;
328 if (upward_movement < 0.01f || upward_movement > player_stepheight) {
329 m_stepheight_smooth_active = false;
330 } else if (player->touching_ground) {
331 m_stepheight_smooth_active = true;
333 if (m_stepheight_smooth_active) {
334 f32 oldy = old_player_position.Y;
335 f32 newy = player_position.Y;
336 f32 t = std::exp(-23 * frametime);
337 player_position.Y = oldy * t + newy * (1-t);
340 // Set player node transformation
341 m_playernode->setPosition(player_position);
342 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
343 m_playernode->updateAbsolutePosition();
345 // Get camera tilt timer (hurt animation)
346 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
348 // Fall bobbing animation
349 float fall_bobbing = 0;
350 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
352 if(m_view_bobbing_fall == -1) // Effect took place and has finished
353 player->camera_impact = m_view_bobbing_fall = 0;
354 else if(m_view_bobbing_fall == 0) // Initialize effect
355 m_view_bobbing_fall = 1;
357 // Convert 0 -> 1 to 0 -> 1 -> 0
358 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
359 // Smoothen and invert the above
360 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
361 // Amplify according to the intensity of the impact
362 if (player->camera_impact > 0.0f)
363 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
365 fall_bobbing *= m_cache_fall_bobbing_amount;
368 // Calculate and translate the head SceneNode offsets
370 v3f eye_offset = player->getEyeOffset();
371 if (m_camera_mode == CAMERA_MODE_FIRST)
372 eye_offset += player->eye_offset_first;
374 eye_offset += player->eye_offset_third;
376 // Set head node transformation
377 eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
378 m_headnode->setPosition(eye_offset);
379 m_headnode->setRotation(v3f(player->getPitch(), 0,
380 cameratilt * player->hurt_tilt_strength));
381 m_headnode->updateAbsolutePosition();
384 // Compute relative camera position and target
385 v3f rel_cam_pos = v3f(0,0,0);
386 v3f rel_cam_target = v3f(0,0,1);
387 v3f rel_cam_up = v3f(0,1,0);
389 if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
390 m_camera_mode < CAMERA_MODE_THIRD) {
391 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
392 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
395 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
398 0.3 * bobdir * sin(bobfrac * M_PI),
399 -0.28 * bobtmp * bobtmp,
402 rel_cam_pos += bobvec * m_cache_view_bobbing_amount;
403 rel_cam_target += bobvec * m_cache_view_bobbing_amount;
404 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * m_cache_view_bobbing_amount);
407 // Compute absolute camera position and target
408 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
409 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
412 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
414 // Seperate camera position for calculation
415 v3f my_cp = m_camera_position;
417 // Reposition the camera for third person view
418 if (m_camera_mode > CAMERA_MODE_FIRST)
420 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
421 m_camera_direction *= -1;
425 // Calculate new position
427 for (int i = BS; i <= BS * 2.75; i++) {
428 my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
429 my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
431 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
433 // Prevent camera positioned inside nodes
434 const NodeDefManager *nodemgr = m_client->ndef();
435 MapNode n = m_client->getEnv().getClientMap()
436 .getNode(floatToInt(my_cp, BS));
438 const ContentFeatures& features = nodemgr->get(n);
439 if (features.walkable) {
440 my_cp.X += m_camera_direction.X*-1*-BS/2;
441 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
442 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
448 // If node blocks camera position don't move y to heigh
449 if (abort && my_cp.Y > player_position.Y+BS*2)
450 my_cp.Y = player_position.Y+BS*2;
453 // Update offset if too far away from the center of the map
454 m_camera_offset.X += CAMERA_OFFSET_STEP*
455 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
456 m_camera_offset.Y += CAMERA_OFFSET_STEP*
457 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
458 m_camera_offset.Z += CAMERA_OFFSET_STEP*
459 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
461 // Set camera node transformation
462 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
463 m_cameranode->setUpVector(abs_cam_up);
464 // *100.0 helps in large map coordinates
465 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
467 // update the camera position in third-person mode to render blocks behind player
468 // and correctly apply liquid post FX.
469 if (m_camera_mode != CAMERA_MODE_FIRST)
470 m_camera_position = my_cp;
473 * Apply server-sent FOV, instantaneous or smooth transition.
474 * If not, check for zoom and set to zoom FOV.
475 * Otherwise, default to m_cache_fov.
477 if (m_fov_transition_active) {
478 // Smooth FOV transition
479 // Dynamically calculate FOV delta based on frametimes
480 f32 delta = (frametime / m_transition_time) * m_fov_diff;
481 m_curr_fov_degrees += delta;
483 // Mark transition as complete if target FOV has been reached
484 if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
485 (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
486 m_fov_transition_active = false;
487 m_curr_fov_degrees = m_target_fov_degrees;
489 } else if (m_server_sent_fov) {
490 // Instantaneous FOV change
491 m_curr_fov_degrees = m_target_fov_degrees;
492 } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
493 // Player requests zoom, apply zoom FOV
494 m_curr_fov_degrees = player->getZoomFOV();
496 // Set to client's selected FOV
497 m_curr_fov_degrees = m_cache_fov;
499 m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
501 // FOV and aspect ratio
502 const v2u32 &window_size = RenderingEngine::getWindowSize();
503 m_aspect = (f32) window_size.X / (f32) window_size.Y;
504 m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
505 // Increase vertical FOV on lower aspect ratios (<16:10)
506 m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
507 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
508 m_cameranode->setAspectRatio(m_aspect);
509 m_cameranode->setFOV(m_fov_y);
512 addArmInertia(player->getYaw());
514 // Position the wielded item
515 //v3f wield_position = v3f(45, -35, 65);
516 v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
517 //v3f wield_rotation = v3f(-100, 120, -100);
518 v3f wield_rotation = v3f(-100, 120, -100);
519 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
520 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
523 if(m_digging_anim > 0.5)
524 frac = 2.0 * (m_digging_anim - 0.5);
525 // This value starts from 1 and settles to 0
526 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
527 //f32 ratiothing2 = pow(ratiothing, 0.5f);
528 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
529 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
530 //wield_position.Z += frac * 5.0 * ratiothing2;
531 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
532 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
533 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
534 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
536 if (m_digging_button != -1)
538 f32 digfrac = m_digging_anim;
539 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
540 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
541 wield_position.Z += 25 * 0.5;
543 // Euler angles are PURE EVIL, so why not use quaternions?
544 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
545 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
546 core::quaternion quat_slerp;
547 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
548 quat_slerp.toEuler(wield_rotation);
549 wield_rotation *= core::RADTODEG;
551 f32 bobfrac = my_modf(m_view_bobbing_anim);
552 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
553 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
555 m_wieldnode->setPosition(wield_position);
556 m_wieldnode->setRotation(wield_rotation);
558 m_wieldnode->setNodeLightColor(player->light_color);
560 // Set render distance
561 updateViewingRange();
563 // If the player is walking, swimming, or climbing,
564 // view bobbing is enabled and free_move is off,
565 // start (or continue) the view bobbing animation.
566 const v3f &speed = player->getSpeed();
567 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
568 const bool movement_Y = fabs(speed.Y) > BS;
570 const bool walking = movement_XZ && player->touching_ground;
571 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
572 const bool climbing = movement_Y && player->is_climbing;
573 const bool flying = g_settings->getBool("free_move")
574 && m_client->checkLocalPrivilege("fly");
575 if ((walking || swimming || climbing) && !flying) {
577 m_view_bobbing_state = 1;
578 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
579 } else if (m_view_bobbing_state == 1) {
581 m_view_bobbing_state = 2;
582 m_view_bobbing_speed = 60;
586 void Camera::updateViewingRange()
588 f32 viewing_range = g_settings->getFloat("viewing_range");
590 // Ignore near_plane setting on all other platforms to prevent abuse
592 m_cameranode->setNearValue(rangelim(
593 g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
595 m_cameranode->setNearValue(0.1f * BS);
598 m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
599 if (m_draw_control.range_all) {
600 m_cameranode->setFarValue(100000.0);
603 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
606 void Camera::setDigging(s32 button)
608 if (m_digging_button == -1)
609 m_digging_button = button;
612 void Camera::wield(const ItemStack &item)
614 if (item.name != m_wield_item_next.name ||
615 item.metadata != m_wield_item_next.metadata) {
616 m_wield_item_next = item;
617 if (m_wield_change_timer > 0)
618 m_wield_change_timer = -m_wield_change_timer;
619 else if (m_wield_change_timer == 0)
620 m_wield_change_timer = -0.001;
624 void Camera::drawWieldedTool(irr::core::matrix4* translation)
626 // Clear Z buffer so that the wielded tool stays in front of world geometry
627 m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
629 // Draw the wielded node (in a separate scene manager)
630 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
631 cam->setAspectRatio(m_cameranode->getAspectRatio());
632 cam->setFOV(72.0*M_PI/180.0);
633 cam->setNearValue(10);
634 cam->setFarValue(1000);
635 if (translation != NULL)
637 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
638 irr::core::vector3df focusPoint = (cam->getTarget()
639 - cam->getAbsolutePosition()).setLength(1)
640 + cam->getAbsolutePosition();
642 irr::core::vector3df camera_pos =
643 (startMatrix * *translation).getTranslation();
644 cam->setPosition(camera_pos);
645 cam->setTarget(focusPoint);
647 m_wieldmgr->drawAll();
650 void Camera::drawNametags()
652 core::matrix4 trans = m_cameranode->getProjectionMatrix();
653 trans *= m_cameranode->getViewMatrix();
655 gui::IGUIFont *font = g_fontengine->getFont();
656 video::IVideoDriver *driver = RenderingEngine::get_video_driver();
657 v2u32 screensize = driver->getScreenSize();
659 for (const Nametag *nametag : m_nametags) {
660 // Nametags are hidden in GenericCAO::updateNametag()
662 v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->pos * BS;
663 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
664 trans.multiplyWith1x4Matrix(transformed_pos);
665 if (transformed_pos[3] > 0) {
666 std::wstring nametag_colorless =
667 unescape_translate(utf8_to_wide(nametag->text));
668 core::dimension2d<u32> textsize = font->getDimension(
669 nametag_colorless.c_str());
670 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
671 core::reciprocal(transformed_pos[3]);
673 screen_pos.X = screensize.X *
674 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
675 screen_pos.Y = screensize.Y *
676 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
677 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
678 core::rect<s32> bg_size(-2, 0, textsize.Width+2, textsize.Height);
680 auto bgcolor = nametag->getBgColor(m_show_nametag_backgrounds);
681 if (bgcolor.getAlpha() != 0)
682 driver->draw2DRectangle(bgcolor, bg_size + screen_pos);
685 translate_string(utf8_to_wide(nametag->text)).c_str(),
686 size + screen_pos, nametag->textcolor);
691 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
692 const std::string &text, video::SColor textcolor,
693 Optional<video::SColor> bgcolor, const v3f &pos)
695 Nametag *nametag = new Nametag(parent_node, text, textcolor, bgcolor, pos);
696 m_nametags.push_back(nametag);
700 void Camera::removeNametag(Nametag *nametag)
702 m_nametags.remove(nametag);