]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Increase step smoothing to fit 1:1 stairs (works well on slabs too)
[minetest.git] / src / camera.cpp
index b49e8e748354b9d7bb433b8b72d10ef8394c2c14..09e3c836a14a07dd6871cd8704cf9ba2b62b2b1e 100644 (file)
@@ -23,12 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // for g_settings
 #include "map.h"
 #include "clientmap.h" // MapDrawControl
-#include "mesh.h"
 #include "player.h"
-#include "tile.h"
 #include <cmath>
 #include "settings.h"
-#include "itemdef.h" // For wield visualization
+#include "wieldmesh.h"
 #include "noise.h" // easeCurve
 #include "gamedef.h"
 #include "sound.h"
@@ -50,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 
        m_wieldmgr(NULL),
        m_wieldnode(NULL),
-       m_wieldlight(0),
 
        m_draw_control(draw_control),
        m_gamedef(gamedef),
@@ -77,12 +74,11 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 
        m_digging_anim(0),
        m_digging_button(-1),
-       m_dummymesh(createCubeMesh(v3f(1,1,1))),
 
        m_wield_change_timer(0.125),
-       m_wield_mesh_next(NULL),
-       m_previous_playeritem(-1),
-       m_previous_itemname("")
+       m_wield_item_next(),
+
+       m_camera_mode(CAMERA_MODE_FIRST)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -97,14 +93,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+       m_wieldnode->setItem(ItemStack(), m_gamedef);
+       m_wieldnode->drop(); // m_wieldmgr grabbed it
+       m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
 }
 
 Camera::~Camera()
 {
        m_wieldmgr->drop();
-
-       delete m_dummymesh;
 }
 
 bool Camera::successfullyCreated(std::wstring& error_message)
@@ -154,20 +151,10 @@ void Camera::step(f32 dtime)
        }
 
        bool was_under_zero = m_wield_change_timer < 0;
-       if(m_wield_change_timer < 0.125)
-               m_wield_change_timer += dtime;
-       if(m_wield_change_timer > 0.125)
-               m_wield_change_timer = 0.125;
-
-       if(m_wield_change_timer >= 0 && was_under_zero) {
-               if(m_wield_mesh_next) {
-                       m_wieldnode->setMesh(m_wield_mesh_next);
-                       m_wieldnode->setVisible(true);
-               } else {
-                       m_wieldnode->setVisible(false);
-               }
-               m_wield_mesh_next = NULL;
-       }
+       m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
+
+       if (m_wield_change_timer >= 0 && was_under_zero)
+               m_wieldnode->setItem(m_wield_item_next, m_gamedef);
 
        if (m_view_bobbing_state != 0)
        {
@@ -189,11 +176,14 @@ void Camera::step(f32 dtime)
 #endif
 #if 1
                        // Animation is getting turned off
-                       if(m_view_bobbing_anim < 0.25){
+                       if(m_view_bobbing_anim < 0.25)
+                       {
                                m_view_bobbing_anim -= offset;
-                       } else if(m_view_bobbing_anim > 0.75){
+                       } else if(m_view_bobbing_anim > 0.75) {
                                m_view_bobbing_anim += offset;
-                       } if(m_view_bobbing_anim < 0.5){
+                       }
+                       if(m_view_bobbing_anim < 0.5)
+                       {
                                m_view_bobbing_anim += offset;
                                if(m_view_bobbing_anim > 0.5)
                                        m_view_bobbing_anim = 0.5;
@@ -217,7 +207,8 @@ void Camera::step(f32 dtime)
                        bool step = (was == 0 ||
                                        (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
                                        (was > 0.5f && m_view_bobbing_anim <= 0.5f));
-                       if(step){
+                       if(step)
+                       {
                                MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
                                m_gamedef->event()->put(e);
                        }
@@ -237,10 +228,11 @@ void Camera::step(f32 dtime)
                float lim = 0.15;
                if(m_digging_anim_was < lim && m_digging_anim >= lim)
                {
-                       if(m_digging_button == 0){
+                       if(m_digging_button == 0)
+                       {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
                                m_gamedef->event()->put(e);
-                       } else if(m_digging_button == 1){
+                       } else if(m_digging_button == 1) {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
                                m_gamedef->event()->put(e);
                        }
@@ -249,8 +241,7 @@ void Camera::step(f32 dtime)
 }
 
 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
-               v2u32 screensize, f32 tool_reload_ratio,
-               int current_camera_mode, ClientEnvironment &c_env)
+               f32 tool_reload_ratio, ClientEnvironment &c_env)
 {
        // Get player position
        // Smooth the movement when walking up stairs
@@ -264,7 +255,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        {
                f32 oldy = old_player_position.Y;
                f32 newy = player_position.Y;
-               f32 t = exp(-23*frametime);
+               f32 t = exp(-10*frametime);
                player_position.Y = oldy * t + newy * (1-t);
        }
 
@@ -278,7 +269,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // Fall bobbing animation
        float fall_bobbing = 0;
-       if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
+       if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
        {
                if(m_view_bobbing_fall == -1) // Effect took place and has finished
                        player->camera_impact = m_view_bobbing_fall = 0;
@@ -297,7 +288,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // Calculate players eye offset for different camera modes
        v3f PlayerEyeOffset = player->getEyeOffset();
-       if (current_camera_mode == CAMERA_MODE_FIRST)
+       if (m_camera_mode == CAMERA_MODE_FIRST)
                PlayerEyeOffset += player->eye_offset_first;
        else
                PlayerEyeOffset += player->eye_offset_third;
@@ -312,7 +303,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
+       if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
        {
                f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
                f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
@@ -365,16 +356,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        v3f my_cp = m_camera_position;
        
        // Reposition the camera for third person view
-       if (current_camera_mode > CAMERA_MODE_FIRST) {
-               
-               if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+       if (m_camera_mode > CAMERA_MODE_FIRST)
+       {
+               if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
                        m_camera_direction *= -1;
 
                my_cp.Y += 2;
 
                // Calculate new position
                bool abort = false;
-               for (int i = BS; i <= BS*2; i++) {
+               for (int i = BS; i <= BS*2; i++)
+               {
                        my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
                        my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
                        if (i > 12)
@@ -384,7 +376,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                        INodeDefManager *nodemgr = m_gamedef->ndef();
                        MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
                        const ContentFeatures& features = nodemgr->get(n);
-                       if(features.walkable) {
+                       if(features.walkable)
+                       {
                                my_cp.X += m_camera_direction.X*-1*-BS/2;
                                my_cp.Z += m_camera_direction.Z*-1*-BS/2;
                                my_cp.Y += m_camera_direction.Y*-1*-BS/2;
@@ -413,7 +406,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
 
        // update the camera position in front-view mode to render blocks behind player
-       if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+       if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
                m_camera_position = my_cp;
 
        // Get FOV setting
@@ -422,7 +415,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        fov_degrees = MYMIN(fov_degrees, 170.0);
 
        // FOV and aspect ratio
-       m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
        m_fov_y = fov_degrees * M_PI / 180.0;
        // Increase vertical FOV on lower aspect ratios (<16:10)
        m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
@@ -435,11 +428,9 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        v3f wield_position = v3f(55, -35, 65);
        //v3f wield_rotation = v3f(-100, 120, -100);
        v3f wield_rotation = v3f(-100, 120, -100);
-       if(m_wield_change_timer < 0)
-               wield_position.Y -= 40 + m_wield_change_timer*320;
-       else
-               wield_position.Y -= 40 - m_wield_change_timer*320;
-       if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+       wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
+       if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
+       {
                f32 frac = 1.0;
                if(m_digging_anim > 0.5)
                        frac = 2.0 * (m_digging_anim - 0.5);
@@ -468,15 +459,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
-       }
-       else {
+       } else {
                f32 bobfrac = my_modf(m_view_bobbing_anim);
                wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
                wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
        }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
-       m_wieldlight = player->light;
+
+       // Shine light upon the wield mesh
+       video::SColor black(255,0,0,0);
+       m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
+       m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
+       m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
 
        // Render distance feedback loop
        updateViewingRange(frametime, busytime);
@@ -648,45 +643,20 @@ void Camera::setDigging(s32 button)
                m_digging_button = button;
 }
 
-void Camera::wield(const ItemStack &item, u16 playeritem)
+void Camera::wield(const ItemStack &item)
 {
-       IItemDefManager *idef = m_gamedef->idef();
-       std::string itemname = item.getDefinition(idef).name;
-       m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
-       if(playeritem != m_previous_playeritem &&
-                       !(m_previous_itemname == "" && itemname == "")) {
-               m_previous_playeritem = playeritem;
-               m_previous_itemname = itemname;
-               if(m_wield_change_timer >= 0.125)
-                       m_wield_change_timer = -0.125;
-               else if(m_wield_change_timer > 0) {
+       if (item.name != m_wield_item_next.name) {
+               m_wield_item_next = item;
+               if (m_wield_change_timer > 0)
                        m_wield_change_timer = -m_wield_change_timer;
-               }
-       } else {
-               if(m_wield_mesh_next) {
-                       m_wieldnode->setMesh(m_wield_mesh_next);
-                       m_wieldnode->setVisible(true);
-               } else {
-                       m_wieldnode->setVisible(false);
-               }
-               m_wield_mesh_next = NULL;
-               if(m_previous_itemname != itemname) {
-                       m_previous_itemname = itemname;
-                       m_wield_change_timer = 0;
-               }
-               else
-                       m_wield_change_timer = 0.125;
+               else if (m_wield_change_timer == 0)
+                       m_wield_change_timer = -0.001;
        }
 }
 
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
-       // Set vertex colors of wield mesh according to light level
-       u8 li = m_wieldlight;
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_wieldnode->getMesh(), color);
-
-       // Clear Z buffer
+       // Clear Z buffer so that the wielded tool stay in front of world geometry
        m_wieldmgr->getVideoDriver()->clearZBuffer();
 
        // Draw the wielded node (in a separate scene manager)
@@ -694,6 +664,18 @@ void Camera::drawWieldedTool()
        cam->setAspectRatio(m_cameranode->getAspectRatio());
        cam->setFOV(72.0*M_PI/180.0);
        cam->setNearValue(0.1);
-       cam->setFarValue(100);
+       cam->setFarValue(1000);
+       if (translation != NULL)
+       {
+               irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+               irr::core::vector3df focusPoint = (cam->getTarget()
+                               - cam->getAbsolutePosition()).setLength(1)
+                               + cam->getAbsolutePosition();
+
+               irr::core::vector3df camera_pos =
+                               (startMatrix * *translation).getTranslation();
+               cam->setPosition(camera_pos);
+               cam->setTarget(focusPoint);
+       }
        m_wieldmgr->drawAll();
 }