]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
fix screen flickering black when rendering to texture
[minetest.git] / src / camera.cpp
index 97571c77dbc5aca30e06e8db6ece1668769f13d5..1b9a8c763e6518e176daeeec787b076f28476c76 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -30,8 +30,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "itemdef.h" // For wield visualization
 #include "noise.h" // easeCurve
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
+#include "util/numeric.h"
+#include "util/mathconstants.h"
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+               IGameDef *gamedef):
        m_smgr(smgr),
        m_playernode(NULL),
        m_headnode(NULL),
@@ -42,6 +48,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_wieldlight(0),
 
        m_draw_control(draw_control),
+       m_gamedef(gamedef),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
@@ -168,27 +175,61 @@ void Camera::step(f32 dtime)
                }
                else
                {
+                       float was = m_view_bobbing_anim;
                        m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+                       bool step = (was == 0 ||
+                                       (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
+                                       (was > 0.5f && m_view_bobbing_anim <= 0.5f));
+                       if(step){
+                               MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+                               m_gamedef->event()->put(e);
+                       }
                }
        }
 
        if (m_digging_button != -1)
        {
                f32 offset = dtime * 3.5;
+               float m_digging_anim_was = m_digging_anim;
                m_digging_anim += offset;
                if (m_digging_anim >= 1)
                {
                        m_digging_anim = 0;
                        m_digging_button = -1;
                }
+               float lim = 0.15;
+               if(m_digging_anim_was < lim && m_digging_anim >= lim)
+               {
+                       if(m_digging_button == 0){
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+                               m_gamedef->event()->put(e);
+                       } else if(m_digging_button == 1){
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+                               m_gamedef->event()->put(e);
+                       }
+               }
        }
 }
 
 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                f32 tool_reload_ratio)
 {
+       // Get player position
+       // Smooth the movement when walking up stairs
+       v3f old_player_position = m_playernode->getPosition();
+       v3f player_position = player->getPosition();
+       //if(player->touching_ground && player_position.Y > old_player_position.Y)
+       if(player->touching_ground &&
+                       player_position.Y > old_player_position.Y)
+       {
+               f32 oldy = old_player_position.Y;
+               f32 newy = player_position.Y;
+               f32 t = exp(-23*frametime);
+               player_position.Y = oldy * t + newy * (1-t);
+       }
+
        // Set player node transformation
-       m_playernode->setPosition(player->getPosition());
+       m_playernode->setPosition(player_position);
        m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
        m_playernode->updateAbsolutePosition();
 
@@ -209,17 +250,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 
                #if 1
                f32 bobknob = 1.2;
-               f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
-               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
+               f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
+               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
 
                v3f bobvec = v3f(
-                       0.3 * bobdir * sin(bobfrac * PI),
+                       0.3 * bobdir * sin(bobfrac * M_PI),
                        -0.28 * bobtmp * bobtmp,
                        0.);
 
                //rel_cam_pos += 0.2 * bobvec;
                //rel_cam_target += 0.03 * bobvec;
-               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
                float f = 1.0;
                f *= g_settings->getFloat("view_bobbing_amount");
                rel_cam_pos += bobvec * f;
@@ -228,10 +269,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                rel_cam_target.Z -= 0.005 * bobvec.Z * f;
                //rel_cam_target.X -= 0.005 * bobvec.X * f;
                //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
-               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
                #else
-               f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
-               f32 angle_rad = angle_deg * PI / 180;
+               f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
+               f32 angle_rad = angle_deg * M_PI / 180;
                f32 r = 0.05;
                v3f off = v3f(
                        r * sin(angle_rad),
@@ -264,7 +305,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 
        // FOV and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
-       m_fov_y = fov_degrees * PI / 180.0;
+       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)));
+       // WTF is this? It can't be right
        m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
@@ -279,35 +323,35 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                if(m_digging_anim > 0.5)
                        frac = 2.0 * (m_digging_anim - 0.5);
                // This value starts from 1 and settles to 0
-               f32 ratiothing = pow((1.0 - tool_reload_ratio), 0.5);
-               //f32 ratiothing2 = pow(ratiothing, 0.5);
+               f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+               //f32 ratiothing2 = pow(ratiothing, 0.5f);
                f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
-               wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7);
+               wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
                //wield_position.Z += frac * 5.0 * ratiothing2;
-               wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1);
-               wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4);
-               //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4);
-               //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0);
+               wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+               wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
        }
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
-               wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
-               wield_position.Y += 15 * sin(digfrac * 2 * PI);
-               wield_position.Z += 5 * digfrac;
-
+               wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+               wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+               wield_position.Z += 25 * 0.5;
+       
                // Euler angles are PURE EVIL, so why not use quaternions?
                core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
-               core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
+               core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
                core::quaternion quat_slerp;
-               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
        }
        else {
                f32 bobfrac = my_modf(m_view_bobbing_anim);
-               wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
-               wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+               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);
@@ -323,7 +367,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        if ((hypot(speed.X, speed.Z) > BS) &&
                (player->touching_ground) &&
                (g_settings->getBool("view_bobbing") == true) &&
-               (g_settings->getBool("free_move") == false))
+               (g_settings->getBool("free_move") == false ||
+                               !m_gamedef->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -481,10 +526,10 @@ void Camera::setDigging(s32 button)
                m_digging_button = button;
 }
 
-void Camera::wield(const ItemStack &item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item)
 {
-       IItemDefManager *idef = gamedef->idef();
-       scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+       IItemDefManager *idef = m_gamedef->idef();
+       scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
        if(wield_mesh)
        {
                m_wieldnode->setMesh(wield_mesh);
@@ -499,7 +544,7 @@ void Camera::wield(const ItemStack &item, IGameDef *gamedef)
 void Camera::drawWieldedTool()
 {
        // Set vertex colors of wield mesh according to light level
-       u8 li = decode_light(m_wieldlight);
+       u8 li = m_wieldlight;
        video::SColor color(255,li,li,li);
        setMeshColor(m_wieldnode->getMesh(), color);
 
@@ -509,7 +554,7 @@ void Camera::drawWieldedTool()
        // Draw the wielded node (in a separate scene manager)
        scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
        cam->setAspectRatio(m_cameranode->getAspectRatio());
-       cam->setFOV(72.0*PI/180.0);
+       cam->setFOV(72.0*M_PI/180.0);
        cam->setNearValue(0.1);
        cam->setFarValue(100);
        m_wieldmgr->drawAll();