]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
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[dragonfireclient.git] / src / camera.cpp
index 290776bf3d2da197a60ee5398b0c40d29872558c..33e85d06926e9568c4e02de64723e01cf23ba517 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.
 */
@@ -33,6 +33,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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):
@@ -212,14 +214,31 @@ void Camera::step(f32 dtime)
 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();
 
+       //Get camera tilt timer (hurt animation)
+       float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+
        // Set head node transformation
-       m_headnode->setPosition(player->getEyeOffset());
-       m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+       m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0));
+       m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
        m_headnode->updateAbsolutePosition();
 
        // Compute relative camera position and target
@@ -234,17 +253,17 @@ 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;
@@ -253,10 +272,10 @@ 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),
@@ -289,7 +308,7 @@ 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
@@ -320,22 +339,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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);
@@ -513,7 +532,7 @@ void Camera::setDigging(s32 button)
 void Camera::wield(const ItemStack &item)
 {
        IItemDefManager *idef = m_gamedef->idef();
-       scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+       scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
        if(wield_mesh)
        {
                m_wieldnode->setMesh(wield_mesh);
@@ -528,7 +547,7 @@ void Camera::wield(const ItemStack &item)
 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);
 
@@ -538,7 +557,7 @@ 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();