]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Network proto handlers/container fixes (#6334)
[minetest.git] / src / camera.cpp
index 2de76da193e49871d6977418d9f54917da24eed3..50e18fdd23900eeb2caae9f26deb4aab5b8798cb 100644 (file)
@@ -30,24 +30,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "noise.h"         // easeCurve
 #include "sound.h"
 #include "event.h"
-#include "profiler.h"
+#include "nodedef.h"
 #include "util/numeric.h"
 #include "constants.h"
 #include "fontengine.h"
 #include "script/scripting_client.h"
 
 #define CAMERA_OFFSET_STEP 200
+#define WIELDMESH_OFFSET_X 55.0f
+#define WIELDMESH_OFFSET_Y -35.0f
 
-#include "nodedef.h"
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
-               Client *client):
+Camera::Camera(MapDrawControl &draw_control, Client *client):
        m_draw_control(draw_control),
        m_client(client)
 {
-       //dstream<<FUNCTION_NAME<<std::endl;
-
-       m_driver = smgr->getVideoDriver();
+       scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
        // note: making the camera node a child of the player node
        // would lead to unexpected behaviour, so we don't do that.
        m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
@@ -59,7 +56,7 @@ 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 = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
        m_wieldnode->setItem(ItemStack(), m_client);
        m_wieldnode->drop(); // m_wieldmgr grabbed it
 
@@ -195,93 +192,98 @@ void Camera::step(f32 dtime)
        }
 }
 
-void Camera::addArmInertia(f32 player_yaw, f32 frametime)
+static inline v2f dir(const v2f &pos_dist)
 {
-       if (m_timer.X == 0.0f) {
-               // In the limit case where timer is 0 set a static velocity (generic case divide by zero)
-               m_cam_vel.X = 1.0001f;
+       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
+       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
+
+       f32 x_abs = std::fabs(x);
+       f32 y_abs = std::fabs(y);
+
+       if (x_abs >= y_abs) {
+               y *= (1.0f / x_abs);
+               x /= x_abs;
        }
-       else
-               m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
 
-       if (m_timer.Y == 0.0f) {
-               // In the limit case where timer is 0 set a static velocity (generic case divide by zero)
-               m_cam_vel.Y = 1.0001f;
+       if (y_abs >= x_abs) {
+               x *= (1.0f / y_abs);
+               y /= y_abs;
        }
-       else
-               m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
+
+       return v2f(std::fabs(x), std::fabs(y));
+}
+
+void Camera::addArmInertia(f32 player_yaw)
+{
+       m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+               -100.0f, 100.0f) / 0.016f) * 0.01f;
+       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
+       f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
+       f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
 
        if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
                /*
-                  the arm moves when the camera moves fast enough.
+                   The arm moves relative to the camera speed,
+                   with an acceleration factor.
                */
 
                if (m_cam_vel.X > 1.0f) {
-                       m_timer.X = frametime;
-
                        if (m_cam_vel.X > m_cam_vel_old.X)
                                m_cam_vel_old.X = m_cam_vel.X;
 
-                       if (m_last_cam_pos.X > player_yaw)
-                               // right
-                               m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
-                       else
-                               // left
-                               m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
+                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
+                       m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
 
                        if (m_last_cam_pos.X != player_yaw)
                                m_last_cam_pos.X = player_yaw;
 
-                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
+                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
+                               WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
                }
 
                if (m_cam_vel.Y > 1.0f) {
-                       m_timer.Y = frametime;
-
                        if (m_cam_vel.Y > m_cam_vel_old.Y)
                                m_cam_vel_old.Y = m_cam_vel.Y;
 
-                       if (m_last_cam_pos.Y > m_camera_direction.Y)
-                               // down
-                               m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
-                       else
-                               // up
-                               m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
+                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
+                       m_wieldmesh_offset.Y +=
+                               m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
 
                        if (m_last_cam_pos.Y != m_camera_direction.Y)
                                m_last_cam_pos.Y = m_camera_direction.Y;
 
-                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
+                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
+                               WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
                }
+
+               m_arm_dir = dir(m_wieldmesh_offset);
        } else {
                /*
-                  the arm now gets back to its default position when the camera stops.
+                   Now the arm gets back to its default position when the camera stops,
+                   following a vector, with a smooth deceleration factor.
                */
 
-               if (floor(m_wieldmesh_offset.X) == 55.0f) {
+               f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
+
+               f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
+                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
+
+               if (gap_X < 0.1f)
                        m_cam_vel_old.X = 0.0f;
-                       m_wieldmesh_offset.X = 55.0f;
-               }
 
-               if (m_wieldmesh_offset.X > 55.0f)
-                       m_wieldmesh_offset.X -= (0.05f + frametime) * m_cam_vel_old.X;
-               if (m_wieldmesh_offset.X < 55.0f)
-                       m_wieldmesh_offset.X += (0.05f + frametime) * m_cam_vel_old.X;
+               m_wieldmesh_offset.X -=
+                       m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
 
-               if (floor(m_wieldmesh_offset.Y) == -35.0f) {
+               if (gap_Y < 0.1f)
                        m_cam_vel_old.Y = 0.0f;
-                       m_wieldmesh_offset.Y = -35.0f;
-               }
 
-               if (m_wieldmesh_offset.Y > -35.0f)
-                       m_wieldmesh_offset.Y -= (0.05f + frametime) * m_cam_vel_old.Y;
-               if (m_wieldmesh_offset.Y < -35.0f)
-                       m_wieldmesh_offset.Y += (0.05f + frametime) * m_cam_vel_old.Y;
+               m_wieldmesh_offset.Y -=
+                       m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
-               f32 tool_reload_ratio, ClientEnvironment &c_env)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
 {
        // Get player position
        // Smooth the movement when walking up stairs
@@ -405,19 +407,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
                // Calculate new position
                bool abort = false;
-               for (int i = BS; i <= BS*2.75; 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;
+               for (int i = BS; i <= BS * 2.75; 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)
-                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
+                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
 
                        // Prevent camera positioned inside nodes
                        INodeDefManager *nodemgr = m_client->ndef();
-                       MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
+                       MapNode n = m_client->getEnv().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;
@@ -469,7 +471,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_cameranode->setFOV(m_fov_y);
 
        if (m_arm_inertia)
-               addArmInertia(player->getYaw(), frametime);
+               addArmInertia(player->getYaw());
 
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
@@ -523,7 +525,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        // If the player is walking, swimming, or climbing,
        // view bobbing is enabled and free_move is off,
        // start (or continue) the view bobbing animation.
-       v3f speed = player->getSpeed();
+       const v3f &speed = player->getSpeed();
        const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
        const bool movement_Y = fabs(speed.Y) > BS;
 
@@ -614,33 +616,36 @@ void Camera::drawNametags()
                        // shadow can remain.
                        continue;
                }
-               v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
+               v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
                f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
                trans.multiplyWith1x4Matrix(transformed_pos);
                if (transformed_pos[3] > 0) {
-                       std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
+                       std::wstring nametag_colorless =
+                               unescape_translate(utf8_to_wide(nametag->nametag_text));
                        core::dimension2d<u32> textsize =
                                g_fontengine->getFont()->getDimension(
-                               utf8_to_wide(nametag_colorless).c_str());
+                               nametag_colorless.c_str());
                        f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
                                core::reciprocal(transformed_pos[3]);
-                       v2u32 screensize = m_driver->getScreenSize();
+                       v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
                        v2s32 screen_pos;
                        screen_pos.X = screensize.X *
                                (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
                        screen_pos.Y = screensize.Y *
                                (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
                        core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
-                       g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
-                                       size + screen_pos, nametag->nametag_color);
+                       g_fontengine->getFont()->draw(
+                               translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
+                               size + screen_pos, nametag->nametag_color);
                }
        }
 }
 
 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
-               std::string nametag_text, video::SColor nametag_color)
+               const std::string &nametag_text, video::SColor nametag_color,
+               const v3f &pos)
 {
-       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
+       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
        m_nametags.push_back(nametag);
        return nametag;
 }