]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
Create a separate scene manager for the wielded tool. This fixes the glitchyness...
[dragonfireclient.git] / src / camera.cpp
index aae36c51290315773f9037ae30871db608f0c5f0..56028da4027ea0c5a2cecf68bc21225c1333ce26 100644 (file)
@@ -23,15 +23,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h" // for g_settings
 #include "map.h"
 #include "player.h"
+#include "tile.h"
 #include <cmath>
 
-const s32 BOBFRAMES = 0x1000000; // must be a power of two
-
 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_smgr(smgr),
        m_playernode(NULL),
        m_headnode(NULL),
        m_cameranode(NULL),
+
+       m_wieldmgr(NULL),
+       m_wieldnode(NULL),
+
        m_draw_control(draw_control),
        m_viewing_range_min(5.0),
        m_viewing_range_max(5.0),
@@ -53,7 +56,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
 
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
-       m_view_bobbing_speed(0)
+       m_view_bobbing_speed(0),
+
+       m_digging_anim(0),
+       m_digging_button(-1)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -63,14 +69,20 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_headnode = smgr->addEmptySceneNode(m_playernode);
        m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
        m_cameranode->bindTargetAndRotation(true);
-       m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
-       //m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
+
+       // This needs to be in its own scene manager. It is drawn after
+       // all other 3D scene nodes and before the GUI.
+       m_wieldmgr = smgr->createNewSceneManager();
+       m_wieldmgr->addCameraSceneNode();
+       m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
 
        updateSettings();
 }
 
 Camera::~Camera()
 {
+       m_wieldmgr->drop();
+       m_wieldnode->drop();
 }
 
 bool Camera::successfullyCreated(std::wstring& error_message)
@@ -90,24 +102,59 @@ bool Camera::successfullyCreated(std::wstring& error_message)
                error_message = L"Failed to create the camera scene node";
                return false;
        }
+       if (m_wieldmgr == NULL)
+       {
+               error_message = L"Failed to create the wielded item scene manager";
+               return false;
+       }
+       if (m_wieldnode == NULL)
+       {
+               error_message = L"Failed to create the wielded item scene node";
+               return false;
+       }
        return true;
 }
 
+// Returns the fractional part of x
+inline f32 my_modf(f32 x)
+{
+       double dummy;
+       return modf(x, &dummy);
+}
+
 void Camera::step(f32 dtime)
 {
        if (m_view_bobbing_state != 0)
        {
-               s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
+               f32 offset = dtime * m_view_bobbing_speed * 0.035;
                if (m_view_bobbing_state == 2)
                {
                        // Animation is getting turned off
-                       s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
-                       if (subanim < BOBFRAMES/4)
-                               offset = -1 *  MYMIN(offset, subanim);
+                       if (m_view_bobbing_anim < 0.5)
+                               m_view_bobbing_anim -= offset;
                        else
-                               offset = MYMIN(offset, BOBFRAMES/2 - subanim);
+                               m_view_bobbing_anim += offset;
+                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+               }
+               else
+               {
+                       m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+               }
+       }
+
+       if (m_digging_button != -1)
+       {
+               f32 offset = dtime * 3.5;
+               m_digging_anim += offset;
+               if (m_digging_anim >= 1)
+               {
+                       m_digging_anim = 0;
+                       m_digging_button = -1;
                }
-               m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
        }
 }
 
@@ -119,8 +166,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        m_playernode->updateAbsolutePosition();
 
        // Set head node transformation
-       v3f eye_offset = player->getEyePosition() - player->getPosition();
-       m_headnode->setPosition(eye_offset);
+       m_headnode->setPosition(player->getEyeOffset());
        m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
        m_headnode->updateAbsolutePosition();
 
@@ -129,11 +175,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
-       if (bobframe != 0)
+       if (m_view_bobbing_anim != 0)
        {
-               f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
-               f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
+               f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
+               f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
 
                #if 1
                f32 bobknob = 1.2;
@@ -164,17 +209,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
 
        // Compute absolute camera position and target
        m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
-       m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
-       m_camera_direction -= m_camera_position;
+       m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
 
        v3f abs_cam_up;
-       m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
-       abs_cam_up -= m_camera_position;
+       m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
 
        // Set camera node transformation
        m_cameranode->setPosition(m_camera_position);
        m_cameranode->setUpVector(abs_cam_up);
-       m_cameranode->setTarget(m_camera_position + m_camera_direction);
+       // *100.0 helps in large map coordinates
+       m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
 
        // FOV and and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
@@ -185,6 +229,27 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        // Some more allowance that m_viewing_range_max * BS because of active objects etc.
        m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
 
+       // Position the wielded item
+       v3f wield_position = v3f(45, -35, 65);
+       v3f wield_rotation = v3f(90, -90, -90);
+       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;
+
+               // Euler angles are PURE EVIL, so why not use quaternions?
+               core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
+               core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
+               core::quaternion quat_slerp;
+               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+               quat_slerp.toEuler(wield_rotation);
+               wield_rotation *= core::RADTODEG;
+       }
+       m_wieldnode->setPosition(wield_position);
+       m_wieldnode->setRotation(wield_rotation);
+
        // Render distance feedback loop
        updateViewingRange(frametime);
 
@@ -205,12 +270,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        {
                // Stop animation
                m_view_bobbing_state = 2;
-               m_view_bobbing_speed = 100;
-       }
-       else if (m_view_bobbing_state == 2 && bobframe == 0)
-       {
-               // Stop animation completed
-               m_view_bobbing_state = 0;
+               m_view_bobbing_speed = 60;
        }
 }
 
@@ -343,24 +403,58 @@ void Camera::updateSettings()
        m_wanted_frametime = 1.0 / wanted_fps;
 }
 
-void Camera::wield(InventoryItem* item)
+void Camera::wield(const InventoryItem* item)
 {
        if (item != NULL)
        {
-               dstream << "wield item: " << item->getName() << std::endl;
-               m_wieldnode->setSprite(item->getImageRaw());
+               bool isCube = false;
+
+               // Try to make a MaterialItem cube.
+               if (std::string(item->getName()) == "MaterialItem")
+               {
+                       // A block-type material
+                       MaterialItem* mat_item = (MaterialItem*) item;
+                       content_t content = mat_item->getMaterial();
+                       if (content_features(content).solidness || content_features(content).visual_solidness)
+                       {
+                               m_wieldnode->setCube(content_features(content).tiles);
+                               m_wieldnode->setScale(v3f(30));
+                               isCube = true;
+                       }
+               }
+
+               // If that failed, make an extruded sprite.
+               if (!isCube)
+               {
+                       m_wieldnode->setSprite(item->getImageRaw());
+                       m_wieldnode->setScale(v3f(40));
+               }
+
                m_wieldnode->setVisible(true);
        }
        else
        {
-               dstream << "wield item: none" << std::endl;
+               // Bare hands
                m_wieldnode->setVisible(false);
        }
 }
 
-void Camera::setDigging(bool digging)
+void Camera::setDigging(s32 button)
+{
+       if (m_digging_button == -1)
+               m_digging_button = button;
+}
+
+void Camera::drawWieldedTool()
 {
-       // TODO
+       m_wieldmgr->getVideoDriver()->clearZBuffer();
+
+       scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
+       cam->setAspectRatio(m_cameranode->getAspectRatio());
+       cam->setFOV(m_cameranode->getFOV());
+       cam->setNearValue(0.1);
+       cam->setFarValue(100);
+       m_wieldmgr->drawAll();
 }
 
 
@@ -427,23 +521,29 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
        m_is_cube = false;
 }
 
-void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
+void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
 {
-       if (texture == NULL)
-       {
-               m_meshnode->setVisible(false);
-               return;
-       }
-
        if (m_cubemesh == NULL)
-               m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
+               m_cubemesh = createCubeMesh();
 
        m_meshnode->setMesh(m_cubemesh);
        m_meshnode->setScale(v3f(1));
-       m_meshnode->getMaterial(0).setTexture(0, texture);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       for (int i = 0; i < 6; ++i)
+       {
+               // Get the tile texture and atlas transformation
+               video::ITexture* atlas = tiles[i].texture.atlas;
+               v2f pos = tiles[i].texture.pos;
+               v2f size = tiles[i].texture.size;
+
+               // Set material flags and texture
+               video::SMaterial& material = m_meshnode->getMaterial(i);
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               tiles[i].applyMaterialOptions(material);
+               material.setTexture(0, atlas);
+               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
+               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+       }
        m_meshnode->setVisible(true);
        m_is_cube = true;
 }
@@ -500,13 +600,13 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
                video::S3DVertex vertices[8] =
                {
                        video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-                       video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
-                       video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
-                       video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-                       video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
-                       video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
-                       video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
-                       video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
+                       video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
+                       video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
+                       video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
+                       video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
+                       video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
+                       video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
+                       video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
                };
                u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
                buf->append(vertices, 8, indices, 12);
@@ -557,8 +657,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
                                {
                                        video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
                                        video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
+                                       video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
+                                       video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
                                };
                                u16 indices[6] = {0,1,2,2,3,0};
                                buf->append(vertices, 4, indices, 6);
@@ -578,8 +678,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
                                video::S3DVertex vertices[8] =
                                {
                                        video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
+                                       video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
+                                       video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
                                        video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
                                };
                                u16 indices[6] = {0,1,2,2,3,0};
@@ -608,8 +708,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
                                video::S3DVertex vertices[8] =
                                {
                                        video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
+                                       video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
+                                       video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
                                        video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
                                };
                                u16 indices[6] = {0,1,2,2,3,0};
@@ -631,8 +731,8 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
                                {
                                        video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
                                        video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
+                                       video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
+                                       video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
                                };
                                u16 indices[6] = {0,1,2,2,3,0};
                                buf->append(vertices, 4, indices, 6);
@@ -643,6 +743,7 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height
 
        // Add to mesh
        scene::SMesh* mesh = new scene::SMesh();
+       buf->recalculateBoundingBox();
        mesh->addMeshBuffer(buf);
        buf->drop();
        mesh->recalculateBoundingBox();
@@ -690,3 +791,54 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
        return mesh;
 }
 
+scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
+{
+       video::SColor c(255,255,255,255);
+       video::S3DVertex vertices[24] =
+       {
+               // Up
+               video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
+               video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
+               video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
+               video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
+               // Down
+               video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
+               video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
+               video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
+               video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
+               // Right
+               video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
+               video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
+               video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
+               video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
+               // Left
+               video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
+               video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
+               video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
+               video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
+               // Back
+               video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
+               video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
+               video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
+               video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
+               // Front
+               video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
+               video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
+               video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
+               video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
+       };
+
+       u16 indices[6] = {0,1,2,2,3,0};
+
+       scene::SMesh* mesh = new scene::SMesh();
+       for (u32 i=0; i<6; ++i)
+       {
+               scene::IMeshBuffer* buf = new scene::SMeshBuffer();
+               buf->append(vertices + 4 * i, 4, indices, 6);
+               buf->recalculateBoundingBox();
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+       }
+       mesh->recalculateBoundingBox();
+       return mesh;
+}