#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),
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;
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)
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);
}
}
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();
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;
// 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;
// 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);
{
// 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;
}
}
// A block-type material
MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial();
- if (content_features(content).solidness)
+ 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 (!isCube)
{
m_wieldnode->setSprite(item->getImageRaw());
+ m_wieldnode->setScale(v3f(40));
}
m_wieldnode->setVisible(true);
else
{
// Bare hands
- dstream << "bare hands" << std::endl;
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();
}
for (int i = 0; i < 6; ++i)
{
// Get the tile texture and atlas transformation
- u32 texture_id = tiles[i].texture.id;
- video::ITexture* atlas = NULL;
- v2f pos(0,0);
- v2f size(1,1);
- if (g_texturesource)
- {
- AtlasPointer ap = g_texturesource->getTexture(texture_id);
- atlas = ap.atlas;
- pos = ap.pos;
- size = ap.size;
- }
+ 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);
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),
+ 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),