]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Fix some "Conditional jump or move depends on uninitialised value(s)" valgrind detections
[minetest.git] / src / camera.cpp
index 4b0f968a42e45fcd51e419428388b68521fb65fd..634a7cc9f7f63eb5ab3023e454a11a9ca1e071ba 100644 (file)
@@ -25,13 +25,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "player.h"
 #include "tile.h"
 #include <cmath>
+#include <SAnimatedMesh.h>
+#include "settings.h"
 
 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),
@@ -66,13 +71,20 @@ 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(m_headnode, smgr);
+
+       // 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)
@@ -92,6 +104,11 @@ 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";
@@ -111,9 +128,11 @@ void Camera::step(f32 dtime)
 {
        if (m_view_bobbing_state != 0)
        {
-               f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               f32 offset = dtime * m_view_bobbing_speed * 0.030;
                if (m_view_bobbing_state == 2)
                {
+#if 0
                        // Animation is getting turned off
                        if (m_view_bobbing_anim < 0.5)
                                m_view_bobbing_anim -= offset;
@@ -124,6 +143,29 @@ void Camera::step(f32 dtime)
                                m_view_bobbing_anim = 0;
                                m_view_bobbing_state = 0;
                        }
+#endif
+#if 1
+                       // Animation is getting turned off
+                       if(m_view_bobbing_anim < 0.25){
+                               m_view_bobbing_anim -= offset;
+                       } else if(m_view_bobbing_anim > 0.75){
+                               m_view_bobbing_anim += offset;
+                       } if(m_view_bobbing_anim < 0.5){
+                               m_view_bobbing_anim += offset;
+                               if(m_view_bobbing_anim > 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       } else {
+                               m_view_bobbing_anim -= offset;
+                               if(m_view_bobbing_anim < 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       }
+                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
                }
                else
                {
@@ -168,15 +210,25 @@ 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);
 
                v3f bobvec = v3f(
-                       bobdir * sin(bobfrac * PI),
-                       0.8 * bobtmp * bobtmp,
+                       0.3 * bobdir * sin(bobfrac * PI),
+                       -0.28 * bobtmp * bobtmp,
                        0.);
 
-               rel_cam_pos += 0.03 * bobvec;
-               rel_cam_target += 0.045 * bobvec;
-               rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
+               //rel_cam_pos += 0.2 * bobvec;
+               //rel_cam_target += 0.03 * bobvec;
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               float f = 1.0;
+               f *= g_settings->getFloat("view_bobbing_amount");
+               rel_cam_pos += bobvec * f;
+               //rel_cam_target += 0.995 * bobvec * f;
+               rel_cam_target += bobvec * f;
+               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);
                #else
                f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
                f32 angle_rad = angle_deg * PI / 180;
@@ -215,25 +267,31 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
 
        // Position the wielded item
-       v3f wield_position = v3f(1.3, -1.1, 2);
-       v3f wield_rotation = v3f(90, -90, -90);
+       v3f wield_position = v3f(45, -35, 65);
+       v3f wield_rotation = v3f(-100, 110, -100);
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
-               wield_position.X -= sin(pow(digfrac, 0.8) * PI);
-               wield_position.Y += 0.5 * sin(digfrac * 2 * PI);
-               wield_position.Z += 0.2 * digfrac;
+               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_end(v3f(90, -10, -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;
        }
+       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;
+       }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
+       m_wieldnode->updateLight(player->light);
 
        // Render distance feedback loop
        updateViewingRange(frametime);
@@ -244,8 +302,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f speed = player->getSpeed();
        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("view_bobbing") == true) &&
+               (g_settings->getBool("free_move") == false))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -372,18 +430,18 @@ void Camera::updateViewingRange(f32 frametime_in)
 
 void Camera::updateSettings()
 {
-       m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
+       m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
        m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
 
-       m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
+       m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
        m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
 
-       f32 fov_degrees = g_settings.getFloat("fov");
+       f32 fov_degrees = g_settings->getFloat("fov");
        fov_degrees = MYMAX(fov_degrees, 10.0);
        fov_degrees = MYMIN(fov_degrees, 170.0);
        m_fov_y = fov_degrees * PI / 180.0;
 
-       f32 wanted_fps = g_settings.getFloat("wanted_fps");
+       f32 wanted_fps = g_settings->getFloat("wanted_fps");
        wanted_fps = MYMAX(wanted_fps, 1.0);
        m_wanted_frametime = 1.0 / wanted_fps;
 }
@@ -403,7 +461,7 @@ void Camera::wield(const InventoryItem* item)
                        if (content_features(content).solidness || content_features(content).visual_solidness)
                        {
                                m_wieldnode->setCube(content_features(content).tiles);
-                               m_wieldnode->setScale(v3f(0.9));
+                               m_wieldnode->setScale(v3f(30));
                                isCube = true;
                        }
                }
@@ -412,7 +470,7 @@ void Camera::wield(const InventoryItem* item)
                if (!isCube)
                {
                        m_wieldnode->setSprite(item->getImageRaw());
-                       m_wieldnode->setScale(v3f(1.2));
+                       m_wieldnode->setScale(v3f(40));
                }
 
                m_wieldnode->setVisible(true);
@@ -430,6 +488,18 @@ void Camera::setDigging(s32 button)
                m_digging_button = button;
 }
 
+void Camera::drawWieldedTool()
+{
+       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();
+}
+
 
 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
        scene::ISceneNode* parent,
@@ -445,6 +515,7 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
        m_thickness = 0.1;
        m_cubemesh = NULL;
        m_is_cube = false;
+       m_light = LIGHT_MAX;
 }
 
 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
@@ -492,6 +563,7 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
        m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
        m_meshnode->setVisible(true);
        m_is_cube = false;
+       updateLight(m_light);
 }
 
 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
@@ -519,6 +591,18 @@ void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
        }
        m_meshnode->setVisible(true);
        m_is_cube = true;
+       updateLight(m_light);
+}
+
+void ExtrudedSpriteSceneNode::updateLight(u8 light)
+{
+       m_light = light;
+
+       u8 li = decode_light(light);
+       // Set brightness one lower than incoming light
+       diminish_light(li);
+       video::SColor color(255,li,li,li);
+       setMeshVerticesColor(m_meshnode->getMesh(), color);
 }
 
 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)