/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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.
*/
#include "camera.h"
#include "debug.h"
#include "client.h"
-#include "main.h" // for g_settings
#include "map.h"
-#include "mesh.h"
+#include "clientmap.h" // MapDrawControl
#include "player.h"
-#include "tile.h"
#include <cmath>
+#include "client/renderingengine.h"
#include "settings.h"
-#include "nodedef.h" // For wield visualization
-
-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),
-
+#include "wieldmesh.h"
+#include "noise.h" // easeCurve
+#include "sound.h"
+#include "event.h"
+#include "profiler.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
+
+Camera::Camera(MapDrawControl &draw_control, Client *client):
m_draw_control(draw_control),
- m_viewing_range_min(5.0),
- m_viewing_range_max(5.0),
-
- m_camera_position(0,0,0),
- m_camera_direction(0,0,0),
-
- m_aspect(1.0),
- m_fov_x(1.0),
- m_fov_y(1.0),
-
- m_wanted_frametime(0.0),
- m_added_frametime(0),
- m_added_frames(0),
- m_range_old(0),
- m_frametime_old(0),
- m_frametime_counter(0),
- m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
-
- m_view_bobbing_anim(0),
- m_view_bobbing_state(0),
- m_view_bobbing_speed(0),
-
- m_digging_anim(0),
- m_digging_button(-1)
+ m_client(client)
{
- //dstream<<__FUNCTION_NAME<<std::endl;
-
+ 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());
// 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();
+ m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
+ m_wieldnode->setItem(ItemStack(), m_client);
+ m_wieldnode->drop(); // m_wieldmgr grabbed it
+
+ /* TODO: Add a callback function so these can be updated when a setting
+ * changes. At this point in time it doesn't matter (e.g. /set
+ * is documented to change server settings only)
+ *
+ * TODO: Local caching of settings is not optimal and should at some stage
+ * be updated to use a global settings object for getting thse values
+ * (as opposed to the this local caching). This can be addressed in
+ * a later release.
+ */
+ m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
+ m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
+ m_cache_fov = g_settings->getFloat("fov");
+ m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
+ m_arm_inertia = g_settings->getBool("arm_inertia");
+ m_nametags.clear();
}
Camera::~Camera()
{
m_wieldmgr->drop();
- m_wieldnode->drop();
}
-bool Camera::successfullyCreated(std::wstring& error_message)
+bool Camera::successfullyCreated(std::string &error_message)
{
- if (m_playernode == NULL)
- {
- error_message = L"Failed to create the player scene node";
- return false;
+ if (!m_playernode) {
+ error_message = "Failed to create the player scene node";
+ } else if (!m_headnode) {
+ error_message = "Failed to create the head scene node";
+ } else if (!m_cameranode) {
+ error_message = "Failed to create the camera scene node";
+ } else if (!m_wieldmgr) {
+ error_message = "Failed to create the wielded item scene manager";
+ } else if (!m_wieldnode) {
+ error_message = "Failed to create the wielded item scene node";
+ } else {
+ error_message.clear();
}
- if (m_headnode == NULL)
- {
- error_message = L"Failed to create the head scene node";
- return false;
- }
- if (m_cameranode == NULL)
- {
- 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;
+
+ if (g_settings->getBool("enable_client_modding")) {
+ m_client->getScript()->on_camera_ready(this);
}
- return true;
+ return error_message.empty();
}
// Returns the fractional part of x
void Camera::step(f32 dtime)
{
+ if(m_view_bobbing_fall > 0)
+ {
+ m_view_bobbing_fall -= 3 * dtime;
+ if(m_view_bobbing_fall <= 0)
+ m_view_bobbing_fall = -1; // Mark the effect as finished
+ }
+
+ bool was_under_zero = m_wield_change_timer < 0;
+ m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
+
+ if (m_wield_change_timer >= 0 && was_under_zero)
+ m_wieldnode->setItem(m_wield_item_next, m_client);
+
if (m_view_bobbing_state != 0)
{
//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
+ if (m_view_bobbing_state == 2) {
// Animation is getting turned off
- if (m_view_bobbing_anim < 0.5)
+ if (m_view_bobbing_anim < 0.25) {
m_view_bobbing_anim -= offset;
- else
+ } else if (m_view_bobbing_anim > 0.75) {
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;
}
-#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){
+
+ if (m_view_bobbing_anim < 0.5) {
m_view_bobbing_anim += offset;
- if(m_view_bobbing_anim > 0.5)
+ 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)
+ 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)
- {
+
+ 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
- {
+ else {
+ float was = m_view_bobbing_anim;
m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+ bool step = (was == 0 ||
+ (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
+ (was > 0.5f && m_view_bobbing_anim <= 0.5f));
+ if(step) {
+ MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+ m_client->event()->put(e);
+ }
}
}
if (m_digging_button != -1)
{
f32 offset = dtime * 3.5;
+ float m_digging_anim_was = m_digging_anim;
m_digging_anim += offset;
if (m_digging_anim >= 1)
{
m_digging_anim = 0;
m_digging_button = -1;
}
+ float lim = 0.15;
+ if(m_digging_anim_was < lim && m_digging_anim >= lim)
+ {
+ if(m_digging_button == 0)
+ {
+ MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+ m_client->event()->put(e);
+ } else if(m_digging_button == 1) {
+ MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+ m_client->event()->put(e);
+ }
+ }
+ }
+}
+
+static inline v2f dir(const v2f &pos_dist)
+{
+ 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;
+ }
+
+ if (y_abs >= x_abs) {
+ x *= (1.0f / y_abs);
+ y /= y_abs;
+ }
+
+ 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 relative to the camera speed,
+ with an acceleration factor.
+ */
+
+ if (m_cam_vel.X > 1.0f) {
+ if (m_cam_vel.X > m_cam_vel_old.X)
+ m_cam_vel_old.X = 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,
+ WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
+ }
+
+ if (m_cam_vel.Y > 1.0f) {
+ if (m_cam_vel.Y > m_cam_vel_old.Y)
+ m_cam_vel_old.Y = 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,
+ WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
+ }
+
+ m_arm_dir = dir(m_wieldmesh_offset);
+ } else {
+ /*
+ Now the arm gets back to its default position when the camera stops,
+ following a vector, with a smooth deceleration factor.
+ */
+
+ 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 -=
+ m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
+
+ if (gap_Y < 0.1f)
+ m_cam_vel_old.Y = 0.0f;
+
+ m_wieldmesh_offset.Y -=
+ m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
}
}
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
+ f32 tool_reload_ratio, ClientEnvironment &c_env)
{
+ // Get player position
+ // Smooth the movement when walking up stairs
+ v3f old_player_position = m_playernode->getPosition();
+ v3f player_position = player->getPosition();
+ if (player->isAttached && player->parent)
+ player_position = player->parent->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);
+
+ // Fall bobbing animation
+ float fall_bobbing = 0;
+ if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
+ {
+ if(m_view_bobbing_fall == -1) // Effect took place and has finished
+ player->camera_impact = m_view_bobbing_fall = 0;
+ else if(m_view_bobbing_fall == 0) // Initialize effect
+ m_view_bobbing_fall = 1;
+
+ // Convert 0 -> 1 to 0 -> 1 -> 0
+ fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+ // Smoothen and invert the above
+ fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+ // Amplify according to the intensity of the impact
+ fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+
+ fall_bobbing *= m_cache_fall_bobbing_amount;
+ }
+
+ // Calculate players eye offset for different camera modes
+ v3f PlayerEyeOffset = player->getEyeOffset();
+ if (m_camera_mode == CAMERA_MODE_FIRST)
+ PlayerEyeOffset += player->eye_offset_first;
+ else
+ PlayerEyeOffset += player->eye_offset_third;
+
// Set head node transformation
- m_headnode->setPosition(player->getEyeOffset());
- m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+ m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+ m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
// Compute relative camera position and target
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0)
- {
+ if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
+ m_camera_mode < CAMERA_MODE_THIRD) {
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;
- 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");
+ f *= m_cache_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);
+ 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),
v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
+ // Seperate camera position for calculation
+ v3f my_cp = m_camera_position;
+
+ // Reposition the camera for third person view
+ if (m_camera_mode > CAMERA_MODE_FIRST)
+ {
+ if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ m_camera_direction *= -1;
+
+ my_cp.Y += 2;
+
+ // 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;
+ if (i > 12)
+ 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));
+ const ContentFeatures& features = nodemgr->get(n);
+ 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;
+ abort = true;
+ break;
+ }
+ }
+
+ // If node blocks camera position don't move y to heigh
+ if (abort && my_cp.Y > player_position.Y+BS*2)
+ my_cp.Y = player_position.Y+BS*2;
+ }
+
+ // Update offset if too far away from the center of the map
+ m_camera_offset.X += CAMERA_OFFSET_STEP*
+ (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
+ m_camera_offset.Y += CAMERA_OFFSET_STEP*
+ (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
+ m_camera_offset.Z += CAMERA_OFFSET_STEP*
+ (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
+
// Set camera node transformation
- m_cameranode->setPosition(m_camera_position);
+ m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
m_cameranode->setUpVector(abs_cam_up);
// *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;
- m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+ m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+
+ // update the camera position in front-view mode to render blocks behind player
+ if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ m_camera_position = my_cp;
+
+ // Get FOV
+ f32 fov_degrees;
+ if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
+ fov_degrees = m_cache_zoom_fov;
+ } else {
+ fov_degrees = m_cache_fov;
+ }
+ fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
+
+ // FOV and aspect ratio
+ const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
+ m_aspect = (f32) window_size.X / (f32) window_size.Y;
+ 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)));
+ m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
- // Just so big a value that everything rendered is visible
- // Some more allowance that m_viewing_range_max * BS because of active objects etc.
- m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
+
+ if (m_arm_inertia)
+ addArmInertia(player->getYaw());
// Position the wielded item
- v3f wield_position = v3f(45, -35, 65);
+ //v3f wield_position = v3f(45, -35, 65);
+ v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
+ //v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
+ wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
+ if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
+ {
+ f32 frac = 1.0;
+ if(m_digging_anim > 0.5)
+ frac = 2.0 * (m_digging_anim - 0.5);
+ // This value starts from 1 and settles to 0
+ f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+ //f32 ratiothing2 = pow(ratiothing, 0.5f);
+ f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+ wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+ //wield_position.Z += frac * 5.0 * ratiothing2;
+ wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+ wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+ //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+ //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+ }
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 {
+ } 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);
- m_wieldnode->updateLight(player->light);
- // Render distance feedback loop
- updateViewingRange(frametime);
+ m_wieldnode->setColor(player->light_color);
+
+ // Set render distance
+ updateViewingRange();
- // If the player seems to be walking on solid ground,
+ // 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();
- if ((hypot(speed.X, speed.Z) > BS) &&
- (player->touching_ground) &&
- (g_settings->getBool("view_bobbing") == true) &&
- (g_settings->getBool("free_move") == false))
- {
+ const v3f &speed = player->getSpeed();
+ const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
+ const bool movement_Y = fabs(speed.Y) > BS;
+
+ const bool walking = movement_XZ && player->touching_ground;
+ const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
+ const bool climbing = movement_Y && player->is_climbing;
+ if ((walking || swimming || climbing) &&
+ (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
// Start animation
m_view_bobbing_state = 1;
- m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
+ m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
}
else if (m_view_bobbing_state == 1)
{
}
}
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange()
{
- if (m_draw_control.range_all)
+ f32 viewing_range = g_settings->getFloat("viewing_range");
+ m_draw_control.wanted_range = viewing_range;
+ if (m_draw_control.range_all) {
+ m_cameranode->setFarValue(100000.0);
return;
-
- m_added_frametime += frametime_in;
- m_added_frames += 1;
-
- // Actually this counter kind of sucks because frametime is busytime
- m_frametime_counter -= frametime_in;
- if (m_frametime_counter > 0)
- return;
- m_frametime_counter = 0.2;
-
- /*dstream<<__FUNCTION_NAME
- <<": Collected "<<m_added_frames<<" frames, total of "
- <<m_added_frametime<<"s."<<std::endl;
-
- dstream<<"m_draw_control.blocks_drawn="
- <<m_draw_control.blocks_drawn
- <<", m_draw_control.blocks_would_have_drawn="
- <<m_draw_control.blocks_would_have_drawn
- <<std::endl;*/
-
- m_draw_control.wanted_min_range = m_viewing_range_min;
- m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
- if (m_draw_control.wanted_max_blocks < 10)
- m_draw_control.wanted_max_blocks = 10;
-
- f32 block_draw_ratio = 1.0;
- if (m_draw_control.blocks_would_have_drawn != 0)
- {
- block_draw_ratio = (f32)m_draw_control.blocks_drawn
- / (f32)m_draw_control.blocks_would_have_drawn;
- }
-
- // Calculate the average frametime in the case that all wanted
- // blocks had been drawn
- f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
-
- m_added_frametime = 0.0;
- m_added_frames = 0;
-
- f32 wanted_frametime_change = m_wanted_frametime - frametime;
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-
- // If needed frametime change is small, just return
- // This value was 0.4 for many months until 2011-10-18 by c55;
- // Let's see how this works out.
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
- {
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
- return;
- }
-
- f32 range = m_draw_control.wanted_range;
- f32 new_range = range;
-
- f32 d_range = range - m_range_old;
- f32 d_frametime = frametime - m_frametime_old;
- if (d_range != 0)
- {
- m_time_per_range = d_frametime / d_range;
}
-
- // The minimum allowed calculated frametime-range derivative:
- // Practically this sets the maximum speed of changing the range.
- // The lower this value, the higher the maximum changing speed.
- // A low value here results in wobbly range (0.001)
- // A high value here results in slow changing range (0.0025)
- // SUGG: This could be dynamically adjusted so that when
- // the camera is turning, this is lower
- //f32 min_time_per_range = 0.0015;
- f32 min_time_per_range = 0.0010;
- //f32 min_time_per_range = 0.05 / range;
- if(m_time_per_range < min_time_per_range)
- {
- m_time_per_range = min_time_per_range;
- //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
- }
- else
- {
- //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
- }
-
- f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
- // Dampen the change a bit to kill oscillations
- //wanted_range_change *= 0.9;
- //wanted_range_change *= 0.75;
- wanted_range_change *= 0.5;
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
- // If needed range change is very small, just return
- if(fabs(wanted_range_change) < 0.001)
- {
- //dstream<<"ignoring small wanted_range_change"<<std::endl;
- return;
- }
-
- new_range += wanted_range_change;
-
- //f32 new_range_unclamped = new_range;
- new_range = MYMAX(new_range, m_viewing_range_min);
- new_range = MYMIN(new_range, m_viewing_range_max);
- /*dstream<<"new_range="<<new_range_unclamped
- <<", clamped to "<<new_range<<std::endl;*/
-
- m_draw_control.wanted_range = new_range;
-
- m_range_old = new_range;
- m_frametime_old = frametime;
+ m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
-void Camera::updateSettings()
+void Camera::setDigging(s32 button)
{
- 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 = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
- 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");
- wanted_fps = MYMAX(wanted_fps, 1.0);
- m_wanted_frametime = 1.0 / wanted_fps;
+ if (m_digging_button == -1)
+ m_digging_button = button;
}
-void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item)
{
- //ITextureSource *tsrc = gamedef->tsrc();
- INodeDefManager *ndef = gamedef->ndef();
-
- if (item != NULL)
- {
- 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();
- switch(ndef->get(content).drawtype){
- case NDT_NORMAL:
- case NDT_LIQUID:
- case NDT_FLOWINGLIQUID:
- case NDT_GLASSLIKE:
- case NDT_ALLFACES:
- case NDT_ALLFACES_OPTIONAL:
- m_wieldnode->setCube(ndef->get(content).tiles);
- isCube = true;
- break;
- default:
- break;
- }
- }
-
- // If that failed, make an extruded sprite.
- if (!isCube)
- {
- m_wieldnode->setSprite(item->getImageRaw());
- }
-
- m_wieldnode->setVisible(true);
- }
- else
- {
- // Bare hands
- m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
- m_wieldnode->setVisible(true);
+ if (item.name != m_wield_item_next.name ||
+ item.metadata != m_wield_item_next.metadata) {
+ m_wield_item_next = item;
+ if (m_wield_change_timer > 0)
+ m_wield_change_timer = -m_wield_change_timer;
+ else if (m_wield_change_timer == 0)
+ m_wield_change_timer = -0.001;
}
}
-void Camera::setDigging(s32 button)
-{
- if (m_digging_button == -1)
- m_digging_button = button;
-}
-
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
+ // Clear Z buffer so that the wielded tool stay in front of world geometry
m_wieldmgr->getVideoDriver()->clearZBuffer();
+ // Draw the wielded node (in a separate scene manager)
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,
- scene::ISceneManager* mgr,
- s32 id,
- const v3f& position,
- const v3f& rotation,
- const v3f& scale
-):
- ISceneNode(parent, mgr, id, position, rotation, scale)
-{
- m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
- m_cubemesh = NULL;
- m_is_cube = false;
- m_light = LIGHT_MAX;
-}
-
-ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
-{
- removeChild(m_meshnode);
- if (m_cubemesh)
- m_cubemesh->drop();
-}
-
-void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
-{
- const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
-
- if (texture == NULL)
- {
- m_meshnode->setVisible(false);
- return;
- }
-
- io::path name = getExtrudedName(texture);
- scene::IMeshCache* cache = SceneManager->getMeshCache();
- scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
- if (mesh != NULL)
- {
- // Extruded texture has been found in cache.
- m_meshnode->setMesh(mesh);
- }
- else
+ cam->setFOV(72.0*M_PI/180.0);
+ cam->setNearValue(10);
+ cam->setFarValue(1000);
+ if (translation != NULL)
{
- // Texture was not yet extruded, do it now and save in cache
- mesh = createExtrudedMesh(texture,
- SceneManager->getVideoDriver(),
- sprite_scale);
- if (mesh == NULL)
- {
- dstream << "Warning: failed to extrude sprite" << std::endl;
- m_meshnode->setVisible(false);
- return;
- }
- cache->addMesh(name, mesh);
- m_meshnode->setMesh(mesh);
- mesh->drop();
+ irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+ irr::core::vector3df focusPoint = (cam->getTarget()
+ - cam->getAbsolutePosition()).setLength(1)
+ + cam->getAbsolutePosition();
+
+ irr::core::vector3df camera_pos =
+ (startMatrix * *translation).getTranslation();
+ cam->setPosition(camera_pos);
+ cam->setTarget(focusPoint);
}
-
- 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;
- m_meshnode->setVisible(true);
- m_is_cube = false;
- updateLight(m_light);
+ m_wieldmgr->drawAll();
}
-void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
+void Camera::drawNametags()
{
- const v3f cube_scale(30.0, 30.0, 30.0);
-
- if (m_cubemesh == NULL)
- {
- m_cubemesh = createCubeMesh(cube_scale);
- }
-
- m_meshnode->setMesh(m_cubemesh);
- 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);
+ core::matrix4 trans = m_cameranode->getProjectionMatrix();
+ trans *= m_cameranode->getViewMatrix();
+
+ for (std::list<Nametag *>::const_iterator
+ i = m_nametags.begin();
+ i != m_nametags.end(); ++i) {
+ Nametag *nametag = *i;
+ if (nametag->nametag_color.getAlpha() == 0) {
+ // Enforce hiding nametag,
+ // because if freetype is enabled, a grey
+ // shadow can remain.
+ continue;
+ }
+ 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);
+ core::dimension2d<u32> textsize =
+ g_fontengine->getFont()->getDimension(
+ utf8_to_wide(nametag_colorless).c_str());
+ f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
+ core::reciprocal(transformed_pos[3]);
+ 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);
+ }
}
- 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);
- setMeshColor(m_meshnode->getMesh(), color);
-}
-
-void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
-{
- scene::IMeshCache* cache = SceneManager->getMeshCache();
- scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
- if (mesh != NULL)
- cache->removeMesh(mesh);
-}
-
-const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
-{
- return m_meshnode->getBoundingBox();
-}
-
-void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
-{
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
- ISceneNode::OnRegisterSceneNode();
}
-void ExtrudedSpriteSceneNode::render()
+Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
+ const std::string &nametag_text, video::SColor nametag_color,
+ const v3f &pos)
{
- // do nothing
+ Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
+ m_nametags.push_back(nametag);
+ return nametag;
}
-io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
+void Camera::removeNametag(Nametag *nametag)
{
- io::path path = texture->getName();
- path.append("/[extruded]");
- return path;
+ m_nametags.remove(nametag);
+ delete nametag;
}