/*
-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 "client.h"
#include "main.h" // for g_settings
#include "map.h"
+#include "clientmap.h" // MapDrawControl
+#include "mesh.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):
+#include "settings.h"
+#include "itemdef.h" // For wield visualization
+#include "noise.h" // easeCurve
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
+#include "profiler.h"
+#include "util/numeric.h"
+#include "util/mathconstants.h"
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ IGameDef *gamedef):
m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
+
+ m_wieldmgr(NULL),
+ m_wieldnode(NULL),
+ m_wieldlight(0),
+
m_draw_control(draw_control),
- m_viewing_range_min(5.0),
- m_viewing_range_max(5.0),
+ m_gamedef(gamedef),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
m_fov_x(1.0),
m_fov_y(1.0),
- m_wanted_frametime(0.0),
- m_added_frametime(0),
+ m_added_busytime(0),
m_added_frames(0),
m_range_old(0),
- m_frametime_old(0),
+ m_busytime_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_view_bobbing_speed(0),
+ m_view_bobbing_fall(0),
+
+ m_digging_anim(0),
+ m_digging_button(-1),
+ m_dummymesh(createCubeMesh(v3f(1,1,1))),
+
+ m_wield_change_timer(0.125),
+ m_wield_mesh_next(NULL),
+ m_previous_playeritem(-1),
+ m_previous_itemname("")
{
//dstream<<__FUNCTION_NAME<<std::endl;
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
- updateSettings();
+ // 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 = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
}
Camera::~Camera()
{
+ m_wieldmgr->drop();
+
+ delete m_dummymesh;
}
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_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;
+ if(m_wield_change_timer < 0.125)
+ m_wield_change_timer += dtime;
+ if(m_wield_change_timer > 0.125)
+ m_wield_change_timer = 0.125;
+
+ if(m_wield_change_timer >= 0 && was_under_zero) {
+ if(m_wield_mesh_next) {
+ m_wieldnode->setMesh(m_wield_mesh_next);
+ m_wieldnode->setVisible(true);
+ } else {
+ m_wieldnode->setVisible(false);
+ }
+ m_wield_mesh_next = NULL;
+ }
+
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;
+ f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2)
{
+#if 0
// 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;
+ }
+#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
+ {
+ 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_gamedef->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_gamedef->event()->put(e);
+ } else if(m_digging_button == 1){
+ MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+ m_gamedef->event()->put(e);
+ }
}
- m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
}
}
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
+ v2u32 screensize, f32 tool_reload_ratio)
{
+ // 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)
+ {
+ 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 *= g_settings->getFloat("fall_bobbing_amount");
+ }
+
// Set head node transformation
- v3f eye_offset = player->getEyePosition() - player->getPosition();
- m_headnode->setPosition(eye_offset);
- m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+ m_headnode->setPosition(player->getEyeOffset()+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);
- 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;
- f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
+ f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
+ //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
v3f bobvec = v3f(
- bobdir * sin(bobfrac * PI),
- 0.8 * bobtmp * bobtmp,
+ 0.3 * bobdir * sin(bobfrac * M_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 * M_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 * 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),
// 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
+ // Get FOV setting
+ f32 fov_degrees = g_settings->getFloat("fov");
+ fov_degrees = MYMAX(fov_degrees, 10.0);
+ fov_degrees = MYMIN(fov_degrees, 170.0);
+
+ // FOV 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_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);
+
+ // Position the wielded item
+ //v3f wield_position = v3f(45, -35, 65);
+ v3f wield_position = v3f(55, -35, 65);
+ //v3f wield_rotation = v3f(-100, 120, -100);
+ v3f wield_rotation = v3f(-100, 120, -100);
+ if(m_wield_change_timer < 0)
+ wield_position.Y -= 40 + m_wield_change_timer*320;
+ else
+ wield_position.Y -= 40 - m_wield_change_timer*320;
+ 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 -= 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(80, 30, 100) * core::DEGTORAD);
+ core::quaternion quat_slerp;
+ quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
+ quat_slerp.toEuler(wield_rotation);
+ wield_rotation *= core::RADTODEG;
+ }
+ else {
+ f32 bobfrac = my_modf(m_view_bobbing_anim);
+ 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_wieldlight = player->light;
// Render distance feedback loop
- updateViewingRange(frametime);
+ updateViewingRange(frametime, busytime);
// If the player seems to be walking on solid ground,
// view bobbing is enabled and free_move is off,
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 ||
+ !m_gamedef->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;
{
// 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;
}
}
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
{
if (m_draw_control.range_all)
return;
- m_added_frametime += frametime_in;
+ m_added_busytime += busytime_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;
+ m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
/*dstream<<__FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
- <<m_added_frametime<<"s."<<std::endl;
+ <<m_added_busytime<<"s."<<std::endl;
dstream<<"m_draw_control.blocks_drawn="
<<m_draw_control.blocks_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 = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+ // Get current viewing range and FPS settings
+ f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+ viewing_range_min = MYMAX(15.0, viewing_range_min);
+
+ f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+ viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+
+ // Immediately apply hard limits
+ if(m_draw_control.wanted_range < viewing_range_min)
+ m_draw_control.wanted_range = viewing_range_min;
+ if(m_draw_control.wanted_range > viewing_range_max)
+ m_draw_control.wanted_range = viewing_range_max;
+
+ // Just so big a value that everything rendered is visible
+ // Some more allowance than viewing_range_max * BS because of clouds,
+ // active objects, etc.
+ if(viewing_range_max < 200*BS)
+ m_cameranode->setFarValue(200 * BS * 10);
+ else
+ m_cameranode->setFarValue(viewing_range_max * BS * 10);
+
+ f32 wanted_fps = g_settings->getFloat("wanted_fps");
+ wanted_fps = MYMAX(wanted_fps, 1.0);
+ f32 wanted_frametime = 1.0 / wanted_fps;
+
+ m_draw_control.wanted_min_range = 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;
// 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;
+ f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
- m_added_frametime = 0.0;
+ m_added_busytime = 0.0;
m_added_frames = 0;
- f32 wanted_frametime_change = m_wanted_frametime - frametime;
+ f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
+ g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
// If needed frametime change is small, just return
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+ // This value was 0.4 for many months until 2011-10-18 by c55;
+ if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
f32 new_range = range;
f32 d_range = range - m_range_old;
- f32 d_frametime = frametime - m_frametime_old;
+ f32 d_busytime = busytime_in - m_busytime_old;
if (d_range != 0)
{
- m_time_per_range = d_frametime / d_range;
+ m_time_per_range = d_busytime / d_range;
}
+ //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
+ g_profiler->avg("time_per_range", m_time_per_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 low value can cause oscillation in very nonlinear time/range curves.
// 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;
+ //f32 min_time_per_range = 0.0010; // Up to 0.4.7
+ f32 min_time_per_range = 0.0005;
if(m_time_per_range < min_time_per_range)
{
m_time_per_range = min_time_per_range;
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);
+ new_range = MYMAX(new_range, viewing_range_min);
+ new_range = MYMIN(new_range, 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 = m_draw_control.wanted_range;
+ m_busytime_old = busytime_in;
- m_range_old = new_range;
- m_frametime_old = frametime;
+ m_draw_control.wanted_range = new_range;
}
-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;
+ if (m_digging_button == -1)
+ m_digging_button = button;
+}
- f32 wanted_fps = g_settings.getFloat("wanted_fps");
- wanted_fps = MYMAX(wanted_fps, 1.0);
- m_wanted_frametime = 1.0 / wanted_fps;
+void Camera::wield(const ItemStack &item, u16 playeritem)
+{
+ IItemDefManager *idef = m_gamedef->idef();
+ std::string itemname = item.getDefinition(idef).name;
+ m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
+ if(playeritem != m_previous_playeritem &&
+ !(m_previous_itemname == "" && itemname == "")) {
+ m_previous_playeritem = playeritem;
+ m_previous_itemname = itemname;
+ if(m_wield_change_timer >= 0.125)
+ m_wield_change_timer = -0.125;
+ else if(m_wield_change_timer > 0) {
+ m_wield_change_timer = -m_wield_change_timer;
+ }
+ } else {
+ if(m_wield_mesh_next) {
+ m_wieldnode->setMesh(m_wield_mesh_next);
+ m_wieldnode->setVisible(true);
+ } else {
+ m_wieldnode->setVisible(false);
+ }
+ m_wield_mesh_next = NULL;
+ if(m_previous_itemname != itemname) {
+ m_previous_itemname = itemname;
+ m_wield_change_timer = 0;
+ }
+ else
+ m_wield_change_timer = 0.125;
+ }
}
+void Camera::drawWieldedTool()
+{
+ // Set vertex colors of wield mesh according to light level
+ u8 li = m_wieldlight;
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_wieldnode->getMesh(), color);
+
+ // Clear Z buffer
+ 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(72.0*M_PI/180.0);
+ cam->setNearValue(0.1);
+ cam->setFarValue(100);
+ m_wieldmgr->drawAll();
+}