]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Minimal: Add snow biome and jungleleaves nodes. Add mapgen aliases
[minetest.git] / src / camera.cpp
index 14ad99b30909f98f6bee58c007877950118f6b49..ca28555d2e15daee9ff0484266bed0a2183d3801 100644 (file)
@@ -20,14 +20,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "camera.h"
 #include "debug.h"
 #include "client.h"
-#include "main.h" // for g_settings
 #include "map.h"
-#include "clientmap.h" // MapDrawControl
+#include "clientmap.h"     // MapDrawControl
 #include "player.h"
 #include <cmath>
 #include "settings.h"
 #include "wieldmesh.h"
-#include "noise.h" // easeCurve
+#include "noise.h"         // easeCurve
 #include "gamedef.h"
 #include "sound.h"
 #include "event.h"
@@ -119,34 +118,22 @@ Camera::~Camera()
        m_wieldmgr->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_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 (!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();
        }
-       return true;
+       return error_message.empty();
 }
 
 // Returns the fractional part of x
@@ -270,7 +257,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        {
                f32 oldy = old_player_position.Y;
                f32 newy = player_position.Y;
-               f32 t = exp(-10*frametime);
+               f32 t = exp(-23*frametime);
                player_position.Y = oldy * t + newy * (1-t);
        }
 
@@ -307,7 +294,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                PlayerEyeOffset += player->eye_offset_first;
        else
                PlayerEyeOffset += player->eye_offset_third;
-       
+
        // Set head node transformation
        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));
@@ -369,7 +356,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // 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)
        {
@@ -380,7 +367,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
                // Calculate new position
                bool abort = false;
-               for (int i = BS; i <= BS*2; i++)
+               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;
@@ -413,7 +400,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                        (((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(my_cp-intToFloat(m_camera_offset, BS));
        m_cameranode->setUpVector(abs_cam_up);
@@ -466,7 +453,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                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);
@@ -491,15 +478,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        // Render distance feedback loop
        updateViewingRange(frametime, busytime);
 
-       // 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) &&
-               (m_cache_view_bobbing == true) &&
-               (g_settings->getBool("free_move") == false ||
-                               !m_gamedef->checkLocalPrivilege("fly")))
+       const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
+       const bool movement_Y = abs(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) &&
+                       m_cache_view_bobbing &&
+                       (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -542,7 +533,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
 
        f32 viewing_range_max = g_settings->getFloat("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;
@@ -639,7 +630,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
        }
 
        new_range += wanted_range_change;
-       
+
        //f32 new_range_unclamped = new_range;
        new_range = MYMAX(new_range, viewing_range_min);
        new_range = MYMIN(new_range, viewing_range_max);