#include "camera.h"
#include "debug.h"
#include "client.h"
-#include "main.h" // for g_settings
#include "map.h"
-#include "clientmap.h" // MapDrawControl
-#include "mesh.h"
+#include "clientmap.h" // MapDrawControl
#include "player.h"
-#include "tile.h"
#include <cmath>
#include "settings.h"
-#include "itemdef.h" // For wield visualization
-#include "noise.h" // easeCurve
+#include "wieldmesh.h"
+#include "noise.h" // easeCurve
#include "gamedef.h"
#include "sound.h"
#include "event.h"
m_wieldmgr(NULL),
m_wieldnode(NULL),
- m_wieldlight(0),
m_draw_control(draw_control),
m_gamedef(gamedef),
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("")
+ m_wield_item_next(),
+
+ m_camera_mode(CAMERA_MODE_FIRST)
{
//dstream<<__FUNCTION_NAME<<std::endl;
// 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
+ m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+ m_wieldnode->setItem(ItemStack(), m_gamedef);
+ m_wieldnode->drop(); // m_wieldmgr grabbed it
+ m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
+
+ /* 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_wanted_fps = g_settings->getFloat("wanted_fps");
+ m_cache_fov = g_settings->getFloat("fov");
+ m_cache_view_bobbing = g_settings->getBool("view_bobbing");
}
Camera::~Camera()
{
m_wieldmgr->drop();
-
- delete m_dummymesh;
}
-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
}
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;
- }
+ 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_gamedef);
if (m_view_bobbing_state != 0)
{
#endif
#if 1
// Animation is getting turned off
- if(m_view_bobbing_anim < 0.25){
+ if(m_view_bobbing_anim < 0.25)
+ {
m_view_bobbing_anim -= offset;
- } else if(m_view_bobbing_anim > 0.75){
+ } 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)
m_view_bobbing_anim = 0.5;
bool step = (was == 0 ||
(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
- if(step){
+ if(step)
+ {
MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
m_gamedef->event()->put(e);
}
float lim = 0.15;
if(m_digging_anim_was < lim && m_digging_anim >= lim)
{
- if(m_digging_button == 0){
+ if(m_digging_button == 0)
+ {
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
m_gamedef->event()->put(e);
- } else if(m_digging_button == 1){
+ } else if(m_digging_button == 1) {
MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
m_gamedef->event()->put(e);
}
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
- f32 tool_reload_ratio,
- int current_camera_mode, ClientEnvironment &c_env)
+ f32 tool_reload_ratio, ClientEnvironment &c_env)
{
// Get player position
// Smooth the movement when walking up stairs
// Fall bobbing animation
float fall_bobbing = 0;
- if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
+ 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;
// 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");
+ fall_bobbing *= m_cache_fall_bobbing_amount;
}
// Calculate players eye offset for different camera modes
v3f PlayerEyeOffset = player->getEyeOffset();
- if (current_camera_mode == CAMERA_MODE_FIRST)
+ 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(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
+ if (m_view_bobbing_anim != 0 && 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;
//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");
+ f *= m_cache_view_bobbing_amount;
rel_cam_pos += bobvec * f;
//rel_cam_target += 0.995 * bobvec * f;
rel_cam_target += bobvec * f;
// Seperate camera position for calculation
v3f my_cp = m_camera_position;
-
+
// Reposition the camera for third person view
- if (current_camera_mode > CAMERA_MODE_FIRST) {
-
- if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ 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; 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;
if (i > 12)
INodeDefManager *nodemgr = m_gamedef->ndef();
MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
const ContentFeatures& features = nodemgr->get(n);
- if(features.walkable) {
+ 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;
(((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);
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 (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
m_camera_position = my_cp;
// Get FOV setting
- f32 fov_degrees = g_settings->getFloat("fov");
+ f32 fov_degrees = m_cache_fov;
fov_degrees = MYMAX(fov_degrees, 10.0);
fov_degrees = MYMIN(fov_degrees, 170.0);
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){
+ 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);
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);
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*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;
+
+ // Shine light upon the wield mesh
+ video::SColor black(255,0,0,0);
+ m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
+ m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
+ m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
// 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) &&
- (g_settings->getBool("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;
<<std::endl;*/
// Get current viewing range and FPS settings
- f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+ f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
viewing_range_min = MYMAX(15.0, viewing_range_min);
- f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+ 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;
else
m_cameranode->setFarValue(viewing_range_max * BS * 10);
- f32 wanted_fps = g_settings->getFloat("wanted_fps");
+ f32 wanted_fps = m_cache_wanted_fps;
wanted_fps = MYMAX(wanted_fps, 1.0);
f32 wanted_frametime = 1.0 / wanted_fps;
}
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);
m_digging_button = button;
}
-void Camera::wield(const ItemStack &item, u16 playeritem)
+void Camera::wield(const ItemStack &item)
{
- 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) {
+ if (item.name != m_wield_item_next.name) {
+ m_wield_item_next = item;
+ 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;
+ else if (m_wield_change_timer == 0)
+ m_wield_change_timer = -0.001;
}
}
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
- // 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
+ // 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)
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
- cam->setFarValue(100);
+ cam->setFarValue(1000);
+ if (translation != NULL)
+ {
+ 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_wieldmgr->drawAll();
}