]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Refactor the_game() to make it more understandable and maintainable.
[minetest.git] / src / camera.cpp
index b49e8e748354b9d7bb433b8b72d10ef8394c2c14..d961d45b9c1450b9fbfe4a943b512f9791032367 100644 (file)
@@ -82,7 +82,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        m_wield_change_timer(0.125),
        m_wield_mesh_next(NULL),
        m_previous_playeritem(-1),
-       m_previous_itemname("")
+       m_previous_itemname(""),
+
+       m_camera_mode(CAMERA_MODE_FIRST)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -159,8 +161,10 @@ void Camera::step(f32 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) {
+       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 {
@@ -189,11 +193,14 @@ void Camera::step(f32 dtime)
 #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;
@@ -217,7 +224,8 @@ void Camera::step(f32 dtime)
                        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);
                        }
@@ -237,10 +245,11 @@ void Camera::step(f32 dtime)
                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);
                        }
@@ -249,8 +258,7 @@ void Camera::step(f32 dtime)
 }
 
 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
-               v2u32 screensize, 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
@@ -278,7 +286,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // 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;
@@ -297,7 +305,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // 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;
@@ -312,7 +320,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        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;
@@ -365,16 +373,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        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; 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)
@@ -384,7 +393,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                        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;
@@ -413,7 +423,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        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
@@ -422,7 +432,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        fov_degrees = MYMIN(fov_degrees, 170.0);
 
        // FOV and aspect ratio
-       m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().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)));
@@ -439,7 +449,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                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){
+       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);
@@ -468,8 +479,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                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;
@@ -654,12 +664,14 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
        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_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) {
+               else if(m_wield_change_timer > 0)
+               {
                        m_wield_change_timer = -m_wield_change_timer;
                }
        } else {
@@ -670,7 +682,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
                        m_wieldnode->setVisible(false);
                }
                m_wield_mesh_next = NULL;
-               if(m_previous_itemname != itemname) {
+               if(m_previous_itemname != itemname)
+               {
                        m_previous_itemname = itemname;
                        m_wield_change_timer = 0;
                }
@@ -679,7 +692,7 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
        }
 }
 
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
        // Set vertex colors of wield mesh according to light level
        u8 li = m_wieldlight;
@@ -695,5 +708,17 @@ void Camera::drawWieldedTool()
        cam->setFOV(72.0*M_PI/180.0);
        cam->setNearValue(0.1);
        cam->setFarValue(100);
+       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();
 }