#define CAMERA_OFFSET_STEP 200
+#include "nodedef.h"
+
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
- m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
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;
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 {
#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,
- v2u32 screensize, f32 tool_reload_ratio)
+ 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)
+ 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;
fall_bobbing *= g_settings->getFloat("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()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,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();
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0)
+ 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;
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; 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_gamedef->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)(m_camera_position.X/BS) - 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)(m_camera_position.Y/BS) - 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)(m_camera_position.Z/BS) - 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-intToFloat(m_camera_offset, BS));
+ 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-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+ 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 setting
f32 fov_degrees = g_settings->getFloat("fov");
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)));
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);
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;
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 {
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;
}
}
}
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Set vertex colors of wield mesh according to light level
u8 li = m_wieldlight;
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();
}