]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/camera.cpp
Dual wielding
[minetest.git] / src / client / camera.cpp
index ba621d15bd7f9232537f76b471a51056780aea10..68bed8ee2708802bd1905a4bd3b112049a2bb6d4 100644 (file)
@@ -46,6 +46,236 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define WIELDMESH_AMPLITUDE_X 7.0f
 #define WIELDMESH_AMPLITUDE_Y 10.0f
 
+// Returns the fractional part of x
+inline f32 my_modf(f32 x)
+{
+       f32 dummy;
+       return modff(x, &dummy);
+}
+
+WieldNode::WieldNode(HandIndex index, Client *client, scene::ISceneManager *mgr) :
+       m_index(index),
+       m_direction(index == MAINHAND ? +1 : -1),
+       m_client(client),
+       m_meshnode(new WieldMeshSceneNode(mgr, -1, false)),
+       m_player_light_color(0xFFFFFFFF)
+{
+       m_meshnode->setItem(ItemStack(), m_client);
+       m_meshnode->drop(); // mgr grabbed it
+}
+
+void WieldNode::step(f32 dtime)
+{
+       bool was_under_zero = m_change_timer < 0;
+       m_change_timer = MYMIN(m_change_timer + dtime, 0.125);
+
+       if (m_change_timer >= 0 && was_under_zero) {
+               m_meshnode->setItem(m_item_next, m_client);
+               m_meshnode->setNodeLightColor(m_player_light_color);
+       }
+
+       if (m_digging_button == -1)
+               return;
+
+       f32 offset = dtime * 3.5f;
+       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) {
+                       m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
+               } else if(m_digging_button == 1) {
+                       m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
+               }
+       }
+}
+
+static inline v2f dir(const v2f &pos_dist)
+{
+       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
+       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
+
+       f32 x_abs = std::fabs(x);
+       f32 y_abs = std::fabs(y);
+
+       if (x_abs >= y_abs) {
+               y *= (1.0f / x_abs);
+               x /= x_abs;
+       }
+
+       if (y_abs >= x_abs) {
+               x *= (1.0f / y_abs);
+               y /= y_abs;
+       }
+
+       return v2f(std::fabs(x), std::fabs(y));
+}
+
+void WieldNode::addArmInertia(f32 player_yaw, v3f camera_direction)
+{
+       m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+               -100.0f, 100.0f) / 0.016f) * 0.01f;
+       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - camera_direction.Y) / 0.016f);
+       f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_offset.X);
+       f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_offset.Y);
+
+       if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
+               /*
+                       The arm moves relative to the camera speed,
+                       with an acceleration factor.
+               */
+
+               if (m_cam_vel.X > 1.0f) {
+                       if (m_cam_vel.X > m_cam_vel_old.X)
+                               m_cam_vel_old.X = m_cam_vel.X;
+
+                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
+                       m_offset.X += (m_last_cam_pos.X < player_yaw ? acc_X : -acc_X) * m_direction;
+
+                       if (m_last_cam_pos.X != player_yaw)
+                               m_last_cam_pos.X = player_yaw;
+
+                       m_offset.X = rangelim(m_offset.X,
+                               WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
+                               WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
+               }
+
+               if (m_cam_vel.Y > 1.0f) {
+                       if (m_cam_vel.Y > m_cam_vel_old.Y)
+                               m_cam_vel_old.Y = m_cam_vel.Y;
+
+                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
+                       m_offset.Y +=
+                               m_last_cam_pos.Y > camera_direction.Y ? acc_Y : -acc_Y;
+
+                       if (m_last_cam_pos.Y != camera_direction.Y)
+                               m_last_cam_pos.Y = camera_direction.Y;
+
+                       m_offset.Y = rangelim(m_offset.Y,
+                               WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
+                               WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
+               }
+
+               m_arm_dir = dir(m_offset);
+       } else {
+               /*
+                       Now the arm gets back to its default position when the camera stops,
+                       following a vector, with a smooth deceleration factor.
+               */
+
+               f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
+                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
+
+               f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
+                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
+
+               if (gap_X < 0.1f)
+                       m_cam_vel_old.X = 0.0f;
+
+               m_offset.X -=
+                       m_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
+
+               if (gap_Y < 0.1f)
+                       m_cam_vel_old.Y = 0.0f;
+
+               m_offset.Y -=
+                       m_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
+       }
+}
+
+void WieldNode::update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio)
+{
+       m_player_light_color = player_light_color;
+
+       // Position the wielded item
+       //v3f pos = v3f(45, -35, 65);
+       v3f pos = v3f(m_offset.X, m_offset.Y, 65);
+       //v3f rot = v3f(-100, 120, -100);
+       v3f rot = v3f(-100, 120, -100);
+
+       if (m_index == OFFHAND)
+               tool_reload_ratio = 1.0f;
+
+       pos.Y += fabs(m_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);
+               // This value starts from 1 and settles to 0
+               f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
+               //f32 ratiothing2 = pow(ratiothing, 0.5f);
+               f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+               pos.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+               //rot.Z += frac * 5.0 * ratiothing2;
+               pos.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+               rot.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+               //rot.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+               //rot.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+       }
+       if (m_digging_button != -1)
+       {
+               f32 digfrac = m_digging_anim;
+               pos.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+               pos.Y += 24 * sin(digfrac * 1.8 * M_PI);
+               pos.Z += 25 * 0.5;
+
+               // Euler angles are PURE EVIL, so why not use quaternions?
+               core::quaternion quat_begin(rot * core::DEGTORAD);
+               //core::quaternion quat_end(v3f(s * 80, 30, s * 100) * 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.W *= m_direction;
+               quat_slerp.X *= m_direction;
+               quat_slerp.toEuler(rot);
+               rot *= core::RADTODEG;
+               pos.X *= m_direction;
+       } else {
+               f32 bobfrac = my_modf(view_bobbing_anim);
+               pos.X *= m_direction;
+               pos.X -= sin(bobfrac*M_PI*2.0+M_PI*m_index) * 3.0 * m_direction;
+               pos.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*m_index) * 3.0;
+       }
+
+       m_meshnode->setPosition(pos);
+       m_meshnode->setRotation(rot);
+
+       m_meshnode->setNodeLightColor(m_player_light_color);
+
+       if (m_index == OFFHAND) {
+               m_meshnode->setVisible(
+                       m_change_timer > 0 ? !m_item_next.name.empty() : m_item_old);
+       }
+
+}
+
+void WieldNode::setDigging(s32 button)
+{
+       if (m_digging_button == -1)
+               m_digging_button = button;
+}
+
+void WieldNode::wield(const ItemStack &item)
+{
+       if (item.name == m_item_next.name &&
+                       item.metadata == m_item_next.metadata)
+               return;
+
+       m_item_old = m_item_next.name != "";
+       m_item_next = item;
+       if (m_change_timer > 0)
+               m_change_timer = -m_change_timer;
+       else if (m_change_timer == 0)
+               m_change_timer = -0.001;
+}
+
 Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
        m_draw_control(draw_control),
        m_client(client),
@@ -63,9 +293,9 @@ Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *re
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
-       m_wieldnode->setItem(ItemStack(), m_client);
-       m_wieldnode->drop(); // m_wieldmgr grabbed it
+
+       m_wieldnodes[MAINHAND] = new WieldNode(MAINHAND, m_client, m_wieldmgr);
+       m_wieldnodes[ OFFHAND] = new WieldNode( OFFHAND, m_client, m_wieldmgr);
 
        /* 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
@@ -88,6 +318,8 @@ Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *re
 
 Camera::~Camera()
 {
+       for (auto node : m_wieldnodes)
+               delete node;
        m_wieldmgr->drop();
 }
 
@@ -136,15 +368,11 @@ void Camera::notifyFovChange()
        }
 }
 
-// Returns the fractional part of x
-inline f32 my_modf(f32 x)
-{
-       double dummy;
-       return modf(x, &dummy);
-}
-
 void Camera::step(f32 dtime)
 {
+       for (auto node : m_wieldnodes)
+               node->step(dtime);
+
        if(m_view_bobbing_fall > 0)
        {
                m_view_bobbing_fall -= 3 * dtime;
@@ -152,14 +380,6 @@ void Camera::step(f32 dtime)
                        m_view_bobbing_fall = -1; // Mark the effect as finished
        }
 
-       bool was_under_zero = m_wield_change_timer < 0;
-       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_client);
-               m_wieldnode->setNodeLightColor(m_player_light_color);
-       }
-
        if (m_view_bobbing_state != 0)
        {
                //f32 offset = dtime * m_view_bobbing_speed * 0.035;
@@ -197,119 +417,12 @@ void Camera::step(f32 dtime)
                        }
                }
        }
-
-       if (m_digging_button != -1) {
-               f32 offset = dtime * 3.5f;
-               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) {
-                               m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
-                       } else if(m_digging_button == 1) {
-                               m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
-                       }
-               }
-       }
-}
-
-static inline v2f dir(const v2f &pos_dist)
-{
-       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
-       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
-
-       f32 x_abs = std::fabs(x);
-       f32 y_abs = std::fabs(y);
-
-       if (x_abs >= y_abs) {
-               y *= (1.0f / x_abs);
-               x /= x_abs;
-       }
-
-       if (y_abs >= x_abs) {
-               x *= (1.0f / y_abs);
-               y /= y_abs;
-       }
-
-       return v2f(std::fabs(x), std::fabs(y));
 }
 
 void Camera::addArmInertia(f32 player_yaw)
 {
-       m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
-               -100.0f, 100.0f) / 0.016f) * 0.01f;
-       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
-       f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
-       f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
-
-       if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
-               /*
-                   The arm moves relative to the camera speed,
-                   with an acceleration factor.
-               */
-
-               if (m_cam_vel.X > 1.0f) {
-                       if (m_cam_vel.X > m_cam_vel_old.X)
-                               m_cam_vel_old.X = m_cam_vel.X;
-
-                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
-                       m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
-
-                       if (m_last_cam_pos.X != player_yaw)
-                               m_last_cam_pos.X = player_yaw;
-
-                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
-                               WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
-                               WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
-               }
-
-               if (m_cam_vel.Y > 1.0f) {
-                       if (m_cam_vel.Y > m_cam_vel_old.Y)
-                               m_cam_vel_old.Y = m_cam_vel.Y;
-
-                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
-                       m_wieldmesh_offset.Y +=
-                               m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
-
-                       if (m_last_cam_pos.Y != m_camera_direction.Y)
-                               m_last_cam_pos.Y = m_camera_direction.Y;
-
-                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
-                               WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
-                               WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
-               }
-
-               m_arm_dir = dir(m_wieldmesh_offset);
-       } else {
-               /*
-                   Now the arm gets back to its default position when the camera stops,
-                   following a vector, with a smooth deceleration factor.
-               */
-
-               f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
-                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
-
-               f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
-                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
-
-               if (gap_X < 0.1f)
-                       m_cam_vel_old.X = 0.0f;
-
-               m_wieldmesh_offset.X -=
-                       m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
-
-               if (gap_Y < 0.1f)
-                       m_cam_vel_old.Y = 0.0f;
-
-               m_wieldmesh_offset.Y -=
-                       m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
-       }
+       for (auto node : m_wieldnodes)
+               node->addArmInertia(player_yaw, m_camera_direction);
 }
 
 void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
@@ -522,52 +635,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
        if (m_arm_inertia)
                addArmInertia(yaw);
 
-       // Position the wielded item
-       //v3f wield_position = v3f(45, -35, 65);
-       v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
-       //v3f wield_rotation = v3f(-100, 120, -100);
-       v3f wield_rotation = v3f(-100, 120, -100);
-       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);
-               // This value starts from 1 and settles to 0
-               f32 ratiothing = std::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_player_light_color = player->light_color;
-       m_wieldnode->setNodeLightColor(m_player_light_color);
+
+       for (auto node : m_wieldnodes)
+               node->update(m_player_light_color, m_view_bobbing_anim, tool_reload_ratio);
 
        // Set render distance
        updateViewingRange();
@@ -615,22 +686,14 @@ void Camera::updateViewingRange()
        m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
 }
 
-void Camera::setDigging(s32 button)
+void Camera::setDigging(s32 button, HandIndex hand)
 {
-       if (m_digging_button == -1)
-               m_digging_button = button;
+       m_wieldnodes[hand]->setDigging(button);
 }
 
-void Camera::wield(const ItemStack &item)
+void Camera::wield(const ItemStack &item, HandIndex hand)
 {
-       if (item.name != m_wield_item_next.name ||
-                       item.metadata != m_wield_item_next.metadata) {
-               m_wield_item_next = item;
-               if (m_wield_change_timer > 0)
-                       m_wield_change_timer = -m_wield_change_timer;
-               else if (m_wield_change_timer == 0)
-                       m_wield_change_timer = -0.001;
-       }
+       m_wieldnodes[hand]->wield(item);
 }
 
 void Camera::drawWieldedTool(irr::core::matrix4* translation)