#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),
// 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
Camera::~Camera()
{
+ for (auto node : m_wieldnodes)
+ delete node;
m_wieldmgr->drop();
}
}
}
-// 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;
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;
}
}
}
-
- 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)
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();
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)