X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=29ff27f8fefd538e3fa14fc4287c8749aa639bbe;hb=1105a14bccefb48a0e264fe19190c39629259338;hp=c0e1714681122dd01ff31bc48dd6f03734298f23;hpb=392485aa454e871566a67afc61e11331f9d27397;p=minetest.git diff --git a/src/camera.cpp b/src/camera.cpp index c0e171468..29ff27f8f 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -20,52 +20,31 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "camera.h" #include "debug.h" #include "client.h" -#include "main.h" // for g_settings #include "map.h" -#include "mesh.h" +#include "clientmap.h" // MapDrawControl #include "player.h" -#include "tile.h" #include +#include "client/renderingengine.h" #include "settings.h" -#include "nodedef.h" // For wield visualization - -Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): - m_smgr(smgr), - m_playernode(NULL), - m_headnode(NULL), - m_cameranode(NULL), - - m_wieldmgr(NULL), - m_wieldnode(NULL), - +#include "wieldmesh.h" +#include "noise.h" // easeCurve +#include "sound.h" +#include "event.h" +#include "nodedef.h" +#include "util/numeric.h" +#include "constants.h" +#include "fontengine.h" +#include "script/scripting_client.h" + +#define CAMERA_OFFSET_STEP 200 +#define WIELDMESH_OFFSET_X 55.0f +#define WIELDMESH_OFFSET_Y -35.0f + +Camera::Camera(MapDrawControl &draw_control, Client *client): m_draw_control(draw_control), - m_viewing_range_min(5.0), - m_viewing_range_max(5.0), - - m_camera_position(0,0,0), - m_camera_direction(0,0,0), - - m_aspect(1.0), - m_fov_x(1.0), - m_fov_y(1.0), - - m_wanted_frametime(0.0), - m_added_frametime(0), - m_added_frames(0), - m_range_old(0), - m_frametime_old(0), - m_frametime_counter(0), - m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range - - m_view_bobbing_anim(0), - m_view_bobbing_state(0), - m_view_bobbing_speed(0), - - m_digging_anim(0), - m_digging_button(-1) + m_client(client) { - //dstream<<__FUNCTION_NAME<addEmptySceneNode(smgr->getRootSceneNode()); @@ -77,45 +56,52 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): // all other 3D scene nodes and before the GUI. m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); - m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr); - - updateSettings(); + m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false); + m_wieldnode->setItem(ItemStack(), m_client); + m_wieldnode->drop(); // m_wieldmgr grabbed it + + /* 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_fov = g_settings->getFloat("fov"); + m_cache_zoom_fov = g_settings->getFloat("zoom_fov"); + m_arm_inertia = g_settings->getBool("arm_inertia"); + m_nametags.clear(); } Camera::~Camera() { m_wieldmgr->drop(); - m_wieldnode->drop(); } -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_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(); } - if (m_wieldnode == NULL) - { - error_message = L"Failed to create the wielded item scene node"; - return false; + + if (g_settings->getBool("enable_client_modding")) { + m_client->getScript()->on_camera_ready(this); } - return true; + return error_message.empty(); } // Returns the fractional part of x @@ -127,75 +113,231 @@ inline f32 my_modf(f32 x) void Camera::step(f32 dtime) { + if(m_view_bobbing_fall > 0) + { + m_view_bobbing_fall -= 3 * dtime; + if(m_view_bobbing_fall <= 0) + 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); + if (m_view_bobbing_state != 0) { //f32 offset = dtime * m_view_bobbing_speed * 0.035; f32 offset = dtime * m_view_bobbing_speed * 0.030; - if (m_view_bobbing_state == 2) - { -#if 0 + if (m_view_bobbing_state == 2) { // Animation is getting turned off - if (m_view_bobbing_anim < 0.5) + if (m_view_bobbing_anim < 0.25) { m_view_bobbing_anim -= offset; - else + } else if (m_view_bobbing_anim > 0.75) { m_view_bobbing_anim += offset; - if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1) - { - m_view_bobbing_anim = 0; - m_view_bobbing_state = 0; } -#endif -#if 1 - // Animation is getting turned off - if(m_view_bobbing_anim < 0.25){ - m_view_bobbing_anim -= offset; - } 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) + if (m_view_bobbing_anim > 0.5) m_view_bobbing_anim = 0.5; } else { m_view_bobbing_anim -= offset; - if(m_view_bobbing_anim < 0.5) + if (m_view_bobbing_anim < 0.5) m_view_bobbing_anim = 0.5; } - if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || - fabs(m_view_bobbing_anim - 0.5) < 0.01) - { + + if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || + fabs(m_view_bobbing_anim - 0.5) < 0.01) { m_view_bobbing_anim = 0; m_view_bobbing_state = 0; } -#endif } - else - { + else { + float was = m_view_bobbing_anim; m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset); + bool step = (was == 0 || + (was < 0.5f && m_view_bobbing_anim >= 0.5f) || + (was > 0.5f && m_view_bobbing_anim <= 0.5f)); + if(step) { + MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); + m_client->event()->put(e); + } } } if (m_digging_button != -1) { f32 offset = dtime * 3.5; + 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) + { + MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); + m_client->event()->put(e); + } else if(m_digging_button == 1) { + MtEvent *e = new SimpleTriggerEvent("CameraPunchRight"); + m_client->event()->put(e); + } + } + } +} + +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 - 7.0f, WIELDMESH_OFFSET_X + 7.0f); + } + + 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 - 10.0f, WIELDMESH_OFFSET_Y + 5.0f); + } + + 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 = 0.12f * (m_cam_vel_old.X * (1.0f + + (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); + + f32 dec_Y = 0.06f * (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; } } -void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) +void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio) { + // Get player position + // Smooth the movement when walking up stairs + v3f old_player_position = m_playernode->getPosition(); + v3f player_position = player->getPosition(); + if (player->isAttached && player->parent) + player_position = player->parent->getPosition(); + //if(player->touching_ground && player_position.Y > old_player_position.Y) + if(player->touching_ground && + player_position.Y > old_player_position.Y) + { + f32 oldy = old_player_position.Y; + f32 newy = player_position.Y; + f32 t = exp(-23*frametime); + player_position.Y = oldy * t + newy * (1-t); + } + // Set player node transformation - m_playernode->setPosition(player->getPosition()); + m_playernode->setPosition(player_position); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); + // Get camera tilt timer (hurt animation) + float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); + + // Fall bobbing animation + float fall_bobbing = 0; + 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; + else if(m_view_bobbing_fall == 0) // Initialize effect + m_view_bobbing_fall = 1; + + // Convert 0 -> 1 to 0 -> 1 -> 0 + fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; + // Smoothen and invert the above + fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; + // Amplify according to the intensity of the impact + fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; + + fall_bobbing *= m_cache_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()); - m_headnode->setRotation(v3f(player->getPitch(), 0, 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(); // Compute relative camera position and target @@ -203,36 +345,36 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); - if (m_view_bobbing_anim != 0) - { + if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f && + 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; #if 1 f32 bobknob = 1.2; - f32 bobtmp = sin(pow(bobfrac, bobknob) * PI); - //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI); + f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); + //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( - 0.3 * bobdir * sin(bobfrac * PI), + 0.3 * bobdir * sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; - //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI); + //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; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; - rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f); + rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f); #else - f32 angle_deg = 1 * bobdir * sin(bobfrac * PI); - f32 angle_rad = angle_deg * PI / 180; + f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI); + f32 angle_rad = angle_deg * M_PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), @@ -252,63 +394,149 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) 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 * 2.75; 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) + my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i); + + // Prevent camera positioned inside nodes + INodeDefManager *nodemgr = m_client->ndef(); + MapNode n = m_client->getEnv().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)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP); + 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)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP); + // Set camera node transformation - m_cameranode->setPosition(m_camera_position); + 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 + 100 * m_camera_direction); - - // FOV and and aspect ratio - m_aspect = (f32)screensize.X / (f32) screensize.Y; - m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); + 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 + f32 fov_degrees; + if (player->getPlayerControl().zoom && player->getCanZoom()) { + fov_degrees = m_cache_zoom_fov; + } else { + fov_degrees = m_cache_fov; + } + fov_degrees = rangelim(fov_degrees, 7.0, 160.0); + + // FOV and aspect ratio + const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize(); + m_aspect = (f32) window_size.X / (f32) window_size.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))); + m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); - // Just so big a value that everything rendered is visible - // Some more allowance that m_viewing_range_max * BS because of active objects etc. - m_cameranode->setFarValue(m_viewing_range_max * BS * 10); + + if (m_arm_inertia) + addArmInertia(player->getYaw()); // Position the wielded item - v3f wield_position = v3f(45, -35, 65); + //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 = 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 -= 30 * sin(pow(digfrac, 0.8f) * PI); - wield_position.Y += 15 * sin(digfrac * 2 * PI); - wield_position.Z += 5 * digfrac; + 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(90, -10, -130) * 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 * PI)); + 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*PI*2.0) * 3.0; - wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0; + 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_wieldnode->updateLight(player->light); - // Render distance feedback loop - updateViewingRange(frametime); + m_wieldnode->setColor(player->light_color); + + // Set render distance + updateViewingRange(); - // 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)) - { + const v3f &speed = player->getSpeed(); + const bool movement_XZ = hypot(speed.X, speed.Z) > BS; + const bool movement_Y = fabs(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) && + (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; - m_view_bobbing_speed = MYMIN(speed.getLength(), 40); + m_view_bobbing_speed = MYMIN(speed.getLength(), 70); } else if (m_view_bobbing_state == 1) { @@ -318,339 +546,112 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) } } -void Camera::updateViewingRange(f32 frametime_in) +void Camera::updateViewingRange() { - if (m_draw_control.range_all) - return; - - m_added_frametime += frametime_in; - m_added_frames += 1; - - // Actually this counter kind of sucks because frametime is busytime - m_frametime_counter -= frametime_in; - if (m_frametime_counter > 0) + f32 viewing_range = g_settings->getFloat("viewing_range"); + m_draw_control.wanted_range = viewing_range; + if (m_draw_control.range_all) { + m_cameranode->setFarValue(100000.0); return; - m_frametime_counter = 0.2; - - /*dstream<<__FUNCTION_NAME - <<": Collected "<setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS); } -void Camera::updateSettings() +void Camera::setDigging(s32 button) { - m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min"); - m_viewing_range_min = MYMAX(5.0, m_viewing_range_min); - - m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max"); - m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max); - - f32 fov_degrees = g_settings->getFloat("fov"); - fov_degrees = MYMAX(fov_degrees, 10.0); - fov_degrees = MYMIN(fov_degrees, 170.0); - m_fov_y = fov_degrees * PI / 180.0; - - f32 wanted_fps = g_settings->getFloat("wanted_fps"); - wanted_fps = MYMAX(wanted_fps, 1.0); - m_wanted_frametime = 1.0 / wanted_fps; + if (m_digging_button == -1) + m_digging_button = button; } -void Camera::wield(const InventoryItem* item, IGameDef *gamedef) +void Camera::wield(const ItemStack &item) { - //ITextureSource *tsrc = gamedef->tsrc(); - INodeDefManager *ndef = gamedef->ndef(); - - if (item != NULL) - { - bool isCube = false; - - // Try to make a MaterialItem cube. - if (std::string(item->getName()) == "MaterialItem") - { - // A block-type material - MaterialItem* mat_item = (MaterialItem*) item; - content_t content = mat_item->getMaterial(); - switch(ndef->get(content).drawtype){ - case NDT_NORMAL: - case NDT_LIQUID: - case NDT_FLOWINGLIQUID: - case NDT_GLASSLIKE: - case NDT_ALLFACES: - case NDT_ALLFACES_OPTIONAL: - m_wieldnode->setCube(ndef->get(content).tiles); - isCube = true; - break; - default: - break; - } - } - - // If that failed, make an extruded sprite. - if (!isCube) - { - m_wieldnode->setSprite(item->getImageRaw()); - } - - m_wieldnode->setVisible(true); - } - else - { - // Bare hands - m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png")); - m_wieldnode->setVisible(true); + 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; } } -void Camera::setDigging(s32 button) -{ - if (m_digging_button == -1) - m_digging_button = button; -} - -void Camera::drawWieldedTool() +void Camera::drawWieldedTool(irr::core::matrix4* translation) { + // 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) scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); - cam->setFOV(m_cameranode->getFOV()); - cam->setNearValue(0.1); - cam->setFarValue(100); - m_wieldmgr->drawAll(); -} - - -ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode( - scene::ISceneNode* parent, - scene::ISceneManager* mgr, - s32 id, - const v3f& position, - const v3f& rotation, - const v3f& scale -): - ISceneNode(parent, mgr, id, position, rotation, scale) -{ - m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true); - m_cubemesh = NULL; - m_is_cube = false; - m_light = LIGHT_MAX; -} - -ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode() -{ - removeChild(m_meshnode); - if (m_cubemesh) - m_cubemesh->drop(); -} - -void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture) -{ - const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness - - if (texture == NULL) - { - m_meshnode->setVisible(false); - return; - } - - io::path name = getExtrudedName(texture); - scene::IMeshCache* cache = SceneManager->getMeshCache(); - scene::IAnimatedMesh* mesh = cache->getMeshByName(name); - if (mesh != NULL) + cam->setFOV(72.0*M_PI/180.0); + cam->setNearValue(10); + cam->setFarValue(1000); + if (translation != NULL) { - // Extruded texture has been found in cache. - m_meshnode->setMesh(mesh); + 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); } - else - { - // Texture was not yet extruded, do it now and save in cache - mesh = createExtrudedMesh(texture, - SceneManager->getVideoDriver(), - sprite_scale); - if (mesh == NULL) - { - dstream << "Warning: failed to extrude sprite" << std::endl; - m_meshnode->setVisible(false); - return; - } - cache->addMesh(name, mesh); - m_meshnode->setMesh(mesh); - mesh->drop(); - } - - m_meshnode->getMaterial(0).setTexture(0, texture); - m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false); - m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false); - m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - m_meshnode->setVisible(true); - m_is_cube = false; - updateLight(m_light); + m_wieldmgr->drawAll(); } -void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6]) +void Camera::drawNametags() { - const v3f cube_scale(30.0, 30.0, 30.0); - - if (m_cubemesh == NULL) - { - m_cubemesh = createCubeMesh(cube_scale); - } - - m_meshnode->setMesh(m_cubemesh); - for (int i = 0; i < 6; ++i) - { - // Get the tile texture and atlas transformation - video::ITexture* atlas = tiles[i].texture.atlas; - v2f pos = tiles[i].texture.pos; - v2f size = tiles[i].texture.size; - - // Set material flags and texture - video::SMaterial& material = m_meshnode->getMaterial(i); - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - tiles[i].applyMaterialOptions(material); - material.setTexture(0, atlas); - material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y); - material.getTextureMatrix(0).setTextureScale(size.X, size.Y); + core::matrix4 trans = m_cameranode->getProjectionMatrix(); + trans *= m_cameranode->getViewMatrix(); + + for (std::list::const_iterator + i = m_nametags.begin(); + i != m_nametags.end(); ++i) { + Nametag *nametag = *i; + if (nametag->nametag_color.getAlpha() == 0) { + // Enforce hiding nametag, + // because if freetype is enabled, a grey + // shadow can remain. + continue; + } + v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS; + f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f }; + trans.multiplyWith1x4Matrix(transformed_pos); + if (transformed_pos[3] > 0) { + std::wstring nametag_colorless = + unescape_translate(utf8_to_wide(nametag->nametag_text)); + core::dimension2d textsize = + g_fontengine->getFont()->getDimension( + nametag_colorless.c_str()); + f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : + core::reciprocal(transformed_pos[3]); + v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize(); + v2s32 screen_pos; + screen_pos.X = screensize.X * + (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2; + screen_pos.Y = screensize.Y * + (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2; + core::rect size(0, 0, textsize.Width, textsize.Height); + g_fontengine->getFont()->draw( + translate_string(utf8_to_wide(nametag->nametag_text)).c_str(), + size + screen_pos, nametag->nametag_color); + } } - m_meshnode->setVisible(true); - m_is_cube = true; - updateLight(m_light); -} - -void ExtrudedSpriteSceneNode::updateLight(u8 light) -{ - m_light = light; - - u8 li = decode_light(light); - // Set brightness one lower than incoming light - diminish_light(li); - video::SColor color(255,li,li,li); - setMeshColor(m_meshnode->getMesh(), color); -} - -void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture) -{ - scene::IMeshCache* cache = SceneManager->getMeshCache(); - scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture)); - if (mesh != NULL) - cache->removeMesh(mesh); -} - -const core::aabbox3d& ExtrudedSpriteSceneNode::getBoundingBox() const -{ - return m_meshnode->getBoundingBox(); -} - -void ExtrudedSpriteSceneNode::OnRegisterSceneNode() -{ - if (IsVisible) - SceneManager->registerNodeForRendering(this); - ISceneNode::OnRegisterSceneNode(); } -void ExtrudedSpriteSceneNode::render() +Nametag *Camera::addNametag(scene::ISceneNode *parent_node, + const std::string &nametag_text, video::SColor nametag_color, + const v3f &pos) { - // do nothing + Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos); + m_nametags.push_back(nametag); + return nametag; } -io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture) +void Camera::removeNametag(Nametag *nametag) { - io::path path = texture->getName(); - path.append("/[extruded]"); - return path; + m_nametags.remove(nametag); + delete nametag; }