X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=29ff27f8fefd538e3fa14fc4287c8749aa639bbe;hb=1105a14bccefb48a0e264fe19190c39629259338;hp=d5e32bf5ac44281a6a5fadc59a669fc7b2763db2;hpb=76be103a91d6987527af19e87d93007be8ba8a67;p=minetest.git diff --git a/src/camera.cpp b/src/camera.cpp index d5e32bf5a..29ff27f8f 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -24,29 +24,27 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "clientmap.h" // MapDrawControl #include "player.h" #include +#include "client/renderingengine.h" #include "settings.h" #include "wieldmesh.h" #include "noise.h" // easeCurve #include "sound.h" #include "event.h" -#include "profiler.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 -#include "nodedef.h" - -Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, - Client *client): +Camera::Camera(MapDrawControl &draw_control, Client *client): m_draw_control(draw_control), m_client(client) { - //dstream<getVideoDriver(); + scene::ISceneManager *smgr = RenderingEngine::get_scene_manager(); // note: making the camera node a child of the player node // would lead to unexpected behaviour, so we don't do that. m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode()); @@ -58,7 +56,7 @@ 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 WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false); + m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false); m_wieldnode->setItem(ItemStack(), m_client); m_wieldnode->drop(); // m_wieldmgr grabbed it @@ -75,6 +73,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, 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(); } @@ -98,7 +97,7 @@ bool Camera::successfullyCreated(std::string &error_message) } else { error_message.clear(); } - + if (g_settings->getBool("enable_client_modding")) { m_client->getScript()->on_camera_ready(this); } @@ -193,8 +192,98 @@ void Camera::step(f32 dtime) } } -void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, - f32 tool_reload_ratio, ClientEnvironment &c_env) +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, f32 busytime, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs @@ -318,19 +407,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // 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; + 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); + my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i); // Prevent camera positioned inside nodes INodeDefManager *nodemgr = m_client->ndef(); - MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS)); + MapNode n = m_client->getEnv().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; @@ -364,7 +453,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // Get FOV f32 fov_degrees; - if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) { + if (player->getPlayerControl().zoom && player->getCanZoom()) { fov_degrees = m_cache_zoom_fov; } else { fov_degrees = m_cache_fov; @@ -372,7 +461,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, fov_degrees = rangelim(fov_degrees, 7.0, 160.0); // FOV and aspect ratio - m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y; + 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))); @@ -380,12 +470,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); - float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05; - wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32); + if (m_arm_inertia) + addArmInertia(player->getYaw()); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); - v3f wield_position = v3f(55, wieldmesh_offset_Y, 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; @@ -435,7 +525,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // 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(); + const v3f &speed = player->getSpeed(); const bool movement_XZ = hypot(speed.X, speed.Z) > BS; const bool movement_Y = fabs(speed.Y) > BS; @@ -526,33 +616,36 @@ void Camera::drawNametags() // shadow can remain. continue; } - v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0); + 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::string nametag_colorless = unescape_enriched(nametag->nametag_text); + std::wstring nametag_colorless = + unescape_translate(utf8_to_wide(nametag->nametag_text)); core::dimension2d textsize = g_fontengine->getFont()->getDimension( - utf8_to_wide(nametag_colorless).c_str()); + nametag_colorless.c_str()); f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : core::reciprocal(transformed_pos[3]); - v2u32 screensize = m_driver->getScreenSize(); + 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(utf8_to_wide(nametag->nametag_text).c_str(), - size + screen_pos, nametag->nametag_color); + g_fontengine->getFont()->draw( + translate_string(utf8_to_wide(nametag->nametag_text)).c_str(), + size + screen_pos, nametag->nametag_color); } } } Nametag *Camera::addNametag(scene::ISceneNode *parent_node, - std::string nametag_text, video::SColor nametag_color) + const std::string &nametag_text, video::SColor nametag_color, + const v3f &pos) { - Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color); + Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos); m_nametags.push_back(nametag); return nametag; }