X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=33e85d06926e9568c4e02de64723e01cf23ba517;hb=9f1ae4084d945adb6281eaddc2ae56f488691d8b;hp=290776bf3d2da197a60ee5398b0c40d29872558c;hpb=52122c342d335a2561ace87c9d8deaa16a136604;p=dragonfireclient.git diff --git a/src/camera.cpp b/src/camera.cpp index 290776bf3..33e85d069 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -3,16 +3,16 @@ Minetest-c55 Copyright (C) 2010-2011 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. */ @@ -33,6 +33,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "gamedef.h" #include "sound.h" #include "event.h" +#include "util/numeric.h" +#include "util/mathconstants.h" Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, IGameDef *gamedef): @@ -212,14 +214,31 @@ void Camera::step(f32 dtime) void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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->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); + // Set head node transformation - m_headnode->setPosition(player->getEyeOffset()); - m_headnode->setRotation(v3f(player->getPitch(), 0, 0)); + m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0)); + m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength)); m_headnode->updateAbsolutePosition(); // Compute relative camera position and target @@ -234,17 +253,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, #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"); rel_cam_pos += bobvec * f; @@ -253,10 +272,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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), @@ -289,7 +308,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, // FOV and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; - m_fov_y = fov_degrees * PI / 180.0; + 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))); // WTF is this? It can't be right @@ -320,22 +339,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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 { 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); @@ -513,7 +532,7 @@ void Camera::setDigging(s32 button) void Camera::wield(const ItemStack &item) { IItemDefManager *idef = m_gamedef->idef(); - scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh; + scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef); if(wield_mesh) { m_wieldnode->setMesh(wield_mesh); @@ -528,7 +547,7 @@ void Camera::wield(const ItemStack &item) void Camera::drawWieldedTool() { // Set vertex colors of wield mesh according to light level - u8 li = decode_light(m_wieldlight); + u8 li = m_wieldlight; video::SColor color(255,li,li,li); setMeshColor(m_wieldnode->getMesh(), color); @@ -538,7 +557,7 @@ void Camera::drawWieldedTool() // Draw the wielded node (in a separate scene manager) scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); - cam->setFOV(72.0*PI/180.0); + cam->setFOV(72.0*M_PI/180.0); cam->setNearValue(0.1); cam->setFarValue(100); m_wieldmgr->drawAll();