X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=a64b903aea136528352d5b6f1358d2fecbd3b4b6;hb=0a83c42dfdf390cef75758096a481cdf8e2c828b;hp=ae6907da768ef5e596349dece052adb26d34ad75;hpb=94c294bfdcfb7caa84c88649f3630605ed90e884;p=minetest.git diff --git a/src/camera.cpp b/src/camera.cpp index ae6907da7..a64b903ae 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -30,13 +30,15 @@ with this program; if not, write to the Free Software Foundation, Inc., #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 Camera::Camera(MapDrawControl &draw_control, Client *client): m_draw_control(draw_control), @@ -70,8 +72,7 @@ Camera::Camera(MapDrawControl &draw_control, Client *client): 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_arm_inertia = g_settings->getBool("arm_inertia"); m_nametags.clear(); } @@ -192,8 +193,8 @@ void Camera::step(f32 dtime) static inline v2f dir(const v2f &pos_dist) { - f32 x = pos_dist.X - 55.0f; - f32 y = pos_dist.Y + 35.0f; + 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); @@ -211,10 +212,13 @@ static inline v2f dir(const v2f &pos_dist) return v2f(std::fabs(x), std::fabs(y)); } -void Camera::addArmInertia(f32 player_yaw, f32 frametime) +void Camera::addArmInertia(f32 player_yaw) { - m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f; - m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime); + 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) { /* @@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime) if (m_cam_vel.X > m_cam_vel_old.X) m_cam_vel_old.X = m_cam_vel.X; - if (m_last_cam_pos.X > player_yaw) { - // right - m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f; - m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X; - } else { - // left - m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f; - m_wieldmesh_offset.X += (0.1f + frametime) * 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, 48.0f, 62.0f); + 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; - if (m_last_cam_pos.Y > m_camera_direction.Y) { - // down - m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f; - m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y; - } else { - // up - m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f; - m_wieldmesh_offset.Y -= (0.1f + frametime) * 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, -45.0f, -30.0f); + 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); @@ -269,33 +262,27 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime) following a vector, with a smooth deceleration factor. */ - f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) / - (20.0f / std::fabs(55.0f - m_wieldmesh_offset.X)); - f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) / - (15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y)); + f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f + + (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); - if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f) - m_cam_vel_old.X = 0.0f; + f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f + + (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f); - if (m_wieldmesh_offset.X > 55.0f) - m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X; + if (gap_X < 0.1f) + m_cam_vel_old.X = 0.0f; - if (m_wieldmesh_offset.X < 55.0f) - m_wieldmesh_offset.X += (0.2f + frametime) * acc_X; + m_wieldmesh_offset.X -= + m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X; - if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f) + if (gap_Y < 0.1f) m_cam_vel_old.Y = 0.0f; - if (m_wieldmesh_offset.Y > -35.0f) - m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y; - - if (m_wieldmesh_offset.Y < -35.0f) - m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y; + 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, ClientEnvironment &c_env) +void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs @@ -419,19 +406,19 @@ 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; @@ -465,12 +452,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // Get FOV f32 fov_degrees; - if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) { - fov_degrees = m_cache_zoom_fov; + // Disable zoom with zoom FOV = 0 + if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) { + fov_degrees = player->getZoomFOV(); } else { fov_degrees = m_cache_fov; } - fov_degrees = rangelim(fov_degrees, 7.0, 160.0); + fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f); // FOV and aspect ratio const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize(); @@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); - if (m_arm_inertia && frametime > 0.0f) - addArmInertia(player->getYaw(), frametime); + if (m_arm_inertia) + addArmInertia(player->getYaw()); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); @@ -537,7 +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; @@ -561,7 +549,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, void Camera::updateViewingRange() { f32 viewing_range = g_settings->getFloat("viewing_range"); - m_draw_control.wanted_range = viewing_range; + f32 near_plane = g_settings->getFloat("near_plane"); + + m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000); + m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS); if (m_draw_control.range_all) { m_cameranode->setFarValue(100000.0); return; @@ -628,14 +619,15 @@ 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 = RenderingEngine::get_video_driver()->getScreenSize(); @@ -645,16 +637,18 @@ void Camera::drawNametags() 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; }