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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- 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 Lesser General Public License for more details.
- 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.
- */
- #include "camera.h"
- #include "debug.h"
- #include "client.h"
- #include "main.h" // for g_settings
- #include "map.h"
- #include "clientmap.h" // MapDrawControl
- #include "mesh.h"
- #include "player.h"
- #include "tile.h"
- #include <cmath>
- #include "settings.h"
- #include "itemdef.h" // For wield visualization
- #include "noise.h" // easeCurve
- #include "gamedef.h"
- #include "sound.h"
- #include "event.h"
- #include "profiler.h"
- #include "util/numeric.h"
- #include "util/mathconstants.h"
- #include "constants.h"
- #define CAMERA_OFFSET_STEP 200
- #include "nodedef.h"
- Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
- IGameDef *gamedef):
- m_playernode(NULL),
- m_headnode(NULL),
- m_cameranode(NULL),
- m_wieldmgr(NULL),
- m_wieldnode(NULL),
- m_wieldlight(0),
- m_draw_control(draw_control),
- m_gamedef(gamedef),
- m_camera_position(0,0,0),
- m_camera_direction(0,0,0),
- m_camera_offset(0,0,0),
- m_aspect(1.0),
- m_fov_x(1.0),
- m_fov_y(1.0),
- m_added_busytime(0),
- m_added_frames(0),
- m_range_old(0),
- m_busytime_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_view_bobbing_fall(0),
- m_digging_anim(0),
- m_digging_button(-1),
- m_dummymesh(createCubeMesh(v3f(1,1,1))),
- m_wield_change_timer(0.125),
- m_wield_mesh_next(NULL),
- m_previous_playeritem(-1),
- m_previous_itemname(""),
- m_camera_mode(CAMERA_MODE_FIRST)
- {
- //dstream<<__FUNCTION_NAME<<std::endl;
- // 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());
- m_headnode = smgr->addEmptySceneNode(m_playernode);
- m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
- m_cameranode->bindTargetAndRotation(true);
- // This needs to be in its own scene manager. It is drawn after
- // all other 3D scene nodes and before the GUI.
- m_wieldmgr = smgr->createNewSceneManager();
- m_wieldmgr->addCameraSceneNode();
- m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
- }
- Camera::~Camera()
- {
- m_wieldmgr->drop();
- delete m_dummymesh;
- }
- bool Camera::successfullyCreated(std::wstring& 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_wieldnode == NULL)
- {
- error_message = L"Failed to create the wielded item scene node";
- return false;
- }
- return true;
- }
- // Returns the fractional part of x
- inline f32 my_modf(f32 x)
- {
- double dummy;
- return modf(x, &dummy);
- }
- 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;
- if(m_wield_change_timer < 0.125)
- m_wield_change_timer += dtime;
- if(m_wield_change_timer > 0.125)
- m_wield_change_timer = 0.125;
- if(m_wield_change_timer >= 0 && was_under_zero)
- {
- if(m_wield_mesh_next)
- {
- m_wieldnode->setMesh(m_wield_mesh_next);
- m_wieldnode->setVisible(true);
- } else {
- m_wieldnode->setVisible(false);
- }
- m_wield_mesh_next = NULL;
- }
- 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
- // Animation is getting turned off
- if (m_view_bobbing_anim < 0.5)
- m_view_bobbing_anim -= offset;
- else
- 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)
- {
- m_view_bobbing_anim += offset;
- 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)
- 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)
- {
- m_view_bobbing_anim = 0;
- m_view_bobbing_state = 0;
- }
- #endif
- }
- 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_gamedef->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_gamedef->event()->put(e);
- } else if(m_digging_button == 1) {
- MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
- m_gamedef->event()->put(e);
- }
- }
- }
- }
- void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
- f32 tool_reload_ratio, ClientEnvironment &c_env)
- {
- // 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_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 *= g_settings->getFloat("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(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
- v3f rel_cam_pos = v3f(0,0,0);
- v3f rel_cam_target = v3f(0,0,1);
- v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0 && 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) * M_PI);
- //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
- v3f bobvec = v3f(
- 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 * M_PI);
- float f = 1.0;
- f *= g_settings->getFloat("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 * M_PI * f);
- #else
- 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),
- r * (cos(angle_rad) - 1),
- 0);
- rel_cam_pos += off;
- //rel_cam_target += off;
- rel_cam_up.rotateXYBy(angle_deg);
- #endif
- }
- // Compute absolute camera position and target
- m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
- m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
- 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; 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_gamedef->ndef();
- MapNode n = c_env.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(my_cp-intToFloat(m_camera_offset, BS));
- m_cameranode->setUpVector(abs_cam_up);
- // *100.0 helps in large map coordinates
- 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 setting
- f32 fov_degrees = g_settings->getFloat("fov");
- fov_degrees = MYMAX(fov_degrees, 10.0);
- fov_degrees = MYMIN(fov_degrees, 170.0);
- // FOV and aspect ratio
- m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().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);
- // Position the wielded item
- //v3f wield_position = v3f(45, -35, 65);
- v3f wield_position = v3f(55, -35, 65);
- //v3f wield_rotation = v3f(-100, 120, -100);
- v3f wield_rotation = v3f(-100, 120, -100);
- if(m_wield_change_timer < 0)
- wield_position.Y -= 40 + m_wield_change_timer*320;
- else
- wield_position.Y -= 40 - m_wield_change_timer*320;
- 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 -= 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_wieldlight = player->light;
- // Render distance feedback loop
- updateViewingRange(frametime, busytime);
- // If the player seems to be walking on solid ground,
- // 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 ||
- !m_gamedef->checkLocalPrivilege("fly")))
- {
- // Start animation
- m_view_bobbing_state = 1;
- m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
- }
- else if (m_view_bobbing_state == 1)
- {
- // Stop animation
- m_view_bobbing_state = 2;
- m_view_bobbing_speed = 60;
- }
- }
- void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
- {
- if (m_draw_control.range_all)
- return;
- m_added_busytime += busytime_in;
- m_added_frames += 1;
- m_frametime_counter -= frametime_in;
- if (m_frametime_counter > 0)
- return;
- m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
- /*dstream<<__FUNCTION_NAME
- <<": Collected "<<m_added_frames<<" frames, total of "
- <<m_added_busytime<<"s."<<std::endl;
- dstream<<"m_draw_control.blocks_drawn="
- <<m_draw_control.blocks_drawn
- <<", m_draw_control.blocks_would_have_drawn="
- <<m_draw_control.blocks_would_have_drawn
- <<std::endl;*/
- // Get current viewing range and FPS settings
- f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
- viewing_range_min = MYMAX(15.0, viewing_range_min);
- f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
- viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
-
- // Immediately apply hard limits
- if(m_draw_control.wanted_range < viewing_range_min)
- m_draw_control.wanted_range = viewing_range_min;
- if(m_draw_control.wanted_range > viewing_range_max)
- m_draw_control.wanted_range = viewing_range_max;
- // Just so big a value that everything rendered is visible
- // Some more allowance than viewing_range_max * BS because of clouds,
- // active objects, etc.
- if(viewing_range_max < 200*BS)
- m_cameranode->setFarValue(200 * BS * 10);
- else
- m_cameranode->setFarValue(viewing_range_max * BS * 10);
- f32 wanted_fps = g_settings->getFloat("wanted_fps");
- wanted_fps = MYMAX(wanted_fps, 1.0);
- f32 wanted_frametime = 1.0 / wanted_fps;
- m_draw_control.wanted_min_range = viewing_range_min;
- m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
- if (m_draw_control.wanted_max_blocks < 10)
- m_draw_control.wanted_max_blocks = 10;
- f32 block_draw_ratio = 1.0;
- if (m_draw_control.blocks_would_have_drawn != 0)
- {
- block_draw_ratio = (f32)m_draw_control.blocks_drawn
- / (f32)m_draw_control.blocks_would_have_drawn;
- }
- // Calculate the average frametime in the case that all wanted
- // blocks had been drawn
- f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
- m_added_busytime = 0.0;
- m_added_frames = 0;
- f32 wanted_frametime_change = wanted_frametime - frametime;
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
- g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
- // If needed frametime change is small, just return
- // This value was 0.4 for many months until 2011-10-18 by c55;
- if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
- {
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
- return;
- }
- f32 range = m_draw_control.wanted_range;
- f32 new_range = range;
- f32 d_range = range - m_range_old;
- f32 d_busytime = busytime_in - m_busytime_old;
- if (d_range != 0)
- {
- m_time_per_range = d_busytime / d_range;
- }
- //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
- g_profiler->avg("time_per_range", m_time_per_range);
- // The minimum allowed calculated frametime-range derivative:
- // Practically this sets the maximum speed of changing the range.
- // The lower this value, the higher the maximum changing speed.
- // A low value here results in wobbly range (0.001)
- // A low value can cause oscillation in very nonlinear time/range curves.
- // A high value here results in slow changing range (0.0025)
- // SUGG: This could be dynamically adjusted so that when
- // the camera is turning, this is lower
- //f32 min_time_per_range = 0.0010; // Up to 0.4.7
- f32 min_time_per_range = 0.0005;
- if(m_time_per_range < min_time_per_range)
- {
- m_time_per_range = min_time_per_range;
- //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
- }
- else
- {
- //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
- }
- f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
- // Dampen the change a bit to kill oscillations
- //wanted_range_change *= 0.9;
- //wanted_range_change *= 0.75;
- wanted_range_change *= 0.5;
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
- // If needed range change is very small, just return
- if(fabs(wanted_range_change) < 0.001)
- {
- //dstream<<"ignoring small wanted_range_change"<<std::endl;
- return;
- }
- new_range += wanted_range_change;
-
- //f32 new_range_unclamped = new_range;
- new_range = MYMAX(new_range, viewing_range_min);
- new_range = MYMIN(new_range, viewing_range_max);
- /*dstream<<"new_range="<<new_range_unclamped
- <<", clamped to "<<new_range<<std::endl;*/
- m_range_old = m_draw_control.wanted_range;
- m_busytime_old = busytime_in;
- m_draw_control.wanted_range = new_range;
- }
- void Camera::setDigging(s32 button)
- {
- if (m_digging_button == -1)
- m_digging_button = button;
- }
- void Camera::wield(const ItemStack &item, u16 playeritem)
- {
- IItemDefManager *idef = m_gamedef->idef();
- std::string itemname = item.getDefinition(idef).name;
- m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
- if(playeritem != m_previous_playeritem &&
- !(m_previous_itemname == "" && itemname == ""))
- {
- m_previous_playeritem = playeritem;
- m_previous_itemname = itemname;
- if(m_wield_change_timer >= 0.125)
- m_wield_change_timer = -0.125;
- else if(m_wield_change_timer > 0)
- {
- m_wield_change_timer = -m_wield_change_timer;
- }
- } else {
- if(m_wield_mesh_next) {
- m_wieldnode->setMesh(m_wield_mesh_next);
- m_wieldnode->setVisible(true);
- } else {
- m_wieldnode->setVisible(false);
- }
- m_wield_mesh_next = NULL;
- if(m_previous_itemname != itemname)
- {
- m_previous_itemname = itemname;
- m_wield_change_timer = 0;
- }
- else
- m_wield_change_timer = 0.125;
- }
- }
- void Camera::drawWieldedTool(irr::core::matrix4* translation)
- {
- // Set vertex colors of wield mesh according to light level
- u8 li = m_wieldlight;
- video::SColor color(255,li,li,li);
- setMeshColor(m_wieldnode->getMesh(), color);
- // Clear Z buffer
- 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(72.0*M_PI/180.0);
- cam->setNearValue(0.1);
- cam->setFarValue(100);
- if (translation != NULL)
- {
- 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);
- }
- m_wieldmgr->drawAll();
- }
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