camera.cpp 24 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. This program is free software; you can redistribute it and/or modify
  5. it under the terms of the GNU Lesser General Public License as published by
  6. the Free Software Foundation; either version 2.1 of the License, or
  7. (at your option) any later version.
  8. This program is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. GNU Lesser General Public License for more details.
  12. You should have received a copy of the GNU Lesser General Public License along
  13. with this program; if not, write to the Free Software Foundation, Inc.,
  14. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  15. */
  16. #include "camera.h"
  17. #include "debug.h"
  18. #include "client.h"
  19. #include "config.h"
  20. #include "map.h"
  21. #include "clientmap.h" // MapDrawControl
  22. #include "player.h"
  23. #include <cmath>
  24. #include "client/renderingengine.h"
  25. #include "settings.h"
  26. #include "wieldmesh.h"
  27. #include "noise.h" // easeCurve
  28. #include "sound.h"
  29. #include "event.h"
  30. #include "nodedef.h"
  31. #include "util/numeric.h"
  32. #include "constants.h"
  33. #include "fontengine.h"
  34. #include "script/scripting_client.h"
  35. #define CAMERA_OFFSET_STEP 200
  36. #define WIELDMESH_OFFSET_X 55.0f
  37. #define WIELDMESH_OFFSET_Y -35.0f
  38. #define WIELDMESH_AMPLITUDE_X 7.0f
  39. #define WIELDMESH_AMPLITUDE_Y 10.0f
  40. Camera::Camera(MapDrawControl &draw_control, Client *client):
  41. m_draw_control(draw_control),
  42. m_client(client)
  43. {
  44. scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
  45. // note: making the camera node a child of the player node
  46. // would lead to unexpected behaviour, so we don't do that.
  47. m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
  48. m_headnode = smgr->addEmptySceneNode(m_playernode);
  49. m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
  50. m_cameranode->bindTargetAndRotation(true);
  51. // This needs to be in its own scene manager. It is drawn after
  52. // all other 3D scene nodes and before the GUI.
  53. m_wieldmgr = smgr->createNewSceneManager();
  54. m_wieldmgr->addCameraSceneNode();
  55. m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
  56. m_wieldnode->setItem(ItemStack(), m_client);
  57. m_wieldnode->drop(); // m_wieldmgr grabbed it
  58. /* TODO: Add a callback function so these can be updated when a setting
  59. * changes. At this point in time it doesn't matter (e.g. /set
  60. * is documented to change server settings only)
  61. *
  62. * TODO: Local caching of settings is not optimal and should at some stage
  63. * be updated to use a global settings object for getting thse values
  64. * (as opposed to the this local caching). This can be addressed in
  65. * a later release.
  66. */
  67. m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
  68. m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
  69. // 45 degrees is the lowest FOV that doesn't cause the server to treat this
  70. // as a zoom FOV and load world beyond the set server limits.
  71. m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f);
  72. m_arm_inertia = g_settings->getBool("arm_inertia");
  73. m_nametags.clear();
  74. }
  75. Camera::~Camera()
  76. {
  77. m_wieldmgr->drop();
  78. }
  79. void Camera::notifyFovChange()
  80. {
  81. LocalPlayer *player = m_client->getEnv().getLocalPlayer();
  82. assert(player);
  83. PlayerFovSpec spec = player->getFov();
  84. /*
  85. * Update m_old_fov_degrees first - it serves as the starting point of the
  86. * upcoming transition.
  87. *
  88. * If an FOV transition is already active, mark current FOV as the start of
  89. * the new transition. If not, set it to the previous transition's target FOV.
  90. */
  91. if (m_fov_transition_active)
  92. m_old_fov_degrees = m_curr_fov_degrees;
  93. else
  94. m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
  95. /*
  96. * Update m_server_sent_fov next - it corresponds to the target FOV of the
  97. * upcoming transition.
  98. *
  99. * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
  100. * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
  101. * of overriding.
  102. */
  103. if (spec.fov == 0.0f) {
  104. m_server_sent_fov = false;
  105. m_target_fov_degrees = m_cache_fov;
  106. } else {
  107. m_server_sent_fov = true;
  108. m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
  109. }
  110. if (spec.transition_time > 0.0f)
  111. m_fov_transition_active = true;
  112. // If FOV smooth transition is active, initialize required variables
  113. if (m_fov_transition_active) {
  114. m_transition_time = spec.transition_time;
  115. m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
  116. }
  117. }
  118. bool Camera::successfullyCreated(std::string &error_message)
  119. {
  120. if (!m_playernode) {
  121. error_message = "Failed to create the player scene node";
  122. } else if (!m_headnode) {
  123. error_message = "Failed to create the head scene node";
  124. } else if (!m_cameranode) {
  125. error_message = "Failed to create the camera scene node";
  126. } else if (!m_wieldmgr) {
  127. error_message = "Failed to create the wielded item scene manager";
  128. } else if (!m_wieldnode) {
  129. error_message = "Failed to create the wielded item scene node";
  130. } else {
  131. error_message.clear();
  132. }
  133. if (m_client->modsLoaded())
  134. m_client->getScript()->on_camera_ready(this);
  135. return error_message.empty();
  136. }
  137. // Returns the fractional part of x
  138. inline f32 my_modf(f32 x)
  139. {
  140. double dummy;
  141. return modf(x, &dummy);
  142. }
  143. void Camera::step(f32 dtime)
  144. {
  145. if(m_view_bobbing_fall > 0)
  146. {
  147. m_view_bobbing_fall -= 3 * dtime;
  148. if(m_view_bobbing_fall <= 0)
  149. m_view_bobbing_fall = -1; // Mark the effect as finished
  150. }
  151. bool was_under_zero = m_wield_change_timer < 0;
  152. m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
  153. if (m_wield_change_timer >= 0 && was_under_zero)
  154. m_wieldnode->setItem(m_wield_item_next, m_client);
  155. if (m_view_bobbing_state != 0)
  156. {
  157. //f32 offset = dtime * m_view_bobbing_speed * 0.035;
  158. f32 offset = dtime * m_view_bobbing_speed * 0.030;
  159. if (m_view_bobbing_state == 2) {
  160. // Animation is getting turned off
  161. if (m_view_bobbing_anim < 0.25) {
  162. m_view_bobbing_anim -= offset;
  163. } else if (m_view_bobbing_anim > 0.75) {
  164. m_view_bobbing_anim += offset;
  165. }
  166. if (m_view_bobbing_anim < 0.5) {
  167. m_view_bobbing_anim += offset;
  168. if (m_view_bobbing_anim > 0.5)
  169. m_view_bobbing_anim = 0.5;
  170. } else {
  171. m_view_bobbing_anim -= offset;
  172. if (m_view_bobbing_anim < 0.5)
  173. m_view_bobbing_anim = 0.5;
  174. }
  175. if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
  176. fabs(m_view_bobbing_anim - 0.5) < 0.01) {
  177. m_view_bobbing_anim = 0;
  178. m_view_bobbing_state = 0;
  179. }
  180. }
  181. else {
  182. float was = m_view_bobbing_anim;
  183. m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
  184. bool step = (was == 0 ||
  185. (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
  186. (was > 0.5f && m_view_bobbing_anim <= 0.5f));
  187. if(step) {
  188. m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
  189. }
  190. }
  191. }
  192. if (m_digging_button != -1) {
  193. f32 offset = dtime * 3.5f;
  194. float m_digging_anim_was = m_digging_anim;
  195. m_digging_anim += offset;
  196. if (m_digging_anim >= 1)
  197. {
  198. m_digging_anim = 0;
  199. m_digging_button = -1;
  200. }
  201. float lim = 0.15;
  202. if(m_digging_anim_was < lim && m_digging_anim >= lim)
  203. {
  204. if (m_digging_button == 0) {
  205. m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
  206. } else if(m_digging_button == 1) {
  207. m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
  208. }
  209. }
  210. }
  211. }
  212. static inline v2f dir(const v2f &pos_dist)
  213. {
  214. f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
  215. f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
  216. f32 x_abs = std::fabs(x);
  217. f32 y_abs = std::fabs(y);
  218. if (x_abs >= y_abs) {
  219. y *= (1.0f / x_abs);
  220. x /= x_abs;
  221. }
  222. if (y_abs >= x_abs) {
  223. x *= (1.0f / y_abs);
  224. y /= y_abs;
  225. }
  226. return v2f(std::fabs(x), std::fabs(y));
  227. }
  228. void Camera::addArmInertia(f32 player_yaw)
  229. {
  230. m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
  231. -100.0f, 100.0f) / 0.016f) * 0.01f;
  232. m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
  233. f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
  234. f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
  235. if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
  236. /*
  237. The arm moves relative to the camera speed,
  238. with an acceleration factor.
  239. */
  240. if (m_cam_vel.X > 1.0f) {
  241. if (m_cam_vel.X > m_cam_vel_old.X)
  242. m_cam_vel_old.X = m_cam_vel.X;
  243. f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
  244. m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
  245. if (m_last_cam_pos.X != player_yaw)
  246. m_last_cam_pos.X = player_yaw;
  247. m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
  248. WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
  249. WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
  250. }
  251. if (m_cam_vel.Y > 1.0f) {
  252. if (m_cam_vel.Y > m_cam_vel_old.Y)
  253. m_cam_vel_old.Y = m_cam_vel.Y;
  254. f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
  255. m_wieldmesh_offset.Y +=
  256. m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
  257. if (m_last_cam_pos.Y != m_camera_direction.Y)
  258. m_last_cam_pos.Y = m_camera_direction.Y;
  259. m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
  260. WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
  261. WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
  262. }
  263. m_arm_dir = dir(m_wieldmesh_offset);
  264. } else {
  265. /*
  266. Now the arm gets back to its default position when the camera stops,
  267. following a vector, with a smooth deceleration factor.
  268. */
  269. f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
  270. (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
  271. f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
  272. (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
  273. if (gap_X < 0.1f)
  274. m_cam_vel_old.X = 0.0f;
  275. m_wieldmesh_offset.X -=
  276. m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
  277. if (gap_Y < 0.1f)
  278. m_cam_vel_old.Y = 0.0f;
  279. m_wieldmesh_offset.Y -=
  280. m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
  281. }
  282. }
  283. void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
  284. {
  285. // Get player position
  286. // Smooth the movement when walking up stairs
  287. v3f old_player_position = m_playernode->getPosition();
  288. v3f player_position = player->getPosition();
  289. // This is worse than `LocalPlayer::getPosition()` but
  290. // mods expect the player head to be at the parent's position
  291. // plus eye height.
  292. if (player->getParent())
  293. player_position = player->getParent()->getPosition();
  294. // Smooth the camera movement when the player instantly moves upward due to stepheight.
  295. // To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping
  296. // or swimming (for when moving from liquid to land).
  297. // Disable smoothing if climbing or flying, to avoid upwards offset of player model
  298. // when seen in 3rd person view.
  299. bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly");
  300. if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) {
  301. f32 oldy = old_player_position.Y;
  302. f32 newy = player_position.Y;
  303. f32 t = std::exp(-23 * frametime);
  304. player_position.Y = oldy * t + newy * (1-t);
  305. }
  306. // Set player node transformation
  307. m_playernode->setPosition(player_position);
  308. m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
  309. m_playernode->updateAbsolutePosition();
  310. // Get camera tilt timer (hurt animation)
  311. float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
  312. // Fall bobbing animation
  313. float fall_bobbing = 0;
  314. if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
  315. {
  316. if(m_view_bobbing_fall == -1) // Effect took place and has finished
  317. player->camera_impact = m_view_bobbing_fall = 0;
  318. else if(m_view_bobbing_fall == 0) // Initialize effect
  319. m_view_bobbing_fall = 1;
  320. // Convert 0 -> 1 to 0 -> 1 -> 0
  321. fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
  322. // Smoothen and invert the above
  323. fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
  324. // Amplify according to the intensity of the impact
  325. fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
  326. fall_bobbing *= m_cache_fall_bobbing_amount;
  327. }
  328. // Calculate and translate the head SceneNode offsets
  329. {
  330. v3f eye_offset = player->getEyeOffset();
  331. if (m_camera_mode == CAMERA_MODE_FIRST)
  332. eye_offset += player->eye_offset_first;
  333. else
  334. eye_offset += player->eye_offset_third;
  335. // Set head node transformation
  336. eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
  337. m_headnode->setPosition(eye_offset);
  338. m_headnode->setRotation(v3f(player->getPitch(), 0,
  339. cameratilt * player->hurt_tilt_strength));
  340. m_headnode->updateAbsolutePosition();
  341. }
  342. // Compute relative camera position and target
  343. v3f rel_cam_pos = v3f(0,0,0);
  344. v3f rel_cam_target = v3f(0,0,1);
  345. v3f rel_cam_up = v3f(0,1,0);
  346. if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
  347. m_camera_mode < CAMERA_MODE_THIRD) {
  348. f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
  349. f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
  350. #if 1
  351. f32 bobknob = 1.2;
  352. f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
  353. //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
  354. v3f bobvec = v3f(
  355. 0.3 * bobdir * sin(bobfrac * M_PI),
  356. -0.28 * bobtmp * bobtmp,
  357. 0.);
  358. //rel_cam_pos += 0.2 * bobvec;
  359. //rel_cam_target += 0.03 * bobvec;
  360. //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
  361. float f = 1.0;
  362. f *= m_cache_view_bobbing_amount;
  363. rel_cam_pos += bobvec * f;
  364. //rel_cam_target += 0.995 * bobvec * f;
  365. rel_cam_target += bobvec * f;
  366. rel_cam_target.Z -= 0.005 * bobvec.Z * f;
  367. //rel_cam_target.X -= 0.005 * bobvec.X * f;
  368. //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
  369. rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
  370. #else
  371. f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
  372. f32 angle_rad = angle_deg * M_PI / 180;
  373. f32 r = 0.05;
  374. v3f off = v3f(
  375. r * sin(angle_rad),
  376. r * (cos(angle_rad) - 1),
  377. 0);
  378. rel_cam_pos += off;
  379. //rel_cam_target += off;
  380. rel_cam_up.rotateXYBy(angle_deg);
  381. #endif
  382. }
  383. // Compute absolute camera position and target
  384. m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
  385. m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
  386. v3f abs_cam_up;
  387. m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
  388. // Seperate camera position for calculation
  389. v3f my_cp = m_camera_position;
  390. // Reposition the camera for third person view
  391. if (m_camera_mode > CAMERA_MODE_FIRST)
  392. {
  393. if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
  394. m_camera_direction *= -1;
  395. my_cp.Y += 2;
  396. // Calculate new position
  397. bool abort = false;
  398. for (int i = BS; i <= BS * 2.75; i++) {
  399. my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
  400. my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
  401. if (i > 12)
  402. my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
  403. // Prevent camera positioned inside nodes
  404. const NodeDefManager *nodemgr = m_client->ndef();
  405. MapNode n = m_client->getEnv().getClientMap()
  406. .getNode(floatToInt(my_cp, BS));
  407. const ContentFeatures& features = nodemgr->get(n);
  408. if (features.walkable) {
  409. my_cp.X += m_camera_direction.X*-1*-BS/2;
  410. my_cp.Z += m_camera_direction.Z*-1*-BS/2;
  411. my_cp.Y += m_camera_direction.Y*-1*-BS/2;
  412. abort = true;
  413. break;
  414. }
  415. }
  416. // If node blocks camera position don't move y to heigh
  417. if (abort && my_cp.Y > player_position.Y+BS*2)
  418. my_cp.Y = player_position.Y+BS*2;
  419. }
  420. // Update offset if too far away from the center of the map
  421. m_camera_offset.X += CAMERA_OFFSET_STEP*
  422. (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
  423. m_camera_offset.Y += CAMERA_OFFSET_STEP*
  424. (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
  425. m_camera_offset.Z += CAMERA_OFFSET_STEP*
  426. (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
  427. // Set camera node transformation
  428. m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
  429. m_cameranode->setUpVector(abs_cam_up);
  430. // *100.0 helps in large map coordinates
  431. m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
  432. // update the camera position in third-person mode to render blocks behind player
  433. // and correctly apply liquid post FX.
  434. if (m_camera_mode != CAMERA_MODE_FIRST)
  435. m_camera_position = my_cp;
  436. /*
  437. * Apply server-sent FOV, instantaneous or smooth transition.
  438. * If not, check for zoom and set to zoom FOV.
  439. * Otherwise, default to m_cache_fov.
  440. */
  441. if (m_fov_transition_active) {
  442. // Smooth FOV transition
  443. // Dynamically calculate FOV delta based on frametimes
  444. f32 delta = (frametime / m_transition_time) * m_fov_diff;
  445. m_curr_fov_degrees += delta;
  446. // Mark transition as complete if target FOV has been reached
  447. if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
  448. (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
  449. m_fov_transition_active = false;
  450. m_curr_fov_degrees = m_target_fov_degrees;
  451. }
  452. } else if (m_server_sent_fov) {
  453. // Instantaneous FOV change
  454. m_curr_fov_degrees = m_target_fov_degrees;
  455. } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
  456. // Player requests zoom, apply zoom FOV
  457. m_curr_fov_degrees = player->getZoomFOV();
  458. } else {
  459. // Set to client's selected FOV
  460. m_curr_fov_degrees = m_cache_fov;
  461. }
  462. m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
  463. // FOV and aspect ratio
  464. const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
  465. m_aspect = (f32) window_size.X / (f32) window_size.Y;
  466. m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
  467. // Increase vertical FOV on lower aspect ratios (<16:10)
  468. m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
  469. m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
  470. m_cameranode->setAspectRatio(m_aspect);
  471. m_cameranode->setFOV(m_fov_y);
  472. if (m_arm_inertia)
  473. addArmInertia(player->getYaw());
  474. // Position the wielded item
  475. //v3f wield_position = v3f(45, -35, 65);
  476. v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
  477. //v3f wield_rotation = v3f(-100, 120, -100);
  478. v3f wield_rotation = v3f(-100, 120, -100);
  479. wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
  480. if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
  481. {
  482. f32 frac = 1.0;
  483. if(m_digging_anim > 0.5)
  484. frac = 2.0 * (m_digging_anim - 0.5);
  485. // This value starts from 1 and settles to 0
  486. f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
  487. //f32 ratiothing2 = pow(ratiothing, 0.5f);
  488. f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
  489. wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
  490. //wield_position.Z += frac * 5.0 * ratiothing2;
  491. wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
  492. wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
  493. //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
  494. //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
  495. }
  496. if (m_digging_button != -1)
  497. {
  498. f32 digfrac = m_digging_anim;
  499. wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
  500. wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
  501. wield_position.Z += 25 * 0.5;
  502. // Euler angles are PURE EVIL, so why not use quaternions?
  503. core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
  504. core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
  505. core::quaternion quat_slerp;
  506. quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
  507. quat_slerp.toEuler(wield_rotation);
  508. wield_rotation *= core::RADTODEG;
  509. } else {
  510. f32 bobfrac = my_modf(m_view_bobbing_anim);
  511. wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
  512. wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
  513. }
  514. m_wieldnode->setPosition(wield_position);
  515. m_wieldnode->setRotation(wield_rotation);
  516. m_wieldnode->setNodeLightColor(player->light_color);
  517. // Set render distance
  518. updateViewingRange();
  519. // If the player is walking, swimming, or climbing,
  520. // view bobbing is enabled and free_move is off,
  521. // start (or continue) the view bobbing animation.
  522. const v3f &speed = player->getSpeed();
  523. const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
  524. const bool movement_Y = fabs(speed.Y) > BS;
  525. const bool walking = movement_XZ && player->touching_ground;
  526. const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
  527. const bool climbing = movement_Y && player->is_climbing;
  528. if ((walking || swimming || climbing) && !flying) {
  529. // Start animation
  530. m_view_bobbing_state = 1;
  531. m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
  532. } else if (m_view_bobbing_state == 1) {
  533. // Stop animation
  534. m_view_bobbing_state = 2;
  535. m_view_bobbing_speed = 60;
  536. }
  537. }
  538. void Camera::updateViewingRange()
  539. {
  540. f32 viewing_range = g_settings->getFloat("viewing_range");
  541. // Ignore near_plane setting on all other platforms to prevent abuse
  542. #if ENABLE_GLES
  543. m_cameranode->setNearValue(rangelim(
  544. g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
  545. #else
  546. m_cameranode->setNearValue(0.1f * BS);
  547. #endif
  548. m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
  549. if (m_draw_control.range_all) {
  550. m_cameranode->setFarValue(100000.0);
  551. return;
  552. }
  553. m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
  554. }
  555. void Camera::setDigging(s32 button)
  556. {
  557. if (m_digging_button == -1)
  558. m_digging_button = button;
  559. }
  560. void Camera::wield(const ItemStack &item)
  561. {
  562. if (item.name != m_wield_item_next.name ||
  563. item.metadata != m_wield_item_next.metadata) {
  564. m_wield_item_next = item;
  565. if (m_wield_change_timer > 0)
  566. m_wield_change_timer = -m_wield_change_timer;
  567. else if (m_wield_change_timer == 0)
  568. m_wield_change_timer = -0.001;
  569. }
  570. }
  571. void Camera::drawWieldedTool(irr::core::matrix4* translation)
  572. {
  573. // Clear Z buffer so that the wielded tool stays in front of world geometry
  574. m_wieldmgr->getVideoDriver()->clearZBuffer();
  575. // Draw the wielded node (in a separate scene manager)
  576. scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
  577. cam->setAspectRatio(m_cameranode->getAspectRatio());
  578. cam->setFOV(72.0*M_PI/180.0);
  579. cam->setNearValue(10);
  580. cam->setFarValue(1000);
  581. if (translation != NULL)
  582. {
  583. irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
  584. irr::core::vector3df focusPoint = (cam->getTarget()
  585. - cam->getAbsolutePosition()).setLength(1)
  586. + cam->getAbsolutePosition();
  587. irr::core::vector3df camera_pos =
  588. (startMatrix * *translation).getTranslation();
  589. cam->setPosition(camera_pos);
  590. cam->setTarget(focusPoint);
  591. }
  592. m_wieldmgr->drawAll();
  593. }
  594. void Camera::drawNametags()
  595. {
  596. core::matrix4 trans = m_cameranode->getProjectionMatrix();
  597. trans *= m_cameranode->getViewMatrix();
  598. for (std::list<Nametag *>::const_iterator
  599. i = m_nametags.begin();
  600. i != m_nametags.end(); ++i) {
  601. Nametag *nametag = *i;
  602. if (nametag->nametag_color.getAlpha() == 0) {
  603. // Enforce hiding nametag,
  604. // because if freetype is enabled, a grey
  605. // shadow can remain.
  606. continue;
  607. }
  608. v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
  609. f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
  610. trans.multiplyWith1x4Matrix(transformed_pos);
  611. if (transformed_pos[3] > 0) {
  612. std::wstring nametag_colorless =
  613. unescape_translate(utf8_to_wide(nametag->nametag_text));
  614. core::dimension2d<u32> textsize =
  615. g_fontengine->getFont()->getDimension(
  616. nametag_colorless.c_str());
  617. f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
  618. core::reciprocal(transformed_pos[3]);
  619. v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
  620. v2s32 screen_pos;
  621. screen_pos.X = screensize.X *
  622. (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
  623. screen_pos.Y = screensize.Y *
  624. (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
  625. core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
  626. g_fontengine->getFont()->draw(
  627. translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
  628. size + screen_pos, nametag->nametag_color);
  629. }
  630. }
  631. }
  632. Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
  633. const std::string &nametag_text, video::SColor nametag_color,
  634. const v3f &pos)
  635. {
  636. Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
  637. m_nametags.push_back(nametag);
  638. return nametag;
  639. }
  640. void Camera::removeNametag(Nametag *nametag)
  641. {
  642. m_nametags.remove(nametag);
  643. delete nametag;
  644. }