3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
25 #include "clientmap.h" // MapDrawControl
28 #include "client/renderingengine.h"
30 #include "wieldmesh.h"
31 #include "noise.h" // easeCurve
35 #include "util/numeric.h"
36 #include "constants.h"
37 #include "fontengine.h"
38 #include "script/scripting_client.h"
40 #define CAMERA_OFFSET_STEP 200
41 #define WIELDMESH_OFFSET_X 55.0f
42 #define WIELDMESH_OFFSET_Y -35.0f
43 #define WIELDMESH_AMPLITUDE_X 7.0f
44 #define WIELDMESH_AMPLITUDE_Y 10.0f
46 Camera::Camera(MapDrawControl &draw_control, Client *client):
47 m_draw_control(draw_control),
50 scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
51 // note: making the camera node a child of the player node
52 // would lead to unexpected behaviour, so we don't do that.
53 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
54 m_headnode = smgr->addEmptySceneNode(m_playernode);
55 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
56 m_cameranode->bindTargetAndRotation(true);
58 // This needs to be in its own scene manager. It is drawn after
59 // all other 3D scene nodes and before the GUI.
60 m_wieldmgr = smgr->createNewSceneManager();
61 m_wieldmgr->addCameraSceneNode();
62 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
63 m_wieldnode->setItem(ItemStack(), m_client);
64 m_wieldnode->drop(); // m_wieldmgr grabbed it
66 /* TODO: Add a callback function so these can be updated when a setting
67 * changes. At this point in time it doesn't matter (e.g. /set
68 * is documented to change server settings only)
70 * TODO: Local caching of settings is not optimal and should at some stage
71 * be updated to use a global settings object for getting thse values
72 * (as opposed to the this local caching). This can be addressed in
75 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
76 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
77 // 45 degrees is the lowest FOV that doesn't cause the server to treat this
78 // as a zoom FOV and load world beyond the set server limits.
79 m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f);
80 m_arm_inertia = g_settings->getBool("arm_inertia");
89 void Camera::notifyFovChange()
91 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
94 PlayerFovSpec spec = player->getFov();
97 * Update m_old_fov_degrees first - it serves as the starting point of the
98 * upcoming transition.
100 * If an FOV transition is already active, mark current FOV as the start of
101 * the new transition. If not, set it to the previous transition's target FOV.
103 if (m_fov_transition_active)
104 m_old_fov_degrees = m_curr_fov_degrees;
106 m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
109 * Update m_server_sent_fov next - it corresponds to the target FOV of the
110 * upcoming transition.
112 * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
113 * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
116 if (spec.fov == 0.0f) {
117 m_server_sent_fov = false;
118 m_target_fov_degrees = m_cache_fov;
120 m_server_sent_fov = true;
121 m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
124 if (spec.transition_time > 0.0f)
125 m_fov_transition_active = true;
127 // If FOV smooth transition is active, initialize required variables
128 if (m_fov_transition_active) {
129 m_transition_time = spec.transition_time;
130 m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
134 bool Camera::successfullyCreated(std::string &error_message)
137 error_message = "Failed to create the player scene node";
138 } else if (!m_headnode) {
139 error_message = "Failed to create the head scene node";
140 } else if (!m_cameranode) {
141 error_message = "Failed to create the camera scene node";
142 } else if (!m_wieldmgr) {
143 error_message = "Failed to create the wielded item scene manager";
144 } else if (!m_wieldnode) {
145 error_message = "Failed to create the wielded item scene node";
147 error_message.clear();
150 if (m_client->modsLoaded())
151 m_client->getScript()->on_camera_ready(this);
153 return error_message.empty();
156 // Returns the fractional part of x
157 inline f32 my_modf(f32 x)
160 return modf(x, &dummy);
163 void Camera::step(f32 dtime)
165 if(m_view_bobbing_fall > 0)
167 m_view_bobbing_fall -= 3 * dtime;
168 if(m_view_bobbing_fall <= 0)
169 m_view_bobbing_fall = -1; // Mark the effect as finished
172 bool was_under_zero = m_wield_change_timer < 0;
173 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
175 if (m_wield_change_timer >= 0 && was_under_zero)
176 m_wieldnode->setItem(m_wield_item_next, m_client);
178 if (m_view_bobbing_state != 0)
180 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
181 f32 offset = dtime * m_view_bobbing_speed * 0.030;
182 if (m_view_bobbing_state == 2) {
183 // Animation is getting turned off
184 if (m_view_bobbing_anim < 0.25) {
185 m_view_bobbing_anim -= offset;
186 } else if (m_view_bobbing_anim > 0.75) {
187 m_view_bobbing_anim += offset;
190 if (m_view_bobbing_anim < 0.5) {
191 m_view_bobbing_anim += offset;
192 if (m_view_bobbing_anim > 0.5)
193 m_view_bobbing_anim = 0.5;
195 m_view_bobbing_anim -= offset;
196 if (m_view_bobbing_anim < 0.5)
197 m_view_bobbing_anim = 0.5;
200 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
201 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
202 m_view_bobbing_anim = 0;
203 m_view_bobbing_state = 0;
207 float was = m_view_bobbing_anim;
208 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
209 bool step = (was == 0 ||
210 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
211 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
213 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
218 if (m_digging_button != -1) {
219 f32 offset = dtime * 3.5f;
220 float m_digging_anim_was = m_digging_anim;
221 m_digging_anim += offset;
222 if (m_digging_anim >= 1)
225 m_digging_button = -1;
228 if(m_digging_anim_was < lim && m_digging_anim >= lim)
230 if (m_digging_button == 0) {
231 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
232 } else if(m_digging_button == 1) {
233 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
239 static inline v2f dir(const v2f &pos_dist)
241 f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
242 f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
244 f32 x_abs = std::fabs(x);
245 f32 y_abs = std::fabs(y);
247 if (x_abs >= y_abs) {
252 if (y_abs >= x_abs) {
257 return v2f(std::fabs(x), std::fabs(y));
260 void Camera::addArmInertia(f32 player_yaw)
262 m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
263 -100.0f, 100.0f) / 0.016f) * 0.01f;
264 m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
265 f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
266 f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
268 if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
270 The arm moves relative to the camera speed,
271 with an acceleration factor.
274 if (m_cam_vel.X > 1.0f) {
275 if (m_cam_vel.X > m_cam_vel_old.X)
276 m_cam_vel_old.X = m_cam_vel.X;
278 f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
279 m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
281 if (m_last_cam_pos.X != player_yaw)
282 m_last_cam_pos.X = player_yaw;
284 m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
285 WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
286 WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
289 if (m_cam_vel.Y > 1.0f) {
290 if (m_cam_vel.Y > m_cam_vel_old.Y)
291 m_cam_vel_old.Y = m_cam_vel.Y;
293 f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
294 m_wieldmesh_offset.Y +=
295 m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
297 if (m_last_cam_pos.Y != m_camera_direction.Y)
298 m_last_cam_pos.Y = m_camera_direction.Y;
300 m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
301 WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
302 WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
305 m_arm_dir = dir(m_wieldmesh_offset);
308 Now the arm gets back to its default position when the camera stops,
309 following a vector, with a smooth deceleration factor.
312 f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
313 (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
315 f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
316 (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
319 m_cam_vel_old.X = 0.0f;
321 m_wieldmesh_offset.X -=
322 m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
325 m_cam_vel_old.Y = 0.0f;
327 m_wieldmesh_offset.Y -=
328 m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
332 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
334 // Get player position
335 // Smooth the movement when walking up stairs
336 v3f old_player_position = m_playernode->getPosition();
337 v3f player_position = player->getPosition();
339 // This is worse than `LocalPlayer::getPosition()` but
340 // mods expect the player head to be at the parent's position
342 if (player->getParent())
343 player_position = player->getParent()->getPosition();
345 if(player->touching_ground &&
346 player_position.Y > old_player_position.Y)
348 f32 oldy = old_player_position.Y;
349 f32 newy = player_position.Y;
350 f32 t = std::exp(-23 * frametime);
351 player_position.Y = oldy * t + newy * (1-t);
354 // Set player node transformation
355 m_playernode->setPosition(player_position);
356 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
357 m_playernode->updateAbsolutePosition();
359 // Get camera tilt timer (hurt animation)
360 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
362 // Fall bobbing animation
363 float fall_bobbing = 0;
364 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
366 if(m_view_bobbing_fall == -1) // Effect took place and has finished
367 player->camera_impact = m_view_bobbing_fall = 0;
368 else if(m_view_bobbing_fall == 0) // Initialize effect
369 m_view_bobbing_fall = 1;
371 // Convert 0 -> 1 to 0 -> 1 -> 0
372 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
373 // Smoothen and invert the above
374 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
375 // Amplify according to the intensity of the impact
376 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
378 fall_bobbing *= m_cache_fall_bobbing_amount;
381 // Calculate and translate the head SceneNode offsets
383 v3f eye_offset = player->getEyeOffset();
384 if (m_camera_mode == CAMERA_MODE_FIRST)
385 eye_offset += player->eye_offset_first;
387 eye_offset += player->eye_offset_third;
389 // Set head node transformation
390 eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
391 m_headnode->setPosition(eye_offset);
392 m_headnode->setRotation(v3f(player->getPitch(), 0,
393 cameratilt * player->hurt_tilt_strength));
394 m_headnode->updateAbsolutePosition();
397 // Compute relative camera position and target
398 v3f rel_cam_pos = v3f(0,0,0);
399 v3f rel_cam_target = v3f(0,0,1);
400 v3f rel_cam_up = v3f(0,1,0);
402 if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
403 m_camera_mode < CAMERA_MODE_THIRD) {
404 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
405 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
409 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
410 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
413 0.3 * bobdir * sin(bobfrac * M_PI),
414 -0.28 * bobtmp * bobtmp,
417 //rel_cam_pos += 0.2 * bobvec;
418 //rel_cam_target += 0.03 * bobvec;
419 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
421 f *= m_cache_view_bobbing_amount;
422 rel_cam_pos += bobvec * f;
423 //rel_cam_target += 0.995 * bobvec * f;
424 rel_cam_target += bobvec * f;
425 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
426 //rel_cam_target.X -= 0.005 * bobvec.X * f;
427 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
428 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
430 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
431 f32 angle_rad = angle_deg * M_PI / 180;
435 r * (cos(angle_rad) - 1),
438 //rel_cam_target += off;
439 rel_cam_up.rotateXYBy(angle_deg);
444 // Compute absolute camera position and target
445 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
446 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
449 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
451 // Seperate camera position for calculation
452 v3f my_cp = m_camera_position;
454 // Reposition the camera for third person view
455 if (m_camera_mode > CAMERA_MODE_FIRST)
457 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
458 m_camera_direction *= -1;
462 // Calculate new position
464 for (int i = BS; i <= BS * 2.75; i++) {
465 my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
466 my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
468 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
470 // Prevent camera positioned inside nodes
471 const NodeDefManager *nodemgr = m_client->ndef();
472 MapNode n = m_client->getEnv().getClientMap()
473 .getNode(floatToInt(my_cp, BS));
475 const ContentFeatures& features = nodemgr->get(n);
476 if (features.walkable) {
477 my_cp.X += m_camera_direction.X*-1*-BS/2;
478 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
479 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
485 // If node blocks camera position don't move y to heigh
486 if (abort && my_cp.Y > player_position.Y+BS*2)
487 my_cp.Y = player_position.Y+BS*2;
490 // Update offset if too far away from the center of the map
491 m_camera_offset.X += CAMERA_OFFSET_STEP*
492 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
493 m_camera_offset.Y += CAMERA_OFFSET_STEP*
494 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
495 m_camera_offset.Z += CAMERA_OFFSET_STEP*
496 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
498 // Set camera node transformation
499 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
500 m_cameranode->setUpVector(abs_cam_up);
501 // *100.0 helps in large map coordinates
502 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
504 // update the camera position in third-person mode to render blocks behind player
505 // and correctly apply liquid post FX.
506 if (m_camera_mode != CAMERA_MODE_FIRST)
507 m_camera_position = my_cp;
510 * Apply server-sent FOV, instantaneous or smooth transition.
511 * If not, check for zoom and set to zoom FOV.
512 * Otherwise, default to m_cache_fov.
514 if (m_fov_transition_active) {
515 // Smooth FOV transition
516 // Dynamically calculate FOV delta based on frametimes
517 f32 delta = (frametime / m_transition_time) * m_fov_diff;
518 m_curr_fov_degrees += delta;
520 // Mark transition as complete if target FOV has been reached
521 if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
522 (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
523 m_fov_transition_active = false;
524 m_curr_fov_degrees = m_target_fov_degrees;
526 } else if (m_server_sent_fov) {
527 // Instantaneous FOV change
528 m_curr_fov_degrees = m_target_fov_degrees;
529 } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
530 // Player requests zoom, apply zoom FOV
531 m_curr_fov_degrees = player->getZoomFOV();
533 // Set to client's selected FOV
534 m_curr_fov_degrees = m_cache_fov;
536 m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
538 // FOV and aspect ratio
539 const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
540 m_aspect = (f32) window_size.X / (f32) window_size.Y;
541 m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
542 // Increase vertical FOV on lower aspect ratios (<16:10)
543 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
544 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
545 m_cameranode->setAspectRatio(m_aspect);
546 m_cameranode->setFOV(m_fov_y);
549 addArmInertia(player->getYaw());
551 // Position the wielded item
552 //v3f wield_position = v3f(45, -35, 65);
553 v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
554 //v3f wield_rotation = v3f(-100, 120, -100);
555 v3f wield_rotation = v3f(-100, 120, -100);
556 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
557 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
560 if(m_digging_anim > 0.5)
561 frac = 2.0 * (m_digging_anim - 0.5);
562 // This value starts from 1 and settles to 0
563 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
564 //f32 ratiothing2 = pow(ratiothing, 0.5f);
565 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
566 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
567 //wield_position.Z += frac * 5.0 * ratiothing2;
568 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
569 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
570 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
571 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
573 if (m_digging_button != -1)
575 f32 digfrac = m_digging_anim;
576 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
577 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
578 wield_position.Z += 25 * 0.5;
580 // Euler angles are PURE EVIL, so why not use quaternions?
581 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
582 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
583 core::quaternion quat_slerp;
584 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
585 quat_slerp.toEuler(wield_rotation);
586 wield_rotation *= core::RADTODEG;
588 f32 bobfrac = my_modf(m_view_bobbing_anim);
589 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
590 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
592 m_wieldnode->setPosition(wield_position);
593 m_wieldnode->setRotation(wield_rotation);
595 m_wieldnode->setNodeLightColor(player->light_color);
597 // Set render distance
598 updateViewingRange();
600 // If the player is walking, swimming, or climbing,
601 // view bobbing is enabled and free_move is off,
602 // start (or continue) the view bobbing animation.
603 const v3f &speed = player->getSpeed();
604 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
605 const bool movement_Y = fabs(speed.Y) > BS;
607 const bool walking = movement_XZ && player->touching_ground;
608 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
609 const bool climbing = movement_Y && player->is_climbing;
610 if ((walking || swimming || climbing) &&
611 (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
613 m_view_bobbing_state = 1;
614 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
616 else if (m_view_bobbing_state == 1)
619 m_view_bobbing_state = 2;
620 m_view_bobbing_speed = 60;
624 void Camera::updateViewingRange()
626 f32 viewing_range = g_settings->getFloat("viewing_range");
628 // Ignore near_plane setting on all other platforms to prevent abuse
630 m_cameranode->setNearValue(rangelim(
631 g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
633 m_cameranode->setNearValue(0.1f * BS);
636 m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
637 if (m_draw_control.range_all) {
638 m_cameranode->setFarValue(100000.0);
641 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
644 void Camera::setDigging(s32 button)
646 if (m_digging_button == -1)
647 m_digging_button = button;
650 void Camera::wield(const ItemStack &item)
652 if (item.name != m_wield_item_next.name ||
653 item.metadata != m_wield_item_next.metadata) {
654 m_wield_item_next = item;
655 if (m_wield_change_timer > 0)
656 m_wield_change_timer = -m_wield_change_timer;
657 else if (m_wield_change_timer == 0)
658 m_wield_change_timer = -0.001;
662 void Camera::drawWieldedTool(irr::core::matrix4* translation)
664 // Clear Z buffer so that the wielded tool stays in front of world geometry
665 m_wieldmgr->getVideoDriver()->clearZBuffer();
667 // Draw the wielded node (in a separate scene manager)
668 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
669 cam->setAspectRatio(m_cameranode->getAspectRatio());
670 cam->setFOV(72.0*M_PI/180.0);
671 cam->setNearValue(10);
672 cam->setFarValue(1000);
673 if (translation != NULL)
675 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
676 irr::core::vector3df focusPoint = (cam->getTarget()
677 - cam->getAbsolutePosition()).setLength(1)
678 + cam->getAbsolutePosition();
680 irr::core::vector3df camera_pos =
681 (startMatrix * *translation).getTranslation();
682 cam->setPosition(camera_pos);
683 cam->setTarget(focusPoint);
685 m_wieldmgr->drawAll();
688 void Camera::drawNametags()
690 core::matrix4 trans = m_cameranode->getProjectionMatrix();
691 trans *= m_cameranode->getViewMatrix();
693 for (std::list<Nametag *>::const_iterator
694 i = m_nametags.begin();
695 i != m_nametags.end(); ++i) {
696 Nametag *nametag = *i;
697 if (nametag->nametag_color.getAlpha() == 0) {
698 // Enforce hiding nametag,
699 // because if freetype is enabled, a grey
700 // shadow can remain.
703 v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
704 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
705 trans.multiplyWith1x4Matrix(transformed_pos);
706 if (transformed_pos[3] > 0) {
707 std::wstring nametag_colorless =
708 unescape_translate(utf8_to_wide(nametag->nametag_text));
709 core::dimension2d<u32> textsize =
710 g_fontengine->getFont()->getDimension(
711 nametag_colorless.c_str());
712 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
713 core::reciprocal(transformed_pos[3]);
714 v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
716 screen_pos.X = screensize.X *
717 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
718 screen_pos.Y = screensize.Y *
719 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
720 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
721 g_fontengine->getFont()->draw(
722 translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
723 size + screen_pos, nametag->nametag_color);
728 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
729 const std::string &nametag_text, video::SColor nametag_color,
732 Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
733 m_nametags.push_back(nametag);
737 void Camera::removeNametag(Nametag *nametag)
739 m_nametags.remove(nametag);