#include "settings.h"
#include "itemdef.h" // For wield visualization
#include "noise.h" // easeCurve
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ IGameDef *gamedef):
m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_wieldlight(0),
m_draw_control(draw_control),
+ m_gamedef(gamedef),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
}
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);
+ }
+ }
}
}
// FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
m_fov_y = fov_degrees * 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
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
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((1.0 - tool_reload_ratio), 0.5);
- //f32 ratiothing2 = pow(ratiothing, 0.5);
+ 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, 1.7);
+ 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, 1.1);
- wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4);
- //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4);
- //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0);
+ 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)
{
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
(g_settings->getBool("view_bobbing") == true) &&
- (g_settings->getBool("free_move") == false))
+ (g_settings->getBool("free_move") == false ||
+ !m_gamedef->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;
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 active objects etc.
- m_cameranode->setFarValue(viewing_range_max * BS * 10);
+ // 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);
m_digging_button = button;
}
-void Camera::wield(const ItemStack &item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item)
{
- IItemDefManager *idef = gamedef->idef();
+ IItemDefManager *idef = m_gamedef->idef();
scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
if(wield_mesh)
{