#include "settings.h"
#include "wieldmesh.h"
#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"
#include "fontengine.h"
#include "nodedef.h"
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
- IGameDef *gamedef):
+ Client *client):
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
m_wieldnode(NULL),
m_draw_control(draw_control),
- m_gamedef(gamedef),
+ m_client(client),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
- m_wieldnode->setItem(ItemStack(), m_gamedef);
+ m_wieldnode->setItem(ItemStack(), m_client);
m_wieldnode->drop(); // m_wieldmgr grabbed it
/* TODO: Add a callback function so these can be updated when a setting
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_cache_view_bobbing = g_settings->getBool("view_bobbing");
m_nametags.clear();
}
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if (m_wield_change_timer >= 0 && was_under_zero)
- m_wieldnode->setItem(m_wield_item_next, m_gamedef);
+ m_wieldnode->setItem(m_wield_item_next, m_client);
if (m_view_bobbing_state != 0)
{
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
if(step) {
MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
- m_gamedef->event()->put(e);
+ m_client->event()->put(e);
}
}
}
if(m_digging_button == 0)
{
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
- m_gamedef->event()->put(e);
+ m_client->event()->put(e);
} else if(m_digging_button == 1) {
MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
- m_gamedef->event()->put(e);
+ m_client->event()->put(e);
}
}
}
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)
- {
+ if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
+ 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;
my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
// Prevent camera positioned inside nodes
- INodeDefManager *nodemgr = m_gamedef->ndef();
+ INodeDefManager *nodemgr = m_client->ndef();
MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
const ContentFeatures& features = nodemgr->get(n);
if(features.walkable)
// Get FOV
f32 fov_degrees;
- if (player->getPlayerControl().zoom) {
+ if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
fov_degrees = m_cache_zoom_fov;
} else {
fov_degrees = m_cache_fov;
}
- fov_degrees = MYMAX(fov_degrees, 10.0);
- fov_degrees = MYMIN(fov_degrees, 170.0);
+ fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
// FOV and aspect ratio
m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
+ float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
+ wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
+
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);
- v3f wield_position = v3f(55, -35, 65);
+ v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
const bool climbing = movement_Y && player->is_climbing;
if ((walking || swimming || climbing) &&
- m_cache_view_bobbing &&
- (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
- {
+ (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
// Start animation
m_view_bobbing_state = 1;
- m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
+ m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
}
else if (m_view_bobbing_state == 1)
{
void Camera::updateViewingRange()
{
+ f32 viewing_range = g_settings->getFloat("viewing_range");
+ m_draw_control.wanted_range = viewing_range;
if (m_draw_control.range_all) {
m_cameranode->setFarValue(100000.0);
return;
}
-
- f32 viewing_range = g_settings->getFloat("viewing_range");
- m_draw_control.wanted_range = viewing_range;
m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
void Camera::wield(const ItemStack &item)
{
- if (item.name != m_wield_item_next.name) {
+ if (item.name != m_wield_item_next.name ||
+ item.metadata != m_wield_item_next.metadata) {
m_wield_item_next = item;
if (m_wield_change_timer > 0)
m_wield_change_timer = -m_wield_change_timer;
// shadow can remain.
continue;
}
- v3f pos = nametag->parent_node->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
+ v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
trans.multiplyWith1x4Matrix(transformed_pos);
if (transformed_pos[3] > 0) {