#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"
-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_viewing_range_min(5.0),
- m_viewing_range_max(5.0),
+ m_gamedef(gamedef),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
m_fov_x(1.0),
m_fov_y(1.0),
- m_wanted_frametime(0.0),
m_added_frametime(0),
m_added_frames(0),
m_range_old(0),
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
-
- updateSettings();
}
Camera::~Camera()
}
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, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
+ f32 tool_reload_ratio)
{
// Set player node transformation
m_playernode->setPosition(player->getPosition());
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
- // FOV and and aspect ratio
+ // 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)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);
- // Just so big a value that everything rendered is visible
- // Some more allowance that m_viewing_range_max * BS because of active objects etc.
- m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
// Position the wielded item
- v3f wield_position = v3f(45, -35, 65);
+ //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_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;
<<m_draw_control.blocks_would_have_drawn
<<std::endl;*/
- m_draw_control.wanted_min_range = m_viewing_range_min;
+ // Get current viewing range and FPS settings
+ f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+ viewing_range_min = MYMAX(5.0, 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;
m_added_frametime = 0.0;
m_added_frames = 0;
- f32 wanted_frametime_change = m_wanted_frametime - frametime;
+ f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is small, just return
// This value was 0.4 for many months until 2011-10-18 by c55;
// Let's see how this works out.
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
+ if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
new_range += wanted_range_change;
//f32 new_range_unclamped = new_range;
- new_range = MYMAX(new_range, m_viewing_range_min);
- new_range = MYMIN(new_range, m_viewing_range_max);
+ 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_frametime_old = frametime;
}
-void Camera::updateSettings()
-{
- m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
- m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
-
- m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
- m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
- f32 fov_degrees = g_settings->getFloat("fov");
- fov_degrees = MYMAX(fov_degrees, 10.0);
- fov_degrees = MYMIN(fov_degrees, 170.0);
- m_fov_y = fov_degrees * PI / 180.0;
-
- f32 wanted_fps = g_settings->getFloat("wanted_fps");
- wanted_fps = MYMAX(wanted_fps, 1.0);
- m_wanted_frametime = 1.0 / wanted_fps;
-}
-
void Camera::setDigging(s32 button)
{
if (m_digging_button == -1)
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)
{
// Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
- cam->setFOV(m_cameranode->getFOV());
+ cam->setFOV(72.0*PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
m_wieldmgr->drawAll();