#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 "nodedef.h" // For wield visualization
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+#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,
+ IGameDef *gamedef):
m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_wieldmgr(NULL),
m_wieldnode(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),
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
-
- updateSettings();
+ m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
}
Camera::~Camera()
{
+ m_wieldnode->setMesh(NULL);
m_wieldmgr->drop();
- m_wieldnode->drop();
}
bool Camera::successfullyCreated(std::wstring& error_message)
}
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_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- m_wieldnode->updateLight(player->light);
+ m_wieldlight = player->light;
// Render distance feedback loop
updateViewingRange(frametime);
<<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()
+void Camera::setDigging(s32 button)
{
- 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;
+ if (m_digging_button == -1)
+ m_digging_button = button;
}
-void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item)
{
- //ITextureSource *tsrc = gamedef->tsrc();
- INodeDefManager *ndef = gamedef->ndef();
-
- if (item != NULL)
+ IItemDefManager *idef = m_gamedef->idef();
+ scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+ if(wield_mesh)
{
- bool isCube = false;
-
- // Try to make a MaterialItem cube.
- if (std::string(item->getName()) == "MaterialItem")
- {
- // A block-type material
- MaterialItem* mat_item = (MaterialItem*) item;
- content_t content = mat_item->getMaterial();
- switch(ndef->get(content).drawtype){
- case NDT_NORMAL:
- case NDT_LIQUID:
- case NDT_FLOWINGLIQUID:
- case NDT_GLASSLIKE:
- case NDT_ALLFACES:
- case NDT_ALLFACES_OPTIONAL:
- m_wieldnode->setCube(ndef->get(content).tiles);
- isCube = true;
- break;
- default:
- break;
- }
- }
-
- // If that failed, make an extruded sprite.
- if (!isCube)
- {
- m_wieldnode->setSprite(item->getImageRaw());
- }
-
+ m_wieldnode->setMesh(wield_mesh);
m_wieldnode->setVisible(true);
}
else
{
- // Bare hands
- m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
- m_wieldnode->setVisible(true);
+ m_wieldnode->setVisible(false);
}
}
-void Camera::setDigging(s32 button)
-{
- if (m_digging_button == -1)
- m_digging_button = button;
-}
-
void Camera::drawWieldedTool()
{
+ // Set vertex colors of wield mesh according to light level
+ u8 li = decode_light(m_wieldlight);
+ video::SColor color(255,li,li,li);
+ setMeshColor(m_wieldnode->getMesh(), color);
+
+ // Clear Z buffer
m_wieldmgr->getVideoDriver()->clearZBuffer();
+ // 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();
}
-
-
-ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
- scene::ISceneNode* parent,
- scene::ISceneManager* mgr,
- s32 id,
- const v3f& position,
- const v3f& rotation,
- const v3f& scale
-):
- ISceneNode(parent, mgr, id, position, rotation, scale)
-{
- m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
- m_cubemesh = NULL;
- m_is_cube = false;
- m_light = LIGHT_MAX;
-}
-
-ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
-{
- removeChild(m_meshnode);
- if (m_cubemesh)
- m_cubemesh->drop();
-}
-
-void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
-{
- const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
-
- if (texture == NULL)
- {
- m_meshnode->setVisible(false);
- return;
- }
-
- io::path name = getExtrudedName(texture);
- scene::IMeshCache* cache = SceneManager->getMeshCache();
- scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
- if (mesh != NULL)
- {
- // Extruded texture has been found in cache.
- m_meshnode->setMesh(mesh);
- }
- else
- {
- // Texture was not yet extruded, do it now and save in cache
- mesh = createExtrudedMesh(texture,
- SceneManager->getVideoDriver(),
- sprite_scale);
- if (mesh == NULL)
- {
- dstream << "Warning: failed to extrude sprite" << std::endl;
- m_meshnode->setVisible(false);
- return;
- }
- cache->addMesh(name, mesh);
- m_meshnode->setMesh(mesh);
- mesh->drop();
- }
-
- m_meshnode->getMaterial(0).setTexture(0, texture);
- m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
- m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
- m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- m_meshnode->setVisible(true);
- m_is_cube = false;
- updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
-{
- const v3f cube_scale(30.0, 30.0, 30.0);
-
- if (m_cubemesh == NULL)
- {
- m_cubemesh = createCubeMesh(cube_scale);
- }
-
- m_meshnode->setMesh(m_cubemesh);
- for (int i = 0; i < 6; ++i)
- {
- // Get the tile texture and atlas transformation
- video::ITexture* atlas = tiles[i].texture.atlas;
- v2f pos = tiles[i].texture.pos;
- v2f size = tiles[i].texture.size;
-
- // Set material flags and texture
- video::SMaterial& material = m_meshnode->getMaterial(i);
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- tiles[i].applyMaterialOptions(material);
- material.setTexture(0, atlas);
- material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
- material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
- }
- m_meshnode->setVisible(true);
- m_is_cube = true;
- updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::updateLight(u8 light)
-{
- m_light = light;
-
- u8 li = decode_light(light);
- // Set brightness one lower than incoming light
- diminish_light(li);
- video::SColor color(255,li,li,li);
- setMeshColor(m_meshnode->getMesh(), color);
-}
-
-void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
-{
- scene::IMeshCache* cache = SceneManager->getMeshCache();
- scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
- if (mesh != NULL)
- cache->removeMesh(mesh);
-}
-
-const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
-{
- return m_meshnode->getBoundingBox();
-}
-
-void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
-{
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
- ISceneNode::OnRegisterSceneNode();
-}
-
-void ExtrudedSpriteSceneNode::render()
-{
- // do nothing
-}
-
-io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
-{
- io::path path = texture->getName();
- path.append("/[extruded]");
- return path;
-}