LocalPlayer::accelerateHorizontal: cleanups
[oweals/minetest.git] / src / camera.cpp
index 40fd6276739f4731a8cca4ebde6d63243ef1c4a7..efd8a338952b79adefd276eee92f9a9623d4b1f5 100644 (file)
@@ -37,17 +37,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "script/scripting_client.h"
 
 #define CAMERA_OFFSET_STEP 200
+#define WIELDMESH_OFFSET_X 55.0f
+#define WIELDMESH_OFFSET_Y -35.0f
 
-#include "nodedef.h"
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
-               Client *client):
+Camera::Camera(MapDrawControl &draw_control, Client *client):
        m_draw_control(draw_control),
        m_client(client)
 {
-       //dstream<<FUNCTION_NAME<<std::endl;
-
-       m_driver = smgr->getVideoDriver();
+       scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
        // note: making the camera node a child of the player node
        // would lead to unexpected behaviour, so we don't do that.
        m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
@@ -59,7 +56,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
        m_wieldnode->setItem(ItemStack(), m_client);
        m_wieldnode->drop(); // m_wieldmgr grabbed it
 
@@ -197,8 +194,8 @@ void Camera::step(f32 dtime)
 
 static inline v2f dir(const v2f &pos_dist)
 {
-       f32 x = pos_dist.X - 55.0f;
-       f32 y = pos_dist.Y + 35.0f;
+       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
+       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
 
        f32 x_abs = std::fabs(x);
        f32 y_abs = std::fabs(y);
@@ -216,10 +213,13 @@ static inline v2f dir(const v2f &pos_dist)
        return v2f(std::fabs(x), std::fabs(y));
 }
 
-void Camera::addArmInertia(f32 player_yaw, f32 frametime)
+void Camera::addArmInertia(f32 player_yaw)
 {
-       m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
-       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
+       m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+               -100.0f, 100.0f) / 0.016f) * 0.01f;
+       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
+       f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
+       f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
 
        if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
                /*
@@ -231,40 +231,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
                        if (m_cam_vel.X > m_cam_vel_old.X)
                                m_cam_vel_old.X = m_cam_vel.X;
 
-                       if (m_last_cam_pos.X > player_yaw) {
-                               // right
-                               m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
-                               m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
-                       } else {
-                               // left
-                               m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
-                               m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
-                       }
+                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
+                       m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
 
                        if (m_last_cam_pos.X != player_yaw)
                                m_last_cam_pos.X = player_yaw;
 
-                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
+                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
+                               WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
                }
 
                if (m_cam_vel.Y > 1.0f) {
                        if (m_cam_vel.Y > m_cam_vel_old.Y)
                                m_cam_vel_old.Y = m_cam_vel.Y;
 
-                       if (m_last_cam_pos.Y > m_camera_direction.Y) {
-                               // down
-                               m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
-                               m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
-                       } else {
-                               // up
-                               m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
-                               m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
-                       }
+                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
+                       m_wieldmesh_offset.Y +=
+                               m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
 
                        if (m_last_cam_pos.Y != m_camera_direction.Y)
                                m_last_cam_pos.Y = m_camera_direction.Y;
 
-                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
+                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
+                               WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
                }
 
                m_arm_dir = dir(m_wieldmesh_offset);
@@ -274,28 +263,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
                    following a vector, with a smooth deceleration factor.
                */
 
-               f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
-                       (20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
-               f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
-                       (15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
+               f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
 
-               if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
-                       m_cam_vel_old.X = 0.0f;
+               f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
+                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
 
-               if (m_wieldmesh_offset.X > 55.0f)
-                       m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
+               if (gap_X < 0.1f)
+                       m_cam_vel_old.X = 0.0f;
 
-               if (m_wieldmesh_offset.X < 55.0f)
-                       m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
+               m_wieldmesh_offset.X -=
+                       m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
 
-               if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
+               if (gap_Y < 0.1f)
                        m_cam_vel_old.Y = 0.0f;
 
-               if (m_wieldmesh_offset.Y > -35.0f)
-                       m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
-
-               if (m_wieldmesh_offset.Y < -35.0f)
-                       m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
+               m_wieldmesh_offset.Y -=
+                       m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
        }
 }
 
@@ -487,8 +471,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
-       if (m_arm_inertia && frametime > 0.0f)
-               addArmInertia(player->getYaw(), frametime);
+       if (m_arm_inertia)
+               addArmInertia(player->getYaw());
 
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
@@ -633,7 +617,7 @@ void Camera::drawNametags()
                        // shadow can remain.
                        continue;
                }
-               v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
+               v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
                f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
                trans.multiplyWith1x4Matrix(transformed_pos);
                if (transformed_pos[3] > 0) {
@@ -643,7 +627,7 @@ void Camera::drawNametags()
                                utf8_to_wide(nametag_colorless).c_str());
                        f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
                                core::reciprocal(transformed_pos[3]);
-                       v2u32 screensize = m_driver->getScreenSize();
+                       v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
                        v2s32 screen_pos;
                        screen_pos.X = screensize.X *
                                (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
@@ -657,9 +641,10 @@ void Camera::drawNametags()
 }
 
 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
-               std::string nametag_text, video::SColor nametag_color)
+               const std::string &nametag_text, video::SColor nametag_color,
+               const v3f &pos)
 {
-       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
+       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
        m_nametags.push_back(nametag);
        return nametag;
 }