forked from Mirrorlandia_minetest/minetest
Made wielded tool move slightly (and smoothly) during view bobbing. Making the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
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fc92da4324
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63266928a5
@ -30,6 +30,7 @@ const s32 BOBFRAMES = 0x1000000; // must be a power of two
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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m_headnode(NULL),
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m_cameranode(NULL),
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m_draw_control(draw_control),
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m_viewing_range_min(5.0),
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@ -59,6 +60,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_headnode = smgr->addEmptySceneNode(m_playernode);
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m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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m_cameranode->bindTargetAndRotation(true);
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@ -69,6 +71,26 @@ Camera::~Camera()
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{
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}
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bool Camera::successfullyCreated(std::wstring& error_message)
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{
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if (m_playernode == NULL)
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{
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error_message = L"Failed to create the player scene node";
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return false;
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}
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if (m_headnode == NULL)
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{
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error_message = L"Failed to create the head scene node";
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return false;
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}
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if (m_cameranode == NULL)
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{
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error_message = L"Failed to create the camera scene node";
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return false;
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}
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return true;
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}
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void Camera::step(f32 dtime)
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{
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if (m_view_bobbing_state != 0)
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@ -90,16 +112,18 @@ void Camera::step(f32 dtime)
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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{
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if (m_playernode == NULL || m_cameranode == NULL)
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return;
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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// Set head node transformation
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v3f eye_offset = player->getEyePosition() - player->getPosition();
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
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// Compute relative camera position and target
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v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
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v3f relative_cam_pos = eye_offset;
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v3f relative_cam_target = v3f(0,0,1);
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relative_cam_target.rotateYZBy(player->getPitch());
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relative_cam_target += relative_cam_pos;
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@ -128,7 +152,6 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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m_cameranode->setPosition(m_camera_position);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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15
src/camera.h
15
src/camera.h
@ -39,14 +39,21 @@ public:
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// Get player scene node.
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// This node is positioned at the player's torso (without any view bobbing),
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// as given by Player::m_position. Yaw is applied but not pitch.
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// Things like wielded tools should be positioned relative to this node.
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inline scene::ISceneNode* getPlayerNode() const
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{
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return m_playernode;
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}
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// Get head scene node.
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// It has the eye transformation and pitch applied,
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// but no view bobbing.
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inline scene::ISceneNode* getHeadNode() const
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{
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return m_headnode;
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}
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// Get camera scene node.
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// It has the eye transformation and view bobbing applied.
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// It has the eye transformation, pitch and view bobbing applied.
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inline scene::ICameraSceneNode* getCameraNode() const
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{
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return m_cameranode;
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@ -84,6 +91,9 @@ public:
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return MYMAX(m_fov_x, m_fov_y);
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}
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// Checks if the constructor was able to create the scene nodes
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bool successfullyCreated(std::wstring& error_message);
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// Step the camera: updates the viewing range and view bobbing.
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void step(f32 dtime);
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@ -101,6 +111,7 @@ private:
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// Scene manager and nodes
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scene::ISceneManager* m_smgr;
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scene::ISceneNode* m_playernode;
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scene::ISceneNode* m_headnode;
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scene::ICameraSceneNode* m_cameranode;
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// draw control
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12
src/game.cpp
12
src/game.cpp
@ -813,16 +813,8 @@ void the_game(
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Create the camera node
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*/
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Camera camera(smgr, draw_control);
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if (camera.getPlayerNode() == NULL)
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{
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error_message = L"Failed to create the player node";
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if (!camera.successfullyCreated(error_message))
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return;
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}
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if (camera.getCameraNode() == NULL)
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{
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error_message = L"Failed to create the camera node";
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return;
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}
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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@ -856,7 +848,7 @@ void the_game(
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mesh->addMeshBuffer(buf);
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buf->drop();
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tool_wield = smgr->addMeshSceneNode(mesh, camera.getCameraNode());
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tool_wield = smgr->addMeshSceneNode(mesh, camera.getHeadNode());
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mesh->drop();
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}
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tool_wield->setVisible(false);
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