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638 lines
19 KiB
C++
638 lines
19 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "camera.h"
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#include "debug.h"
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#include "client.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "clientmap.h" // MapDrawControl
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#include "mesh.h"
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#include "player.h"
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#include "tile.h"
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#include <cmath>
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#include "settings.h"
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#include "itemdef.h" // For wield visualization
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#include "noise.h" // easeCurve
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#include "gamedef.h"
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#include "sound.h"
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#include "event.h"
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#include "profiler.h"
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#include "util/numeric.h"
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#include "util/mathconstants.h"
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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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_wieldmgr(NULL),
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m_wieldnode(NULL),
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m_wieldlight(0),
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m_draw_control(draw_control),
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m_gamedef(gamedef),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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m_aspect(1.0),
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_added_busytime(0),
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m_added_frames(0),
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m_range_old(0),
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m_busytime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_state(0),
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m_view_bobbing_speed(0),
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m_view_bobbing_fall(0),
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m_digging_anim(0),
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m_digging_button(-1),
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m_dummymesh(createCubeMesh(v3f(1,1,1))),
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m_wield_change_timer(0.125),
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m_wield_mesh_next(NULL),
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m_previous_playeritem(-1),
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m_previous_itemname("")
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{
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//dstream<<__FUNCTION_NAME<<std::endl;
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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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// This needs to be in its own scene manager. It is drawn after
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// all other 3D scene nodes and before the GUI.
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m_wieldmgr = smgr->createNewSceneManager();
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m_wieldmgr->addCameraSceneNode();
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m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
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}
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Camera::~Camera()
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{
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m_wieldmgr->drop();
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delete m_dummymesh;
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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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if (m_wieldmgr == NULL)
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{
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error_message = L"Failed to create the wielded item scene manager";
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return false;
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}
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if (m_wieldnode == NULL)
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{
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error_message = L"Failed to create the wielded item 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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// Returns the fractional part of x
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inline f32 my_modf(f32 x)
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{
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double dummy;
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return modf(x, &dummy);
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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_fall > 0)
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{
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m_view_bobbing_fall -= 3 * dtime;
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if(m_view_bobbing_fall <= 0)
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m_view_bobbing_fall = -1; // Mark the effect as finished
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}
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bool was_under_zero = m_wield_change_timer < 0;
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if(m_wield_change_timer < 0.125)
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m_wield_change_timer += dtime;
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if(m_wield_change_timer > 0.125)
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m_wield_change_timer = 0.125;
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if(m_wield_change_timer >= 0 && was_under_zero) {
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if(m_wield_mesh_next) {
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m_wieldnode->setMesh(m_wield_mesh_next);
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m_wieldnode->setVisible(true);
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} else {
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m_wieldnode->setVisible(false);
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}
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m_wield_mesh_next = NULL;
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}
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if (m_view_bobbing_state != 0)
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{
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//f32 offset = dtime * m_view_bobbing_speed * 0.035;
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f32 offset = dtime * m_view_bobbing_speed * 0.030;
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if (m_view_bobbing_state == 2)
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{
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#if 0
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// Animation is getting turned off
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if (m_view_bobbing_anim < 0.5)
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m_view_bobbing_anim -= offset;
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else
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m_view_bobbing_anim += offset;
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if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
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{
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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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}
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#endif
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#if 1
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// Animation is getting turned off
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if(m_view_bobbing_anim < 0.25){
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m_view_bobbing_anim -= offset;
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} else if(m_view_bobbing_anim > 0.75){
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m_view_bobbing_anim += offset;
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} if(m_view_bobbing_anim < 0.5){
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m_view_bobbing_anim += offset;
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if(m_view_bobbing_anim > 0.5)
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m_view_bobbing_anim = 0.5;
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} else {
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m_view_bobbing_anim -= offset;
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if(m_view_bobbing_anim < 0.5)
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m_view_bobbing_anim = 0.5;
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}
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if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
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fabs(m_view_bobbing_anim - 0.5) < 0.01)
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{
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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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}
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#endif
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}
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else
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{
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float was = m_view_bobbing_anim;
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m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
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bool step = (was == 0 ||
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(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
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(was > 0.5f && m_view_bobbing_anim <= 0.5f));
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if(step){
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MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
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m_gamedef->event()->put(e);
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}
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}
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}
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if (m_digging_button != -1)
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{
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f32 offset = dtime * 3.5;
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float m_digging_anim_was = m_digging_anim;
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m_digging_anim += offset;
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if (m_digging_anim >= 1)
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{
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m_digging_anim = 0;
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m_digging_button = -1;
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}
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float lim = 0.15;
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if(m_digging_anim_was < lim && m_digging_anim >= lim)
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{
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if(m_digging_button == 0){
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MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
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m_gamedef->event()->put(e);
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} else if(m_digging_button == 1){
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MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
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m_gamedef->event()->put(e);
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}
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}
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v2u32 screensize, f32 tool_reload_ratio)
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{
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// Get player position
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// Smooth the movement when walking up stairs
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v3f old_player_position = m_playernode->getPosition();
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v3f player_position = player->getPosition();
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if (player->isAttached && player->parent)
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player_position = player->parent->getPosition();
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//if(player->touching_ground && player_position.Y > old_player_position.Y)
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if(player->touching_ground &&
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player_position.Y > old_player_position.Y)
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{
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f32 oldy = old_player_position.Y;
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f32 newy = player_position.Y;
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f32 t = exp(-23*frametime);
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player_position.Y = oldy * t + newy * (1-t);
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}
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// Set player node transformation
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m_playernode->setPosition(player_position);
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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// Get camera tilt timer (hurt animation)
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float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
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// Fall bobbing animation
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float fall_bobbing = 0;
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if(player->camera_impact >= 1)
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{
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if(m_view_bobbing_fall == -1) // Effect took place and has finished
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player->camera_impact = m_view_bobbing_fall = 0;
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else if(m_view_bobbing_fall == 0) // Initialize effect
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m_view_bobbing_fall = 1;
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// Convert 0 -> 1 to 0 -> 1 -> 0
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fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
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// Smoothen and invert the above
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fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
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// Amplify according to the intensity of the impact
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fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
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fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
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}
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// Set head node transformation
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m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
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m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
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m_headnode->updateAbsolutePosition();
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// Compute relative camera position and target
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v3f rel_cam_pos = v3f(0,0,0);
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v3f rel_cam_target = v3f(0,0,1);
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v3f rel_cam_up = v3f(0,1,0);
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if (m_view_bobbing_anim != 0)
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{
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f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
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f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
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#if 1
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f32 bobknob = 1.2;
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f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
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//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
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v3f bobvec = v3f(
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0.3 * bobdir * sin(bobfrac * M_PI),
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-0.28 * bobtmp * bobtmp,
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0.);
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//rel_cam_pos += 0.2 * bobvec;
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//rel_cam_target += 0.03 * bobvec;
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//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
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float f = 1.0;
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f *= g_settings->getFloat("view_bobbing_amount");
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rel_cam_pos += bobvec * f;
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//rel_cam_target += 0.995 * bobvec * f;
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rel_cam_target += bobvec * f;
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rel_cam_target.Z -= 0.005 * bobvec.Z * f;
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//rel_cam_target.X -= 0.005 * bobvec.X * f;
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//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
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#else
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f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
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f32 angle_rad = angle_deg * M_PI / 180;
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f32 r = 0.05;
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v3f off = v3f(
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r * sin(angle_rad),
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r * (cos(angle_rad) - 1),
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0);
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rel_cam_pos += off;
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//rel_cam_target += off;
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rel_cam_up.rotateXYBy(angle_deg);
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#endif
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}
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// Compute absolute camera position and target
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m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
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m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position);
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m_cameranode->setUpVector(abs_cam_up);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
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// Get FOV setting
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f32 fov_degrees = g_settings->getFloat("fov");
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fov_degrees = MYMAX(fov_degrees, 10.0);
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fov_degrees = MYMIN(fov_degrees, 170.0);
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// FOV and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_y = fov_degrees * M_PI / 180.0;
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// Increase vertical FOV on lower aspect ratios (<16:10)
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m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
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m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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// Position the wielded item
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//v3f wield_position = v3f(45, -35, 65);
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v3f wield_position = v3f(55, -35, 65);
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//v3f wield_rotation = v3f(-100, 120, -100);
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v3f wield_rotation = v3f(-100, 120, -100);
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if(m_wield_change_timer < 0)
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wield_position.Y -= 40 + m_wield_change_timer*320;
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else
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wield_position.Y -= 40 - m_wield_change_timer*320;
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if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
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f32 frac = 1.0;
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if(m_digging_anim > 0.5)
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frac = 2.0 * (m_digging_anim - 0.5);
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// This value starts from 1 and settles to 0
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f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
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//f32 ratiothing2 = pow(ratiothing, 0.5f);
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f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
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wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
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//wield_position.Z += frac * 5.0 * ratiothing2;
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wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
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wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
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//wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
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//wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
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}
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if (m_digging_button != -1)
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{
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f32 digfrac = m_digging_anim;
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wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
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wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
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wield_position.Z += 25 * 0.5;
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// Euler angles are PURE EVIL, so why not use quaternions?
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core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
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core::quaternion quat_slerp;
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
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quat_slerp.toEuler(wield_rotation);
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wield_rotation *= core::RADTODEG;
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}
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else {
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f32 bobfrac = my_modf(m_view_bobbing_anim);
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wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
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wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
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}
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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m_wieldlight = player->light;
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// Render distance feedback loop
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updateViewingRange(frametime, busytime);
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// If the player seems to be walking on solid ground,
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// view bobbing is enabled and free_move is off,
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// start (or continue) the view bobbing animation.
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v3f speed = player->getSpeed();
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if ((hypot(speed.X, speed.Z) > BS) &&
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(player->touching_ground) &&
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(g_settings->getBool("view_bobbing") == true) &&
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(g_settings->getBool("free_move") == false ||
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!m_gamedef->checkLocalPrivilege("fly")))
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{
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// Start animation
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m_view_bobbing_state = 1;
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m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
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}
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else if (m_view_bobbing_state == 1)
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{
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// Stop animation
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m_view_bobbing_state = 2;
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m_view_bobbing_speed = 60;
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}
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}
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void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
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{
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if (m_draw_control.range_all)
|
|
return;
|
|
|
|
m_added_busytime += busytime_in;
|
|
m_added_frames += 1;
|
|
|
|
m_frametime_counter -= frametime_in;
|
|
if (m_frametime_counter > 0)
|
|
return;
|
|
m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
|
|
|
|
/*dstream<<__FUNCTION_NAME
|
|
<<": Collected "<<m_added_frames<<" frames, total of "
|
|
<<m_added_busytime<<"s."<<std::endl;
|
|
|
|
dstream<<"m_draw_control.blocks_drawn="
|
|
<<m_draw_control.blocks_drawn
|
|
<<", m_draw_control.blocks_would_have_drawn="
|
|
<<m_draw_control.blocks_would_have_drawn
|
|
<<std::endl;*/
|
|
|
|
// Get current viewing range and FPS settings
|
|
f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
|
|
viewing_range_min = MYMAX(15.0, 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;
|
|
|
|
f32 block_draw_ratio = 1.0;
|
|
if (m_draw_control.blocks_would_have_drawn != 0)
|
|
{
|
|
block_draw_ratio = (f32)m_draw_control.blocks_drawn
|
|
/ (f32)m_draw_control.blocks_would_have_drawn;
|
|
}
|
|
|
|
// Calculate the average frametime in the case that all wanted
|
|
// blocks had been drawn
|
|
f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
|
|
|
|
m_added_busytime = 0.0;
|
|
m_added_frames = 0;
|
|
|
|
f32 wanted_frametime_change = wanted_frametime - frametime;
|
|
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
|
|
g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
|
|
|
|
// If needed frametime change is small, just return
|
|
// This value was 0.4 for many months until 2011-10-18 by c55;
|
|
if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
|
|
{
|
|
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
|
|
return;
|
|
}
|
|
|
|
f32 range = m_draw_control.wanted_range;
|
|
f32 new_range = range;
|
|
|
|
f32 d_range = range - m_range_old;
|
|
f32 d_busytime = busytime_in - m_busytime_old;
|
|
if (d_range != 0)
|
|
{
|
|
m_time_per_range = d_busytime / d_range;
|
|
}
|
|
//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
|
|
g_profiler->avg("time_per_range", m_time_per_range);
|
|
|
|
// The minimum allowed calculated frametime-range derivative:
|
|
// Practically this sets the maximum speed of changing the range.
|
|
// The lower this value, the higher the maximum changing speed.
|
|
// A low value here results in wobbly range (0.001)
|
|
// A low value can cause oscillation in very nonlinear time/range curves.
|
|
// A high value here results in slow changing range (0.0025)
|
|
// SUGG: This could be dynamically adjusted so that when
|
|
// the camera is turning, this is lower
|
|
//f32 min_time_per_range = 0.0010; // Up to 0.4.7
|
|
f32 min_time_per_range = 0.0005;
|
|
if(m_time_per_range < min_time_per_range)
|
|
{
|
|
m_time_per_range = min_time_per_range;
|
|
//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
|
|
}
|
|
else
|
|
{
|
|
//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
|
|
}
|
|
|
|
f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
|
|
// Dampen the change a bit to kill oscillations
|
|
//wanted_range_change *= 0.9;
|
|
//wanted_range_change *= 0.75;
|
|
wanted_range_change *= 0.5;
|
|
//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
|
|
|
|
// If needed range change is very small, just return
|
|
if(fabs(wanted_range_change) < 0.001)
|
|
{
|
|
//dstream<<"ignoring small wanted_range_change"<<std::endl;
|
|
return;
|
|
}
|
|
|
|
new_range += wanted_range_change;
|
|
|
|
//f32 new_range_unclamped = new_range;
|
|
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_range_old = m_draw_control.wanted_range;
|
|
m_busytime_old = busytime_in;
|
|
|
|
m_draw_control.wanted_range = new_range;
|
|
}
|
|
|
|
void Camera::setDigging(s32 button)
|
|
{
|
|
if (m_digging_button == -1)
|
|
m_digging_button = button;
|
|
}
|
|
|
|
void Camera::wield(const ItemStack &item, u16 playeritem)
|
|
{
|
|
IItemDefManager *idef = m_gamedef->idef();
|
|
std::string itemname = item.getDefinition(idef).name;
|
|
m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
|
|
if(playeritem != m_previous_playeritem &&
|
|
!(m_previous_itemname == "" && itemname == "")) {
|
|
m_previous_playeritem = playeritem;
|
|
m_previous_itemname = itemname;
|
|
if(m_wield_change_timer >= 0.125)
|
|
m_wield_change_timer = -0.125;
|
|
else if(m_wield_change_timer > 0) {
|
|
m_wield_change_timer = -m_wield_change_timer;
|
|
}
|
|
} else {
|
|
if(m_wield_mesh_next) {
|
|
m_wieldnode->setMesh(m_wield_mesh_next);
|
|
m_wieldnode->setVisible(true);
|
|
} else {
|
|
m_wieldnode->setVisible(false);
|
|
}
|
|
m_wield_mesh_next = NULL;
|
|
if(m_previous_itemname != itemname) {
|
|
m_previous_itemname = itemname;
|
|
m_wield_change_timer = 0;
|
|
}
|
|
else
|
|
m_wield_change_timer = 0.125;
|
|
}
|
|
}
|
|
|
|
void Camera::drawWieldedTool()
|
|
{
|
|
// Set vertex colors of wield mesh according to light level
|
|
u8 li = 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(72.0*M_PI/180.0);
|
|
cam->setNearValue(0.1);
|
|
cam->setFarValue(100);
|
|
m_wieldmgr->drawAll();
|
|
}
|