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728 lines
24 KiB
C++
728 lines
24 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 "config.h"
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#include "map.h"
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#include "clientmap.h" // MapDrawControl
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#include "player.h"
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#include <cmath>
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#include "client/renderingengine.h"
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#include "client/content_cao.h"
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#include "settings.h"
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#include "wieldmesh.h"
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#include "noise.h" // easeCurve
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#include "sound.h"
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#include "mtevent.h"
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#include "nodedef.h"
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#include "util/numeric.h"
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#include "constants.h"
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#include "fontengine.h"
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#include "script/scripting_client.h"
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#include "gettext.h"
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#include <SViewFrustum.h>
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#define CAMERA_OFFSET_STEP 200
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#define WIELDMESH_OFFSET_X 55.0f
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#define WIELDMESH_OFFSET_Y -35.0f
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#define WIELDMESH_AMPLITUDE_X 7.0f
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#define WIELDMESH_AMPLITUDE_Y 10.0f
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Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
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m_draw_control(draw_control),
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m_client(client),
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m_player_light_color(0xFFFFFFFF)
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{
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auto smgr = rendering_engine->get_scene_manager();
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// note: making the camera node a child of the player node
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// would lead to unexpected behavior, 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 = new WieldMeshSceneNode(m_wieldmgr, -1, false);
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m_wieldnode->setItem(ItemStack(), m_client);
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m_wieldnode->drop(); // m_wieldmgr grabbed it
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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* is documented to change server settings only)
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*
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* TODO: Local caching of settings is not optimal and should at some stage
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* be updated to use a global settings object for getting thse values
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* (as opposed to the this local caching). This can be addressed in
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* a later release.
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*/
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m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount", 0.0f, 100.0f);
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m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount", 0.0f, 7.9f);
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// 45 degrees is the lowest FOV that doesn't cause the server to treat this
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// as a zoom FOV and load world beyond the set server limits.
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m_cache_fov = g_settings->getFloat("fov", 45.0f, 160.0f);
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m_arm_inertia = g_settings->getBool("arm_inertia");
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m_nametags.clear();
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m_show_nametag_backgrounds = g_settings->getBool("show_nametag_backgrounds");
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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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}
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void Camera::notifyFovChange()
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{
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LocalPlayer *player = m_client->getEnv().getLocalPlayer();
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assert(player);
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PlayerFovSpec spec = player->getFov();
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/*
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* Update m_old_fov_degrees first - it serves as the starting point of the
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* upcoming transition.
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*
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* If an FOV transition is already active, mark current FOV as the start of
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* the new transition. If not, set it to the previous transition's target FOV.
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*/
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if (m_fov_transition_active)
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m_old_fov_degrees = m_curr_fov_degrees;
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else
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m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
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/*
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* Update m_server_sent_fov next - it corresponds to the target FOV of the
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* upcoming transition.
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*
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* Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
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* server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
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* of overriding.
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*/
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if (spec.fov == 0.0f) {
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m_server_sent_fov = false;
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m_target_fov_degrees = m_cache_fov;
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} else {
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m_server_sent_fov = true;
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m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
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}
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if (spec.transition_time > 0.0f)
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m_fov_transition_active = true;
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// If FOV smooth transition is active, initialize required variables
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if (m_fov_transition_active) {
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m_transition_time = spec.transition_time;
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m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
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}
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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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m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
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if (m_wield_change_timer >= 0 && was_under_zero) {
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m_wieldnode->setItem(m_wield_item_next, m_client);
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m_wieldnode->setNodeLightColor(m_player_light_color);
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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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// 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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} else 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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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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}
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}
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else {
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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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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
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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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f32 offset = dtime * 3.5f;
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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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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
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} else if(m_digging_button == 1) {
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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
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}
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}
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}
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}
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static inline v2f dir(const v2f &pos_dist)
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{
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f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
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f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
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f32 x_abs = std::fabs(x);
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f32 y_abs = std::fabs(y);
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if (x_abs >= y_abs) {
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y *= (1.0f / x_abs);
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x /= x_abs;
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}
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if (y_abs >= x_abs) {
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x *= (1.0f / y_abs);
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y /= y_abs;
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}
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return v2f(std::fabs(x), std::fabs(y));
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}
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void Camera::addArmInertia(f32 player_yaw)
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{
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m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
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-100.0f, 100.0f) / 0.016f) * 0.01f;
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m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
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f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
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f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
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if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
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/*
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The arm moves relative to the camera speed,
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with an acceleration factor.
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*/
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if (m_cam_vel.X > 1.0f) {
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if (m_cam_vel.X > m_cam_vel_old.X)
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m_cam_vel_old.X = m_cam_vel.X;
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f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
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m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
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if (m_last_cam_pos.X != player_yaw)
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m_last_cam_pos.X = player_yaw;
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m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
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WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
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WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
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}
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if (m_cam_vel.Y > 1.0f) {
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if (m_cam_vel.Y > m_cam_vel_old.Y)
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m_cam_vel_old.Y = m_cam_vel.Y;
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f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
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m_wieldmesh_offset.Y +=
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m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
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if (m_last_cam_pos.Y != m_camera_direction.Y)
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m_last_cam_pos.Y = m_camera_direction.Y;
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m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
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WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
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WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
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}
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m_arm_dir = dir(m_wieldmesh_offset);
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} else {
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/*
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Now the arm gets back to its default position when the camera stops,
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following a vector, with a smooth deceleration factor.
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*/
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f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
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(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
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f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
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(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
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if (gap_X < 0.1f)
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m_cam_vel_old.X = 0.0f;
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m_wieldmesh_offset.X -=
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m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
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if (gap_Y < 0.1f)
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m_cam_vel_old.Y = 0.0f;
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m_wieldmesh_offset.Y -=
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m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, 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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f32 yaw = player->getYaw();
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f32 pitch = player->getPitch();
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// This is worse than `LocalPlayer::getPosition()` but
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// mods expect the player head to be at the parent's position
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// plus eye height.
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if (player->getParent())
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player_position = player->getParent()->getPosition();
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// Smooth the camera movement after the player instantly moves upward due to stepheight.
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// The smoothing usually continues until the camera position reaches the player position.
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float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF;
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float upward_movement = player_position.Y - old_player_position.Y;
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if (upward_movement < 0.01f || upward_movement > player_stepheight) {
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m_stepheight_smooth_active = false;
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} else if (player->touching_ground) {
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m_stepheight_smooth_active = true;
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}
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if (m_stepheight_smooth_active) {
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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 = std::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 * yaw, 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 && m_camera_mode < CAMERA_MODE_THIRD)
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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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if (player->camera_impact > 0.0f)
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fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
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fall_bobbing *= m_cache_fall_bobbing_amount;
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}
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// Calculate and translate the head SceneNode offsets
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{
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v3f eye_offset = player->getEyeOffset();
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if (m_camera_mode == CAMERA_MODE_FIRST)
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eye_offset += player->eye_offset_first;
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else
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eye_offset += player->eye_offset_third;
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// Set head node transformation
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eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(pitch, 0,
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cameratilt * player->hurt_tilt_strength));
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m_headnode->updateAbsolutePosition();
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}
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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_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
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m_camera_mode < CAMERA_MODE_THIRD) {
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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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f32 bobknob = 1.2;
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f32 bobtmp = sin(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 += bobvec * m_cache_view_bobbing_amount;
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rel_cam_target += bobvec * m_cache_view_bobbing_amount;
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * m_cache_view_bobbing_amount);
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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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// Separate camera position for calculation
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v3f my_cp = m_camera_position;
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// Reposition the camera for third person view
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if (m_camera_mode > CAMERA_MODE_FIRST)
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{
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if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
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m_camera_direction *= -1;
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my_cp.Y += 2;
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// Calculate new position
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|
bool abort = false;
|
|
for (int i = BS; i <= BS * 2.75; i++) {
|
|
my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
|
|
my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
|
|
if (i > 12)
|
|
my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
|
|
|
|
// Prevent camera positioned inside nodes
|
|
const NodeDefManager *nodemgr = m_client->ndef();
|
|
MapNode n = m_client->getEnv().getClientMap()
|
|
.getNode(floatToInt(my_cp, BS));
|
|
|
|
const ContentFeatures& features = nodemgr->get(n);
|
|
if (features.walkable) {
|
|
my_cp.X += m_camera_direction.X*-1*-BS/2;
|
|
my_cp.Z += m_camera_direction.Z*-1*-BS/2;
|
|
my_cp.Y += m_camera_direction.Y*-1*-BS/2;
|
|
abort = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If node blocks camera position don't move y to heigh
|
|
if (abort && my_cp.Y > player_position.Y+BS*2)
|
|
my_cp.Y = player_position.Y+BS*2;
|
|
}
|
|
|
|
// Update offset if too far away from the center of the map
|
|
m_camera_offset.X += CAMERA_OFFSET_STEP*
|
|
(((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
|
|
m_camera_offset.Y += CAMERA_OFFSET_STEP*
|
|
(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
|
|
m_camera_offset.Z += CAMERA_OFFSET_STEP*
|
|
(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
|
|
|
|
// Set camera node transformation
|
|
m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
|
|
m_cameranode->updateAbsolutePosition();
|
|
m_cameranode->setUpVector(abs_cam_up);
|
|
// *100.0 helps in large map coordinates
|
|
m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
|
|
|
|
// update the camera position in third-person mode to render blocks behind player
|
|
// and correctly apply liquid post FX.
|
|
if (m_camera_mode != CAMERA_MODE_FIRST)
|
|
m_camera_position = my_cp;
|
|
|
|
/*
|
|
* Apply server-sent FOV, instantaneous or smooth transition.
|
|
* If not, check for zoom and set to zoom FOV.
|
|
* Otherwise, default to m_cache_fov.
|
|
*/
|
|
if (m_fov_transition_active) {
|
|
// Smooth FOV transition
|
|
// Dynamically calculate FOV delta based on frametimes
|
|
f32 delta = (frametime / m_transition_time) * m_fov_diff;
|
|
m_curr_fov_degrees += delta;
|
|
|
|
// Mark transition as complete if target FOV has been reached
|
|
if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
|
|
(m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
|
|
m_fov_transition_active = false;
|
|
m_curr_fov_degrees = m_target_fov_degrees;
|
|
}
|
|
} else if (m_server_sent_fov) {
|
|
// Instantaneous FOV change
|
|
m_curr_fov_degrees = m_target_fov_degrees;
|
|
} else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
|
|
// Player requests zoom, apply zoom FOV
|
|
m_curr_fov_degrees = player->getZoomFOV();
|
|
} else {
|
|
// Set to client's selected FOV
|
|
m_curr_fov_degrees = m_cache_fov;
|
|
}
|
|
m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
|
|
|
|
// FOV and aspect ratio
|
|
const v2u32 &window_size = RenderingEngine::getWindowSize();
|
|
m_aspect = (f32) window_size.X / (f32) window_size.Y;
|
|
m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
|
|
// Increase vertical FOV on lower aspect ratios (<16:10)
|
|
m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
|
|
m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
|
|
m_cameranode->setAspectRatio(m_aspect);
|
|
m_cameranode->setFOV(m_fov_y);
|
|
|
|
// Make new matrices and frustum
|
|
m_cameranode->updateMatrices();
|
|
|
|
if (m_arm_inertia)
|
|
addArmInertia(yaw);
|
|
|
|
// Position the wielded item
|
|
//v3f wield_position = v3f(45, -35, 65);
|
|
v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
|
|
//v3f wield_rotation = v3f(-100, 120, -100);
|
|
v3f wield_rotation = v3f(-100, 120, -100);
|
|
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
|
|
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 = std::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;
|
|
wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
|
|
wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
|
|
wield_position.Z += 25 * 0.5;
|
|
|
|
// Euler angles are PURE EVIL, so why not use quaternions?
|
|
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
|
|
core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
|
|
core::quaternion quat_slerp;
|
|
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
|
|
quat_slerp.toEuler(wield_rotation);
|
|
wield_rotation *= core::RADTODEG;
|
|
} else {
|
|
f32 bobfrac = my_modf(m_view_bobbing_anim);
|
|
wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
|
|
wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
|
|
}
|
|
m_wieldnode->setPosition(wield_position);
|
|
m_wieldnode->setRotation(wield_rotation);
|
|
|
|
m_player_light_color = player->light_color;
|
|
m_wieldnode->setNodeLightColor(m_player_light_color);
|
|
|
|
// Set render distance
|
|
updateViewingRange();
|
|
|
|
// If the player is walking, swimming, or climbing,
|
|
// view bobbing is enabled and free_move is off,
|
|
// start (or continue) the view bobbing animation.
|
|
const v3f &speed = player->getSpeed();
|
|
const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
|
|
const bool movement_Y = fabs(speed.Y) > BS;
|
|
|
|
const bool walking = movement_XZ && player->touching_ground;
|
|
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
|
|
const bool climbing = movement_Y && player->is_climbing;
|
|
const bool flying = g_settings->getBool("free_move")
|
|
&& m_client->checkLocalPrivilege("fly");
|
|
if ((walking || swimming || climbing) && !flying) {
|
|
// Start animation
|
|
m_view_bobbing_state = 1;
|
|
m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
|
|
} else if (m_view_bobbing_state == 1) {
|
|
// Stop animation
|
|
m_view_bobbing_state = 2;
|
|
m_view_bobbing_speed = 60;
|
|
}
|
|
}
|
|
|
|
void Camera::updateViewingRange()
|
|
{
|
|
f32 viewing_range = g_settings->getFloat("viewing_range");
|
|
|
|
// Ignore near_plane setting on all other platforms to prevent abuse
|
|
#if ENABLE_GLES
|
|
m_cameranode->setNearValue(rangelim(
|
|
g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
|
|
#else
|
|
m_cameranode->setNearValue(0.1f * BS);
|
|
#endif
|
|
|
|
m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
|
|
if (m_draw_control.range_all) {
|
|
m_cameranode->setFarValue(100000.0);
|
|
return;
|
|
}
|
|
m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
|
|
}
|
|
|
|
void Camera::setDigging(s32 button)
|
|
{
|
|
if (m_digging_button == -1)
|
|
m_digging_button = button;
|
|
}
|
|
|
|
void Camera::wield(const ItemStack &item)
|
|
{
|
|
if (item.name != m_wield_item_next.name ||
|
|
item.metadata != m_wield_item_next.metadata) {
|
|
m_wield_item_next = item;
|
|
if (m_wield_change_timer > 0)
|
|
m_wield_change_timer = -m_wield_change_timer;
|
|
else if (m_wield_change_timer == 0)
|
|
m_wield_change_timer = -0.001;
|
|
}
|
|
}
|
|
|
|
void Camera::drawWieldedTool(irr::core::matrix4* translation)
|
|
{
|
|
// 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(40); // give wield tool smaller z-depth than the world in most cases.
|
|
cam->setFarValue(1000);
|
|
if (translation != NULL)
|
|
{
|
|
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
|
|
irr::core::vector3df focusPoint = (cam->getTarget()
|
|
- cam->getAbsolutePosition()).setLength(1)
|
|
+ cam->getAbsolutePosition();
|
|
|
|
irr::core::vector3df camera_pos =
|
|
(startMatrix * *translation).getTranslation();
|
|
cam->setPosition(camera_pos);
|
|
cam->updateAbsolutePosition();
|
|
cam->setTarget(focusPoint);
|
|
}
|
|
m_wieldmgr->drawAll();
|
|
}
|
|
|
|
void Camera::drawNametags()
|
|
{
|
|
core::matrix4 trans = m_cameranode->getProjectionMatrix();
|
|
trans *= m_cameranode->getViewMatrix();
|
|
|
|
gui::IGUIFont *font = g_fontengine->getFont();
|
|
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
|
|
v2u32 screensize = driver->getScreenSize();
|
|
|
|
for (const Nametag *nametag : m_nametags) {
|
|
// Nametags are hidden in GenericCAO::updateNametag()
|
|
|
|
v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->pos * BS;
|
|
f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
|
|
trans.multiplyWith1x4Matrix(transformed_pos);
|
|
if (transformed_pos[3] > 0) {
|
|
std::wstring nametag_colorless =
|
|
unescape_translate(utf8_to_wide(nametag->text));
|
|
core::dimension2d<u32> textsize = font->getDimension(
|
|
nametag_colorless.c_str());
|
|
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
|
|
core::reciprocal(transformed_pos[3]);
|
|
v2s32 screen_pos;
|
|
screen_pos.X = screensize.X *
|
|
(0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
|
|
screen_pos.Y = screensize.Y *
|
|
(0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
|
|
core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
|
|
|
|
auto bgcolor = nametag->getBgColor(m_show_nametag_backgrounds);
|
|
if (bgcolor.getAlpha() != 0) {
|
|
core::rect<s32> bg_size(-2, 0, textsize.Width + 2, textsize.Height);
|
|
driver->draw2DRectangle(bgcolor, bg_size + screen_pos);
|
|
}
|
|
|
|
font->draw(
|
|
translate_string(utf8_to_wide(nametag->text)).c_str(),
|
|
size + screen_pos, nametag->textcolor);
|
|
}
|
|
}
|
|
}
|
|
|
|
Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
|
|
const std::string &text, video::SColor textcolor,
|
|
Optional<video::SColor> bgcolor, const v3f &pos)
|
|
{
|
|
Nametag *nametag = new Nametag(parent_node, text, textcolor, bgcolor, pos);
|
|
m_nametags.push_back(nametag);
|
|
return nametag;
|
|
}
|
|
|
|
void Camera::removeNametag(Nametag *nametag)
|
|
{
|
|
m_nametags.remove(nametag);
|
|
delete nametag;
|
|
}
|
|
|
|
std::array<core::plane3d<f32>, 4> Camera::getFrustumCullPlanes() const
|
|
{
|
|
using irr::scene::SViewFrustum;
|
|
const auto &frustum_planes = m_cameranode->getViewFrustum()->planes;
|
|
return {
|
|
frustum_planes[SViewFrustum::VF_LEFT_PLANE],
|
|
frustum_planes[SViewFrustum::VF_RIGHT_PLANE],
|
|
frustum_planes[SViewFrustum::VF_BOTTOM_PLANE],
|
|
frustum_planes[SViewFrustum::VF_TOP_PLANE],
|
|
};
|
|
}
|