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578 lines
18 KiB
C++
578 lines
18 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 "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 "settings.h"
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#include "wieldmesh.h"
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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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#include "constants.h"
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#include "fontengine.h"
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#define CAMERA_OFFSET_STEP 200
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#include "nodedef.h"
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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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_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_camera_offset(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_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_wield_change_timer(0.125),
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m_wield_item_next(),
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m_camera_mode(CAMERA_MODE_FIRST)
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{
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//dstream<<FUNCTION_NAME<<std::endl;
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m_driver = smgr->getVideoDriver();
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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 = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
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m_wieldnode->setItem(ItemStack(), m_gamedef);
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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");
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m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
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m_cache_fov = g_settings->getFloat("fov");
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m_cache_view_bobbing = g_settings->getBool("view_bobbing");
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m_nametags.clear();
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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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bool Camera::successfullyCreated(std::string &error_message)
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{
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if (!m_playernode) {
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error_message = "Failed to create the player scene node";
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} else if (!m_headnode) {
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error_message = "Failed to create the head scene node";
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} else if (!m_cameranode) {
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error_message = "Failed to create the camera scene node";
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} else if (!m_wieldmgr) {
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error_message = "Failed to create the wielded item scene manager";
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} else if (!m_wieldnode) {
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error_message = "Failed to create the wielded item scene node";
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} else {
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error_message.clear();
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}
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return error_message.empty();
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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_gamedef);
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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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}
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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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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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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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{
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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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f32 tool_reload_ratio, ClientEnvironment &c_env)
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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 && 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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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 players eye offset for different camera modes
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v3f PlayerEyeOffset = player->getEyeOffset();
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if (m_camera_mode == CAMERA_MODE_FIRST)
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PlayerEyeOffset += player->eye_offset_first;
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else
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PlayerEyeOffset += player->eye_offset_third;
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// Set head node transformation
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m_headnode->setPosition(PlayerEyeOffset+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 && m_camera_mode < CAMERA_MODE_THIRD)
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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 *= m_cache_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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// Seperate 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;
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for (int i = BS; i <= BS*2.75; i++)
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{
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my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
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my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
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if (i > 12)
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my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
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// Prevent camera positioned inside nodes
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INodeDefManager *nodemgr = m_gamedef->ndef();
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MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
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const ContentFeatures& features = nodemgr->get(n);
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if(features.walkable)
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{
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my_cp.X += m_camera_direction.X*-1*-BS/2;
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my_cp.Z += m_camera_direction.Z*-1*-BS/2;
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my_cp.Y += m_camera_direction.Y*-1*-BS/2;
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abort = true;
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break;
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}
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}
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// If node blocks camera position don't move y to heigh
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if (abort && my_cp.Y > player_position.Y+BS*2)
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my_cp.Y = player_position.Y+BS*2;
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}
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// Update offset if too far away from the center of the map
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m_camera_offset.X += CAMERA_OFFSET_STEP*
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(((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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m_camera_offset.Y += CAMERA_OFFSET_STEP*
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(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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m_camera_offset.Z += CAMERA_OFFSET_STEP*
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(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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// Set camera node transformation
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m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
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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(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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// update the camera position in front-view mode to render blocks behind player
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if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
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m_camera_position = my_cp;
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// Get FOV setting
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f32 fov_degrees = m_cache_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) porting::getWindowSize().X / (f32) porting::getWindowSize().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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wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
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if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
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{
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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?
|
|
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_wieldnode->setColor(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.
|
|
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;
|
|
if ((walking || swimming || climbing) &&
|
|
m_cache_view_bobbing &&
|
|
(!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
|
|
{
|
|
// Start animation
|
|
m_view_bobbing_state = 1;
|
|
m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
|
|
}
|
|
else if (m_view_bobbing_state == 1)
|
|
{
|
|
// Stop animation
|
|
m_view_bobbing_state = 2;
|
|
m_view_bobbing_speed = 60;
|
|
}
|
|
}
|
|
|
|
void Camera::updateViewingRange()
|
|
{
|
|
if (m_draw_control.range_all) {
|
|
m_cameranode->setFarValue(100000.0);
|
|
return;
|
|
}
|
|
|
|
f32 viewing_range = g_settings->getFloat("viewing_range");
|
|
m_draw_control.wanted_range = viewing_range;
|
|
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) {
|
|
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)
|
|
{
|
|
// Clear Z buffer so that the wielded tool stay in front of world geometry
|
|
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(10);
|
|
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->setTarget(focusPoint);
|
|
}
|
|
m_wieldmgr->drawAll();
|
|
}
|
|
|
|
void Camera::drawNametags()
|
|
{
|
|
core::matrix4 trans = m_cameranode->getProjectionMatrix();
|
|
trans *= m_cameranode->getViewMatrix();
|
|
|
|
for (std::list<Nametag *>::const_iterator
|
|
i = m_nametags.begin();
|
|
i != m_nametags.end(); ++i) {
|
|
Nametag *nametag = *i;
|
|
v3f pos = nametag->parent_node->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
|
|
f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
|
|
trans.multiplyWith1x4Matrix(transformed_pos);
|
|
if (transformed_pos[3] > 0) {
|
|
core::dimension2d<u32> textsize =
|
|
g_fontengine->getFont()->getDimension(
|
|
utf8_to_wide(nametag->nametag_text).c_str());
|
|
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
|
|
core::reciprocal(transformed_pos[3]);
|
|
v2u32 screensize = m_driver->getScreenSize();
|
|
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);
|
|
g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
|
|
size + screen_pos, nametag->nametag_color);
|
|
}
|
|
}
|
|
}
|
|
|
|
Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
|
|
std::string nametag_text, video::SColor nametag_color)
|
|
{
|
|
Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
|
|
m_nametags.push_back(nametag);
|
|
return nametag;
|
|
}
|
|
|
|
void Camera::removeNametag(Nametag *nametag)
|
|
{
|
|
m_nametags.remove(nametag);
|
|
delete nametag;
|
|
}
|