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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/camera.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp658
1 files changed, 0 insertions, 658 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
deleted file mode 100644
index 1bbdb56ea..000000000
--- a/src/camera.cpp
+++ /dev/null
@@ -1,658 +0,0 @@
-/*
-Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU Lesser General Public License as published by
-the Free Software Foundation; either version 2.1 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-*/
-
-#include "camera.h"
-#include "debug.h"
-#include "client.h"
-#include "map.h"
-#include "clientmap.h" // MapDrawControl
-#include "player.h"
-#include <cmath>
-#include "client/renderingengine.h"
-#include "settings.h"
-#include "wieldmesh.h"
-#include "noise.h" // easeCurve
-#include "sound.h"
-#include "event.h"
-#include "nodedef.h"
-#include "util/numeric.h"
-#include "constants.h"
-#include "fontengine.h"
-#include "script/scripting_client.h"
-
-#define CAMERA_OFFSET_STEP 200
-#define WIELDMESH_OFFSET_X 55.0f
-#define WIELDMESH_OFFSET_Y -35.0f
-
-Camera::Camera(MapDrawControl &draw_control, Client *client):
- m_draw_control(draw_control),
- m_client(client)
-{
- scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
- // note: making the camera node a child of the player node
- // would lead to unexpected behaviour, so we don't do that.
- m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
- m_headnode = smgr->addEmptySceneNode(m_playernode);
- m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
- m_cameranode->bindTargetAndRotation(true);
-
- // This needs to be in its own scene manager. It is drawn after
- // all other 3D scene nodes and before the GUI.
- m_wieldmgr = smgr->createNewSceneManager();
- m_wieldmgr->addCameraSceneNode();
- m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
- m_wieldnode->setItem(ItemStack(), m_client);
- m_wieldnode->drop(); // m_wieldmgr grabbed it
-
- /* TODO: Add a callback function so these can be updated when a setting
- * changes. At this point in time it doesn't matter (e.g. /set
- * is documented to change server settings only)
- *
- * TODO: Local caching of settings is not optimal and should at some stage
- * be updated to use a global settings object for getting thse values
- * (as opposed to the this local caching). This can be addressed in
- * a later release.
- */
- m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
- m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
- // 45 degrees is the lowest FOV that doesn't cause the server to treat this
- // as a zoom FOV and load world beyond the set server limits.
- m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f);
- m_arm_inertia = g_settings->getBool("arm_inertia");
- m_nametags.clear();
-}
-
-Camera::~Camera()
-{
- m_wieldmgr->drop();
-}
-
-bool Camera::successfullyCreated(std::string &error_message)
-{
- if (!m_playernode) {
- error_message = "Failed to create the player scene node";
- } else if (!m_headnode) {
- error_message = "Failed to create the head scene node";
- } else if (!m_cameranode) {
- error_message = "Failed to create the camera scene node";
- } else if (!m_wieldmgr) {
- error_message = "Failed to create the wielded item scene manager";
- } else if (!m_wieldnode) {
- error_message = "Failed to create the wielded item scene node";
- } else {
- error_message.clear();
- }
-
- if (g_settings->getBool("enable_client_modding")) {
- m_client->getScript()->on_camera_ready(this);
- }
- return error_message.empty();
-}
-
-// Returns the fractional part of x
-inline f32 my_modf(f32 x)
-{
- double dummy;
- return modf(x, &dummy);
-}
-
-void Camera::step(f32 dtime)
-{
- if(m_view_bobbing_fall > 0)
- {
- m_view_bobbing_fall -= 3 * dtime;
- if(m_view_bobbing_fall <= 0)
- m_view_bobbing_fall = -1; // Mark the effect as finished
- }
-
- bool was_under_zero = m_wield_change_timer < 0;
- m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
-
- if (m_wield_change_timer >= 0 && was_under_zero)
- m_wieldnode->setItem(m_wield_item_next, m_client);
-
- if (m_view_bobbing_state != 0)
- {
- //f32 offset = dtime * m_view_bobbing_speed * 0.035;
- f32 offset = dtime * m_view_bobbing_speed * 0.030;
- if (m_view_bobbing_state == 2) {
- // Animation is getting turned off
- if (m_view_bobbing_anim < 0.25) {
- m_view_bobbing_anim -= offset;
- } else if (m_view_bobbing_anim > 0.75) {
- m_view_bobbing_anim += offset;
- }
-
- if (m_view_bobbing_anim < 0.5) {
- m_view_bobbing_anim += offset;
- if (m_view_bobbing_anim > 0.5)
- m_view_bobbing_anim = 0.5;
- } else {
- m_view_bobbing_anim -= offset;
- if (m_view_bobbing_anim < 0.5)
- m_view_bobbing_anim = 0.5;
- }
-
- if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
- fabs(m_view_bobbing_anim - 0.5) < 0.01) {
- m_view_bobbing_anim = 0;
- m_view_bobbing_state = 0;
- }
- }
- else {
- float was = m_view_bobbing_anim;
- m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
- bool step = (was == 0 ||
- (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
- (was > 0.5f && m_view_bobbing_anim <= 0.5f));
- if(step) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
- }
- }
- }
-
- if (m_digging_button != -1) {
- f32 offset = dtime * 3.5f;
- float m_digging_anim_was = m_digging_anim;
- m_digging_anim += offset;
- if (m_digging_anim >= 1)
- {
- m_digging_anim = 0;
- m_digging_button = -1;
- }
- float lim = 0.15;
- if(m_digging_anim_was < lim && m_digging_anim >= lim)
- {
- if (m_digging_button == 0) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
- } else if(m_digging_button == 1) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
- }
- }
- }
-}
-
-static inline v2f dir(const v2f &pos_dist)
-{
- f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
- f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
-
- f32 x_abs = std::fabs(x);
- f32 y_abs = std::fabs(y);
-
- if (x_abs >= y_abs) {
- y *= (1.0f / x_abs);
- x /= x_abs;
- }
-
- if (y_abs >= x_abs) {
- x *= (1.0f / y_abs);
- y /= y_abs;
- }
-
- return v2f(std::fabs(x), std::fabs(y));
-}
-
-void Camera::addArmInertia(f32 player_yaw)
-{
- m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
- -100.0f, 100.0f) / 0.016f) * 0.01f;
- m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
- f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
- f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
-
- if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
- /*
- The arm moves relative to the camera speed,
- with an acceleration factor.
- */
-
- if (m_cam_vel.X > 1.0f) {
- if (m_cam_vel.X > m_cam_vel_old.X)
- m_cam_vel_old.X = m_cam_vel.X;
-
- f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
- m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
-
- if (m_last_cam_pos.X != player_yaw)
- m_last_cam_pos.X = player_yaw;
-
- m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
- WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
- }
-
- if (m_cam_vel.Y > 1.0f) {
- if (m_cam_vel.Y > m_cam_vel_old.Y)
- m_cam_vel_old.Y = m_cam_vel.Y;
-
- f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
- m_wieldmesh_offset.Y +=
- m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
-
- if (m_last_cam_pos.Y != m_camera_direction.Y)
- m_last_cam_pos.Y = m_camera_direction.Y;
-
- m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
- WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
- }
-
- m_arm_dir = dir(m_wieldmesh_offset);
- } else {
- /*
- Now the arm gets back to its default position when the camera stops,
- following a vector, with a smooth deceleration factor.
- */
-
- f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
- (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
-
- f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
- (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
-
- if (gap_X < 0.1f)
- m_cam_vel_old.X = 0.0f;
-
- m_wieldmesh_offset.X -=
- m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
-
- if (gap_Y < 0.1f)
- m_cam_vel_old.Y = 0.0f;
-
- m_wieldmesh_offset.Y -=
- m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
- }
-}
-
-void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
-{
- // Get player position
- // Smooth the movement when walking up stairs
- v3f old_player_position = m_playernode->getPosition();
- v3f player_position = player->getPosition();
- if (player->isAttached && player->parent)
- player_position = player->parent->getPosition();
- //if(player->touching_ground && player_position.Y > old_player_position.Y)
- if(player->touching_ground &&
- player_position.Y > old_player_position.Y)
- {
- f32 oldy = old_player_position.Y;
- f32 newy = player_position.Y;
- f32 t = std::exp(-23 * frametime);
- player_position.Y = oldy * t + newy * (1-t);
- }
-
- // Set player node transformation
- m_playernode->setPosition(player_position);
- m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
- m_playernode->updateAbsolutePosition();
-
- // Get camera tilt timer (hurt animation)
- float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
-
- // Fall bobbing animation
- float fall_bobbing = 0;
- if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
- {
- if(m_view_bobbing_fall == -1) // Effect took place and has finished
- player->camera_impact = m_view_bobbing_fall = 0;
- else if(m_view_bobbing_fall == 0) // Initialize effect
- m_view_bobbing_fall = 1;
-
- // Convert 0 -> 1 to 0 -> 1 -> 0
- fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
- // Smoothen and invert the above
- fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
- // Amplify according to the intensity of the impact
- fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
-
- fall_bobbing *= m_cache_fall_bobbing_amount;
- }
-
- // Calculate players eye offset for different camera modes
- v3f PlayerEyeOffset = player->getEyeOffset();
- if (m_camera_mode == CAMERA_MODE_FIRST)
- PlayerEyeOffset += player->eye_offset_first;
- else
- PlayerEyeOffset += player->eye_offset_third;
-
- // Set head node transformation
- m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
- m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
- m_headnode->updateAbsolutePosition();
-
- // Compute relative camera position and target
- v3f rel_cam_pos = v3f(0,0,0);
- v3f rel_cam_target = v3f(0,0,1);
- v3f rel_cam_up = v3f(0,1,0);
-
- if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
- m_camera_mode < CAMERA_MODE_THIRD) {
- f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
- f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
-
- #if 1
- f32 bobknob = 1.2;
- f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
- //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
-
- v3f bobvec = v3f(
- 0.3 * bobdir * sin(bobfrac * M_PI),
- -0.28 * bobtmp * bobtmp,
- 0.);
-
- //rel_cam_pos += 0.2 * bobvec;
- //rel_cam_target += 0.03 * bobvec;
- //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
- float f = 1.0;
- f *= m_cache_view_bobbing_amount;
- rel_cam_pos += bobvec * f;
- //rel_cam_target += 0.995 * bobvec * f;
- rel_cam_target += bobvec * f;
- rel_cam_target.Z -= 0.005 * bobvec.Z * f;
- //rel_cam_target.X -= 0.005 * bobvec.X * f;
- //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
- rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
- #else
- f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
- f32 angle_rad = angle_deg * M_PI / 180;
- f32 r = 0.05;
- v3f off = v3f(
- r * sin(angle_rad),
- r * (cos(angle_rad) - 1),
- 0);
- rel_cam_pos += off;
- //rel_cam_target += off;
- rel_cam_up.rotateXYBy(angle_deg);
- #endif
-
- }
-
- // Compute absolute camera position and target
- m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
- m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
-
- v3f abs_cam_up;
- m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
-
- // Seperate camera position for calculation
- v3f my_cp = m_camera_position;
-
- // Reposition the camera for third person view
- if (m_camera_mode > CAMERA_MODE_FIRST)
- {
- if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
- m_camera_direction *= -1;
-
- my_cp.Y += 2;
-
- // Calculate new position
- 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()
- .getNodeNoEx(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->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;
-
- // Get FOV
- f32 fov_degrees;
- // Disable zoom with zoom FOV = 0
- if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
- fov_degrees = player->getZoomFOV();
- } else {
- fov_degrees = m_cache_fov;
- }
- fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
-
- // FOV and aspect ratio
- const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
- m_aspect = (f32) window_size.X / (f32) window_size.Y;
- m_fov_y = fov_degrees * M_PI / 180.0;
- // Increase vertical FOV on lower aspect ratios (<16:10)
- m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
- m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
- m_cameranode->setAspectRatio(m_aspect);
- m_cameranode->setFOV(m_fov_y);
-
- if (m_arm_inertia)
- addArmInertia(player->getYaw());
-
- // 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_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.
- 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;
- if ((walking || swimming || climbing) &&
- (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
- // 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");
- f32 near_plane = g_settings->getFloat("near_plane");
-
- m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
- m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
- 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)
-{
- // 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;
- if (nametag->nametag_color.getAlpha() == 0) {
- // Enforce hiding nametag,
- // because if freetype is enabled, a grey
- // shadow can remain.
- continue;
- }
- v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
- f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
- trans.multiplyWith1x4Matrix(transformed_pos);
- if (transformed_pos[3] > 0) {
- std::wstring nametag_colorless =
- unescape_translate(utf8_to_wide(nametag->nametag_text));
- core::dimension2d<u32> textsize =
- g_fontengine->getFont()->getDimension(
- nametag_colorless.c_str());
- f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
- core::reciprocal(transformed_pos[3]);
- v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
- v2s32 screen_pos;
- screen_pos.X = screensize.X *
- (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
- 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(
- translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
- size + screen_pos, nametag->nametag_color);
- }
- }
-}
-
-Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
- const std::string &nametag_text, video::SColor nametag_color,
- const v3f &pos)
-{
- Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
- m_nametags.push_back(nametag);
- return nametag;
-}
-
-void Camera::removeNametag(Nametag *nametag)
-{
- m_nametags.remove(nametag);
- delete nametag;
-}