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authorsapier <Sapier at GMX dot net>2014-04-27 16:09:21 +0200
committersapier <Sapier at GMX dot net>2014-05-18 01:08:13 +0200
commit09970b7b6daa82ba0cb71540ebb70e671637782f (patch)
treebea283470a892adcdcc5962b498a10ca2f405297 /src/camera.cpp
parentd9f6f9e7a8038071648eb53da0d5be8abdaa9e45 (diff)
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Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp79
1 files changed, 52 insertions, 27 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 254827803..d961d45b9 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -82,7 +82,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wield_change_timer(0.125),
m_wield_mesh_next(NULL),
m_previous_playeritem(-1),
- m_previous_itemname("")
+ m_previous_itemname(""),
+
+ m_camera_mode(CAMERA_MODE_FIRST)
{
//dstream<<__FUNCTION_NAME<<std::endl;
@@ -159,8 +161,10 @@ void Camera::step(f32 dtime)
if(m_wield_change_timer > 0.125)
m_wield_change_timer = 0.125;
- if(m_wield_change_timer >= 0 && was_under_zero) {
- if(m_wield_mesh_next) {
+ if(m_wield_change_timer >= 0 && was_under_zero)
+ {
+ if(m_wield_mesh_next)
+ {
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true);
} else {
@@ -189,11 +193,14 @@ void Camera::step(f32 dtime)
#endif
#if 1
// Animation is getting turned off
- if(m_view_bobbing_anim < 0.25){
+ if(m_view_bobbing_anim < 0.25)
+ {
m_view_bobbing_anim -= offset;
- } else if(m_view_bobbing_anim > 0.75){
+ } else if(m_view_bobbing_anim > 0.75) {
m_view_bobbing_anim += offset;
- } if(m_view_bobbing_anim < 0.5){
+ }
+ 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;
@@ -217,7 +224,8 @@ void Camera::step(f32 dtime)
bool step = (was == 0 ||
(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
- if(step){
+ if(step)
+ {
MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
m_gamedef->event()->put(e);
}
@@ -237,10 +245,11 @@ void Camera::step(f32 dtime)
float lim = 0.15;
if(m_digging_anim_was < lim && m_digging_anim >= lim)
{
- if(m_digging_button == 0){
+ if(m_digging_button == 0)
+ {
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
m_gamedef->event()->put(e);
- } else if(m_digging_button == 1){
+ } else if(m_digging_button == 1) {
MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
m_gamedef->event()->put(e);
}
@@ -249,8 +258,7 @@ void Camera::step(f32 dtime)
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
- f32 tool_reload_ratio,
- int current_camera_mode, ClientEnvironment &c_env)
+ f32 tool_reload_ratio, ClientEnvironment &c_env)
{
// Get player position
// Smooth the movement when walking up stairs
@@ -278,7 +286,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Fall bobbing animation
float fall_bobbing = 0;
- if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
+ 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;
@@ -297,7 +305,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Calculate players eye offset for different camera modes
v3f PlayerEyeOffset = player->getEyeOffset();
- if (current_camera_mode == CAMERA_MODE_FIRST)
+ if (m_camera_mode == CAMERA_MODE_FIRST)
PlayerEyeOffset += player->eye_offset_first;
else
PlayerEyeOffset += player->eye_offset_third;
@@ -312,7 +320,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
+ if (m_view_bobbing_anim != 0 && 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;
@@ -365,16 +373,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f my_cp = m_camera_position;
// Reposition the camera for third person view
- if (current_camera_mode > CAMERA_MODE_FIRST) {
-
- if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ 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; i++) {
+ for (int i = BS; i <= BS*2; 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)
@@ -384,7 +393,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
INodeDefManager *nodemgr = m_gamedef->ndef();
MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
const ContentFeatures& features = nodemgr->get(n);
- if(features.walkable) {
+ 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;
@@ -413,7 +423,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
// update the camera position in front-view mode to render blocks behind player
- if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
m_camera_position = my_cp;
// Get FOV setting
@@ -439,7 +449,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
wield_position.Y -= 40 + m_wield_change_timer*320;
else
wield_position.Y -= 40 - m_wield_change_timer*320;
- if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+ 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);
@@ -468,8 +479,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
- }
- else {
+ } 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;
@@ -654,12 +664,14 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
std::string itemname = item.getDefinition(idef).name;
m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
if(playeritem != m_previous_playeritem &&
- !(m_previous_itemname == "" && itemname == "")) {
+ !(m_previous_itemname == "" && itemname == ""))
+ {
m_previous_playeritem = playeritem;
m_previous_itemname = itemname;
if(m_wield_change_timer >= 0.125)
m_wield_change_timer = -0.125;
- else if(m_wield_change_timer > 0) {
+ else if(m_wield_change_timer > 0)
+ {
m_wield_change_timer = -m_wield_change_timer;
}
} else {
@@ -670,7 +682,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
- if(m_previous_itemname != itemname) {
+ if(m_previous_itemname != itemname)
+ {
m_previous_itemname = itemname;
m_wield_change_timer = 0;
}
@@ -679,7 +692,7 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
}
}
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Set vertex colors of wield mesh according to light level
u8 li = m_wieldlight;
@@ -695,5 +708,17 @@ void Camera::drawWieldedTool()
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
+ 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();
}