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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/camera.cpp
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp91
1 files changed, 24 insertions, 67 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index d961d45b9..0b4e4fd53 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -23,12 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // for g_settings
#include "map.h"
#include "clientmap.h" // MapDrawControl
-#include "mesh.h"
#include "player.h"
-#include "tile.h"
#include <cmath>
#include "settings.h"
-#include "itemdef.h" // For wield visualization
+#include "wieldmesh.h"
#include "noise.h" // easeCurve
#include "gamedef.h"
#include "sound.h"
@@ -50,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wieldmgr(NULL),
m_wieldnode(NULL),
- m_wieldlight(0),
m_draw_control(draw_control),
m_gamedef(gamedef),
@@ -77,12 +74,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_digging_anim(0),
m_digging_button(-1),
- m_dummymesh(createCubeMesh(v3f(1,1,1))),
m_wield_change_timer(0.125),
- m_wield_mesh_next(NULL),
- m_previous_playeritem(-1),
- m_previous_itemname(""),
+ m_wield_item_next(),
m_camera_mode(CAMERA_MODE_FIRST)
{
@@ -99,14 +93,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
+ m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+ m_wieldnode->setItem(ItemStack(), m_gamedef);
+ m_wieldnode->drop(); // m_wieldmgr grabbed it
+ m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
}
Camera::~Camera()
{
m_wieldmgr->drop();
-
- delete m_dummymesh;
}
bool Camera::successfullyCreated(std::wstring& error_message)
@@ -156,22 +151,10 @@ void Camera::step(f32 dtime)
}
bool was_under_zero = m_wield_change_timer < 0;
- if(m_wield_change_timer < 0.125)
- m_wield_change_timer += dtime;
- if(m_wield_change_timer > 0.125)
- m_wield_change_timer = 0.125;
+ m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
- 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 {
- m_wieldnode->setVisible(false);
- }
- m_wield_mesh_next = NULL;
- }
+ if (m_wield_change_timer >= 0 && was_under_zero)
+ m_wieldnode->setItem(m_wield_item_next, m_gamedef);
if (m_view_bobbing_state != 0)
{
@@ -445,10 +428,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f wield_position = v3f(55, -35, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
- if(m_wield_change_timer < 0)
- wield_position.Y -= 40 + m_wield_change_timer*320;
- else
- wield_position.Y -= 40 - m_wield_change_timer*320;
+ 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;
@@ -486,7 +466,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- m_wieldlight = player->light;
+
+ // Shine light upon the wield mesh
+ video::SColor black(255,0,0,0);
+ m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
+ m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
+ m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
// Render distance feedback loop
updateViewingRange(frametime, busytime);
@@ -658,48 +643,20 @@ void Camera::setDigging(s32 button)
m_digging_button = button;
}
-void Camera::wield(const ItemStack &item, u16 playeritem)
+void Camera::wield(const ItemStack &item)
{
- IItemDefManager *idef = m_gamedef->idef();
- std::string itemname = item.getDefinition(idef).name;
- m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
- if(playeritem != m_previous_playeritem &&
- !(m_previous_itemname == "" && itemname == ""))
- {
- m_previous_playeritem = playeritem;
- m_previous_itemname = itemname;
- if(m_wield_change_timer >= 0.125)
- m_wield_change_timer = -0.125;
- else if(m_wield_change_timer > 0)
- {
+ 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_mesh_next) {
- m_wieldnode->setMesh(m_wield_mesh_next);
- m_wieldnode->setVisible(true);
- } else {
- m_wieldnode->setVisible(false);
- }
- m_wield_mesh_next = NULL;
- if(m_previous_itemname != itemname)
- {
- m_previous_itemname = itemname;
- m_wield_change_timer = 0;
- }
- else
- m_wield_change_timer = 0.125;
+ else if (m_wield_change_timer == 0)
+ m_wield_change_timer = -0.001;
}
}
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
- // Set vertex colors of wield mesh according to light level
- u8 li = m_wieldlight;
- video::SColor color(255,li,li,li);
- setMeshColor(m_wieldnode->getMesh(), color);
-
- // Clear Z buffer
+ // 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)
@@ -707,7 +664,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation)
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
- cam->setFarValue(100);
+ cam->setFarValue(1000);
if (translation != NULL)
{
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();