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authorBlockMen <nmuelll@web.de>2014-01-08 13:47:53 +0100
committerBlockMen <nmuelll@web.de>2014-04-12 17:44:15 +0200
commita1db9242ec491efdee70a7184aa61e861b17595a (patch)
tree04bdd2302f8b3c4285ddb8f5ba669f7adc6bf4b9 /src/camera.cpp
parente149d1ad9a623b9f8ca597839f7b850841c54781 (diff)
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Add third person view
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp61
1 files changed, 53 insertions, 8 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 783ae84c4..6d17ff743 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -40,6 +40,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define CAMERA_OFFSET_STEP 200
+#include "nodedef.h"
+#include "game.h" // CameraModes
+
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
m_smgr(smgr),
@@ -248,7 +251,8 @@ void Camera::step(f32 dtime)
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
- v2u32 screensize, f32 tool_reload_ratio)
+ v2u32 screensize, f32 tool_reload_ratio,
+ int current_camera_mode, ClientEnvironment &c_env)
{
// Get player position
// Smooth the movement when walking up stairs
@@ -276,7 +280,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
// Fall bobbing animation
float fall_bobbing = 0;
- if(player->camera_impact >= 1)
+ if(player->camera_impact >= 1 && current_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;
@@ -303,7 +307,7 @@ 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)
+ if (m_view_bobbing_anim != 0 && current_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;
@@ -352,19 +356,60 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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 (current_camera_mode > CAMERA_MODE_FIRST) {
+
+ if (current_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++) {
+ 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
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+ MapNode n = c_env.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)(m_camera_position.X/BS) - 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)(m_camera_position.Y/BS) - 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)(m_camera_position.Z/BS) - 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(m_camera_position-intToFloat(m_camera_offset, BS));
+ 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(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+ 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)
+ m_camera_position = my_cp;
// Get FOV setting
f32 fov_degrees = g_settings->getFloat("fov");