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-rw-r--r--src/client/camera.cpp658
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diff --git a/src/client/camera.cpp b/src/client/camera.cpp
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+++ b/src/client/camera.cpp
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+/*
+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;
+}