From 1369503aba1ae0c64e6c25b32cc5552bbdead8fb Mon Sep 17 00:00:00 2001 From: Aaron Suen Date: Fri, 17 May 2013 17:10:39 -0400 Subject: Fix math for isBlockInSight. Fixes #718 (client-side). --- src/camera.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp index 6224a2b8e..0dd0a767b 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -342,8 +342,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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))); - // WTF is this? It can't be right - m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); + m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); -- cgit v1.2.3 From 3e2efdf18ab95d3c88f66c7a1f6caf6b1c7231e5 Mon Sep 17 00:00:00 2001 From: PilzAdam Date: Mon, 20 May 2013 00:20:42 +0200 Subject: Add a little animation when changing the wielded item --- src/camera.cpp | 61 +++++++++++++++++++++++++++++++++++++++++++++++----------- 1 file changed, 50 insertions(+), 11 deletions(-) (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp index 0dd0a767b..f227bd98a 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -71,7 +71,12 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_digging_anim(0), m_digging_button(-1), - m_dummymesh(createCubeMesh(v3f(1,1,1))) + 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("") { //dstream<<__FUNCTION_NAME< 0.125) + m_wield_change_timer = 0.125; + + if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) { + 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_view_bobbing_state != 0) { //f32 offset = dtime * m_view_bobbing_speed * 0.035; @@ -351,6 +371,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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; if(m_digging_anim < 0.05 || m_digging_anim > 0.5){ f32 frac = 1.0; if(m_digging_anim > 0.5) @@ -559,18 +583,33 @@ void Camera::setDigging(s32 button) m_digging_button = button; } -void Camera::wield(const ItemStack &item) +void Camera::wield(const ItemStack &item, u16 playeritem) { IItemDefManager *idef = m_gamedef->idef(); - scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef); - if(wield_mesh) - { - m_wieldnode->setMesh(wield_mesh); - m_wieldnode->setVisible(true); - } - else - { - m_wieldnode->setVisible(false); + std::string itemname = item.getDefinition(idef).name; + m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef); + if(playeritem != m_previous_playeritem) { + 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) { + 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; } } -- cgit v1.2.3 From e57dc4ef1899fd172b94dc67c3a70be49803145e Mon Sep 17 00:00:00 2001 From: PilzAdam Date: Mon, 20 May 2013 20:31:38 +0200 Subject: Dont animate changing wielditem from hand to hand --- src/camera.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp index f227bd98a..acefff7e7 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -588,7 +588,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem) 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) { + if(playeritem != m_previous_playeritem && + !(m_previous_itemname == "" && itemname == "")) { m_previous_playeritem = playeritem; m_previous_itemname = itemname; if(m_wield_change_timer >= 0.125) -- cgit v1.2.3 From 7f6e9e9540875c6227cbfb3949af79e59e6a325c Mon Sep 17 00:00:00 2001 From: PilzAdam Date: Tue, 21 May 2013 20:16:22 +0200 Subject: Fix disappearing of wielditem --- src/camera.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp index acefff7e7..3d8713d6a 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -147,12 +147,13 @@ void Camera::step(f32 dtime) m_view_bobbing_fall = -1; // Mark the effect as finished } + 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; - if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) { + 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); -- cgit v1.2.3