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path: root/src/unittest/test_schematic.cpp
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 /*
Minetest
Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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 "test.h"

#include "mapgen/mg_schematic.h"
#include "gamedef.h"
#include "nodedef.h"

class TestSchematic : public TestBase {
public:
	TestSchematic() { TestManager::registerTestModule(this); }
	const char *getName() { return "TestSchematic"; }

	void runTests(IGameDef *gamedef);

	void testMtsSerializeDeserialize(const NodeDefManager *ndef);
	void testLuaTableSerialize(const NodeDefManager *ndef);
	void testFileSerializeDeserialize(const NodeDefManager *ndef);

	static const content_t test_schem1_data[7 * 6 * 4];
	static const content_t test_schem2_data[3 * 3 * 3];
	static const u8 test_schem2_prob[3 * 3 * 3];
	static const char *expected_lua_output;
};

static TestSchematic g_test_instance;

void TestSchematic::runTests(IGameDef *gamedef)
{
	NodeDefManager *ndef =
		(NodeDefManager *)gamedef->getNodeDefManager();

	ndef->setNodeRegistrationStatus(true);

	TEST(testMtsSerializeDeserialize, ndef);
	TEST(testLuaTableSerialize, ndef);
	TEST(testFileSerializeDeserialize, ndef);

	ndef->resetNodeResolveState();
}

////////////////////////////////////////////////////////////////////////////////

void TestSchematic::testMtsSerializeDeserialize(const NodeDefManager *ndef)
{
	static const v3s16 size(7, 6, 4);
	static const u32 volume = size.X * size.Y * size.Z;

	std::stringstream ss(std::ios_base::binary |
		std::ios_base::in | std::ios_base::out);

	std::vector<std::string> names;
	names.emplace_back("foo");
	names.emplace_back("bar");
	names.emplace_back("baz");
	names.emplace_back("qux");

	Schematic schem, schem2;

	schem.flags       = 0;
	schem.size        = size;
	schem.schemdata   = new MapNode[volume];
	schem.slice_probs = new u8[size.Y];
	for (size_t i = 0; i != volume; i++)
		schem.schemdata[i] = MapNode(test_schem1_data[i], MTSCHEM_PROB_ALWAYS, 0);
	for (s16 y = 0; y != size.Y; y++)
		schem.slice_probs[y] = MTSCHEM_PROB_ALWAYS;

	UASSERT(schem.serializeToMts(&ss, names));

	ss.seekg(0);
	names.clear();

	UASSERT(schem2.deserializeFromMts(&ss, &names));

	UASSERTEQ(size_t, names.size(), 4);
	UASSERTEQ(std::string, names[0], "foo");
	UASSERTEQ(std::string, names[1], "bar");
	UASSERTEQ(std::string, names[2], "baz");
	UASSERTEQ(std::string, names[3], "qux");

	UASSERT(schem2.size == size);
	for (size_t i = 0; i != volume; i++)
		UASSERT(schem2.schemdata[i] == schem.schemdata[i]);
	for (s16 y = 0; y != size.Y; y++)
		UASSERTEQ(u8, schem2.slice_probs[y], schem.slice_probs[y]);
}


void TestSchematic::testLuaTableSerialize(const NodeDefManager *ndef)
{
	static const v3s16 size(3, 3, 3);
	static const u32 volume = size.X * size.Y * size.Z;

	Schematic schem;

	schem.flags       = 0;
	schem.size        = size;
	schem.schemdata   = new MapNode[volume];
	schem.slice_probs = new u8[size.Y];
	for (size_t i = 0; i != volume; i++)
		schem.schemdata[i] = MapNode(test_schem2_data[i], test_schem2_prob[i], 0);
	for (s16 y = 0; y != size.Y; y++)
		schem.slice_probs[y] = MTSCHEM_PROB_ALWAYS;

	std::vector<std::string> names;
	names.emplace_back("air");
	names.emplace_back("default:lava_source");
	names.emplace_back("default:glass");

	std::ostringstream ss(std::ios_base::binary);

	UASSERT(schem.serializeToLua(&ss, names, false, 0));
	UASSERTEQ(std::string, ss.str(), expected_lua_output);
}


void TestSchematic::testFileSerializeDeserialize(const NodeDefManager *ndef)
{
	static const v3s16 size(3, 3, 3);
	static const u32 volume = size.X * size.Y * size.Z;
	static const content_t content_map[] = {
		CONTENT_AIR,
		t_CONTENT_STONE,
		t_CONTENT_LAVA,
	};
	static const content_t content_map2[] = {
		CONTENT_AIR,
		t_CONTENT_STONE,
		t_CONTENT_WATER,
	};
	StringMap replace_names;
	replace_names["default:lava"] = "default:water";

	Schematic schem1, schem2;

	//// Construct the schematic to save
	schem1.flags          = 0;
	schem1.size           = size;
	schem1.schemdata      = new MapNode[volume];
	schem1.slice_probs    = new u8[size.Y];
	schem1.slice_probs[0] = 80;
	schem1.slice_probs[1] = 160;
	schem1.slice_probs[2] = 240;

	for (size_t i = 0; i != volume; i++) {
		content_t c = content_map[test_schem2_data[i]];
		schem1.schemdata[i] = MapNode(c, test_schem2_prob[i], 0);
	}

	std::string temp_file = getTestTempFile();
	UASSERT(schem1.saveSchematicToFile(temp_file, ndef));
	UASSERT(schem2.loadSchematicFromFile(temp_file, ndef, &replace_names));

	UASSERT(schem2.size == size);
	UASSERT(schem2.slice_probs[0] == 80);
	UASSERT(schem2.slice_probs[1] == 160);
	UASSERT(schem2.slice_probs[2] == 240);

	for (size_t i = 0; i != volume; i++) {
		content_t c = content_map2[test_schem2_data[i]];
		UASSERT(schem2.schemdata[i] == MapNode(c, test_schem2_prob[i], 0));
	}
}


// Should form a cross-shaped-thing...?
const content_t TestSchematic::test_schem1_data[7 * 6 * 4] = {
	3, 3, 1, 1, 1, 3, 3, // Y=0, Z=0
	3, 0, 1, 2, 1, 0, 3, // Y=1, Z=0
	3, 0, 1, 2, 1, 0, 3, // Y=2, Z=0
	3, 1, 1, 2, 1, 1, 3, // Y=3, Z=0
	3, 2, 2, 2, 2, 2, 3, // Y=4, Z=0
	3, 1, 1, 2, 1, 1, 3, // Y=5, Z=0

	0, 0, 1, 1, 1, 0, 0, // Y=0, Z=1
	0, 0, 1, 2, 1, 0, 0, // Y=1, Z=1
	0, 0, 1, 2, 1, 0, 0, // Y=2, Z=1
	1, 1, 1, 2, 1, 1, 1, // Y=3, Z=1
	1, 2, 2, 2, 2, 2, 1, // Y=4, Z=1
	1, 1, 1, 2, 1, 1, 1, // Y=5, Z=1

	0, 0, 1, 1, 1, 0, 0, // Y=0, Z=2
	0, 0, 1, 2, 1, 0, 0, // Y=1, Z=2
	0, 0, 1, 2, 1, 0, 0, // Y=2, Z=2
	1, 1, 1, 2, 1, 1, 1, // Y=3, Z=2
	1, 2, 2, 2, 2, 2, 1, // Y=4, Z=2
	1, 1, 1, 2, 1, 1, 1, // Y=5, Z=2

	3, 3, 1, 1, 1, 3, 3, // Y=0, Z=3
	3, 0, 1, 2, 1, 0, 3, // Y=1, Z=3
	3, 0, 1, 2, 1, 0, 3, // Y=2, Z=3
	3, 1, 1, 2, 1, 1, 3, // Y=3, Z=3
	3, 2, 2, 2, 2, 2, 3, // Y=4, Z=3
	3, 1, 1, 2, 1, 1, 3, // Y=5, Z=3
};

const content_t TestSchematic::test_schem2_data[3 * 3 * 3] = {
	0, 0, 0,
	0, 2, 0,
	0, 0, 0,

	0, 2, 0,
	2, 1, 2,
	0, 2, 0,

	0, 0, 0,
	0, 2, 0,
	0, 0, 0,
};

const u8 TestSchematic::test_schem2_prob[3 * 3 * 3] = {
	0x00, 0x00, 0x00,
	0x00, 0xFF, 0x00,
	0x00, 0x00, 0x00,

	0x00, 0xFF, 0x00,
	0xFF, 0xFF, 0xFF,
	0x00, 0xFF, 0x00,

	0x00, 0x00, 0x00,
	0x00, 0xFF, 0x00,
	0x00, 0x00, 0x00,
};

const char *TestSchematic::expected_lua_output =
	"schematic = {\n"
	"\tsize = {x=3, y=3, z=3},\n"
	"\tyslice_prob = {\n"
	"\t\t{ypos=0, prob=254},\n"
	"\t\t{ypos=1, prob=254},\n"
	"\t\t{ypos=2, prob=254},\n"
	"\t},\n"
	"\tdata = {\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"default:glass\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"default:glass\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"default:glass\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"default:lava_source\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"default:glass\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"default:glass\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"default:glass\", prob=254, param2=0, force_place=true},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t\t{name=\"air\", prob=0, param2=0},\n"
	"\t},\n"
	"}\n";
pan>X) * (1.0f + (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); f32 dec_Y = 0.25f * (std::min(15.0f, 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(); // This is worse than `LocalPlayer::getPosition()` but // mods expect the player head to be at the parent's position // plus eye height. if (player->getParent()) player_position = player->getParent()->getPosition(); 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 and translate the head SceneNode offsets { v3f eye_offset = player->getEyeOffset(); if (m_camera_mode == CAMERA_MODE_FIRST) eye_offset += player->eye_offset_first; else eye_offset += player->eye_offset_third; // Set head node transformation eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing; m_headnode->setPosition(eye_offset); 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() .getNode(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; /* * Apply server-sent FOV, instantaneous or smooth transition. * If not, check for zoom and set to zoom FOV. * Otherwise, default to m_cache_fov. */ if (m_fov_transition_active) { // Smooth FOV transition // Dynamically calculate FOV delta based on frametimes f32 delta = (frametime / m_transition_time) * m_fov_diff; m_curr_fov_degrees += delta; // Mark transition as complete if target FOV has been reached if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) || (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) { m_fov_transition_active = false; m_curr_fov_degrees = m_target_fov_degrees; } } else if (m_server_sent_fov) { // Instantaneous FOV change m_curr_fov_degrees = m_target_fov_degrees; } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) { // Player requests zoom, apply zoom FOV m_curr_fov_degrees = player->getZoomFOV(); } else { // Set to client's selected FOV m_curr_fov_degrees = m_cache_fov; } m_curr_fov_degrees = rangelim(m_curr_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 = m_curr_fov_degrees * M_PI / 180.0; // Increase vertical FOV on lower aspect ratios (<16:10) m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4); 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->setNodeLightColor(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