diff options
-rw-r--r-- | src/camera.cpp | 41 | ||||
-rw-r--r-- | src/camera.h | 13 | ||||
-rw-r--r-- | src/game.cpp | 8 |
3 files changed, 49 insertions, 13 deletions
diff --git a/src/camera.cpp b/src/camera.cpp index 4b0f968a4..56028da40 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -31,7 +31,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), + + m_wieldmgr(NULL), m_wieldnode(NULL), + m_draw_control(draw_control), m_viewing_range_min(5.0), m_viewing_range_max(5.0), @@ -66,13 +69,20 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_headnode = smgr->addEmptySceneNode(m_playernode); m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode()); m_cameranode->bindTargetAndRotation(true); - m_wieldnode = new ExtrudedSpriteSceneNode(m_headnode, smgr); + + // 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 ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr); updateSettings(); } Camera::~Camera() { + m_wieldmgr->drop(); + m_wieldnode->drop(); } bool Camera::successfullyCreated(std::wstring& error_message) @@ -92,6 +102,11 @@ bool Camera::successfullyCreated(std::wstring& error_message) error_message = L"Failed to create the camera scene node"; return false; } + if (m_wieldmgr == NULL) + { + error_message = L"Failed to create the wielded item scene manager"; + return false; + } if (m_wieldnode == NULL) { error_message = L"Failed to create the wielded item scene node"; @@ -215,14 +230,14 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) m_cameranode->setFarValue(m_viewing_range_max * BS * 10); // Position the wielded item - v3f wield_position = v3f(1.3, -1.1, 2); + v3f wield_position = v3f(45, -35, 65); v3f wield_rotation = v3f(90, -90, -90); if (m_digging_button != -1) { f32 digfrac = m_digging_anim; - wield_position.X -= sin(pow(digfrac, 0.8) * PI); - wield_position.Y += 0.5 * sin(digfrac * 2 * PI); - wield_position.Z += 0.2 * digfrac; + wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI); + wield_position.Y += 15 * sin(digfrac * 2 * PI); + wield_position.Z += 5 * digfrac; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); @@ -403,7 +418,7 @@ void Camera::wield(const InventoryItem* item) if (content_features(content).solidness || content_features(content).visual_solidness) { m_wieldnode->setCube(content_features(content).tiles); - m_wieldnode->setScale(v3f(0.9)); + m_wieldnode->setScale(v3f(30)); isCube = true; } } @@ -412,7 +427,7 @@ void Camera::wield(const InventoryItem* item) if (!isCube) { m_wieldnode->setSprite(item->getImageRaw()); - m_wieldnode->setScale(v3f(1.2)); + m_wieldnode->setScale(v3f(40)); } m_wieldnode->setVisible(true); @@ -430,6 +445,18 @@ void Camera::setDigging(s32 button) m_digging_button = button; } +void Camera::drawWieldedTool() +{ + m_wieldmgr->getVideoDriver()->clearZBuffer(); + + scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); + cam->setAspectRatio(m_cameranode->getAspectRatio()); + cam->setFOV(m_cameranode->getFOV()); + cam->setNearValue(0.1); + cam->setFarValue(100); + m_wieldmgr->drawAll(); +} + ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode( scene::ISceneNode* parent, diff --git a/src/camera.h b/src/camera.h index 026f92874..fbee4a378 100644 --- a/src/camera.h +++ b/src/camera.h @@ -63,12 +63,6 @@ public: return m_cameranode; } - // Get wielded item scene node. - inline ExtrudedSpriteSceneNode* getWieldNode() const - { - return m_wieldnode; - } - // Get the camera position (in absolute scene coordinates). // This has view bobbing applied. inline v3f getPosition() const @@ -124,12 +118,19 @@ public: // Pass 0 for left click, 1 for right click void setDigging(s32 button); + // Draw the wielded tool. + // This has to happen *after* the main scene is drawn. + // Warning: This clears the Z buffer. + void drawWieldedTool(); + private: // Scene manager and nodes scene::ISceneManager* m_smgr; scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; + + scene::ISceneManager* m_wieldmgr; ExtrudedSpriteSceneNode* m_wieldnode; // draw control diff --git a/src/game.cpp b/src/game.cpp index 08bc6f176..a99662651 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -2162,6 +2162,14 @@ void the_game( } /* + Wielded tool + */ + { + // Warning: This clears the Z buffer. + camera.drawWieldedTool(); + } + + /* Post effects */ { |