diff options
Diffstat (limited to 'src/camera.cpp')
-rw-r--r-- | src/camera.cpp | 61 |
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"); |