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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.
*/

#ifndef DAYNIGHTRATIO_HEADER
#define DAYNIGHTRATIO_HEADER

inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
{
	float t = time_of_day;
	if(t < 0)
		t += ((int)(-t)/24000)*24000;
	if(t >= 24000)
		t -= ((int)(t)/24000)*24000;
	if(t > 12000)
		t = 24000 - t;
	float values[][2] = {
		{4250+125, 150},
		{4500+125, 150},
		{4750+125, 250},
		{5000+125, 350},
		{5250+125, 500},
		{5500+125, 675},
		{5750+125, 875},
		{6000+125, 1000},
		{6250+125, 1000},
	};
	if(!smooth){
		float lastt = values[0][0];
		for(u32 i=1; i<sizeof(values)/sizeof(*values); i++){
			float t0 = values[i][0];
			float switch_t = (t0 + lastt) / 2;
			lastt = t0;
			if(switch_t <= t)
				continue;
			return values[i][1];
		}
		return 1000;
	} else {
		for(u32 i=0; i<sizeof(values)/sizeof(*values); i++){
			if(values[i][0] <= t)
				continue;
			if(i == 0)
				return values[i][1];
			float td0 = values[i][0] - values[i-1][0];
			float f = (t - values[i-1][0]) / td0;
			return f * values[i][1] + (1.0 - f) * values[i-1][1];
		}
		return 1000;
	}
}

#endif

const { return m_headnode; } // Get camera scene node. // It has the eye transformation, pitch and view bobbing applied. inline scene::ICameraSceneNode* getCameraNode() const { return m_cameranode; } // Get the camera position (in absolute scene coordinates). // This has view bobbing applied. inline v3f getPosition() const { return m_camera_position; } // Get the camera direction (in absolute camera coordinates). // This has view bobbing applied. inline v3f getDirection() const { return m_camera_direction; } // Get the camera offset inline v3s16 getOffset() const { return m_camera_offset; } // Horizontal field of view inline f32 getFovX() const { return m_fov_x; } // Vertical field of view inline f32 getFovY() const { return m_fov_y; } // Get maximum of getFovX() and getFovY() inline f32 getFovMax() const { return MYMAX(m_fov_x, m_fov_y); } // Checks if the constructor was able to create the scene nodes bool successfullyCreated(std::string &error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // busytime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio, ClientEnvironment &c_env); // Render distance feedback loop void updateViewingRange(f32 frametime_in, f32 busytime_in); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(irr::core::matrix4* translation=NULL); // Toggle the current camera mode void toggleCameraMode() { if (m_camera_mode == CAMERA_MODE_FIRST) m_camera_mode = CAMERA_MODE_THIRD; else if (m_camera_mode == CAMERA_MODE_THIRD) m_camera_mode = CAMERA_MODE_THIRD_FRONT; else m_camera_mode = CAMERA_MODE_FIRST; } //read the current camera mode inline CameraMode getCameraMode() { return m_camera_mode; } private: // Nodes scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; WieldMeshSceneNode* m_wieldnode; // draw control MapDrawControl& m_draw_control; IGameDef *m_gamedef; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // Stuff for viewing range calculations f32 m_added_busytime; s16 m_added_frames; f32 m_range_old; f32 m_busytime_old; f32 m_frametime_counter; f32 m_time_per_range; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; // Animation when changing wielded item f32 m_wield_change_timer; ItemStack m_wield_item_next; CameraMode m_camera_mode; f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; f32 m_cache_wanted_fps; f32 m_cache_fov; bool m_cache_view_bobbing; }; #endif