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https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Add support for interlaced polarized 3d screens
Add (experimental) support for topbottom as well as sidebyside 3d mode
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parent
d9f6f9e7a8
commit
09970b7b6d
17 changed files with 910 additions and 424 deletions
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@ -82,7 +82,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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m_wield_change_timer(0.125),
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m_wield_mesh_next(NULL),
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m_previous_playeritem(-1),
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m_previous_itemname("")
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m_previous_itemname(""),
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m_camera_mode(CAMERA_MODE_FIRST)
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{
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//dstream<<__FUNCTION_NAME<<std::endl;
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@ -159,8 +161,10 @@ void Camera::step(f32 dtime)
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if(m_wield_change_timer > 0.125)
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m_wield_change_timer = 0.125;
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if(m_wield_change_timer >= 0 && was_under_zero) {
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if(m_wield_mesh_next) {
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if(m_wield_change_timer >= 0 && was_under_zero)
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{
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if(m_wield_mesh_next)
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{
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m_wieldnode->setMesh(m_wield_mesh_next);
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m_wieldnode->setVisible(true);
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} else {
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@ -189,11 +193,14 @@ void Camera::step(f32 dtime)
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#endif
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#if 1
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// Animation is getting turned off
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if(m_view_bobbing_anim < 0.25){
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if(m_view_bobbing_anim < 0.25)
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{
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m_view_bobbing_anim -= offset;
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} else if(m_view_bobbing_anim > 0.75){
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} else if(m_view_bobbing_anim > 0.75) {
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m_view_bobbing_anim += offset;
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} if(m_view_bobbing_anim < 0.5){
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}
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if(m_view_bobbing_anim < 0.5)
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{
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m_view_bobbing_anim += offset;
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if(m_view_bobbing_anim > 0.5)
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m_view_bobbing_anim = 0.5;
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@ -217,7 +224,8 @@ void Camera::step(f32 dtime)
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bool step = (was == 0 ||
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(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
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(was > 0.5f && m_view_bobbing_anim <= 0.5f));
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if(step){
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if(step)
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{
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MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
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m_gamedef->event()->put(e);
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}
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@ -237,10 +245,11 @@ void Camera::step(f32 dtime)
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float lim = 0.15;
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if(m_digging_anim_was < lim && m_digging_anim >= lim)
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{
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if(m_digging_button == 0){
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if(m_digging_button == 0)
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{
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MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
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m_gamedef->event()->put(e);
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} else if(m_digging_button == 1){
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} else if(m_digging_button == 1) {
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MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
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m_gamedef->event()->put(e);
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}
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@ -249,8 +258,7 @@ void Camera::step(f32 dtime)
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}
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void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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f32 tool_reload_ratio,
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int current_camera_mode, ClientEnvironment &c_env)
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f32 tool_reload_ratio, ClientEnvironment &c_env)
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{
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// Get player position
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// Smooth the movement when walking up stairs
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@ -278,7 +286,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Fall bobbing animation
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float fall_bobbing = 0;
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if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
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if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
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{
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if(m_view_bobbing_fall == -1) // Effect took place and has finished
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player->camera_impact = m_view_bobbing_fall = 0;
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@ -297,7 +305,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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// Calculate players eye offset for different camera modes
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v3f PlayerEyeOffset = player->getEyeOffset();
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if (current_camera_mode == CAMERA_MODE_FIRST)
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if (m_camera_mode == CAMERA_MODE_FIRST)
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PlayerEyeOffset += player->eye_offset_first;
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else
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PlayerEyeOffset += player->eye_offset_third;
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@ -312,7 +320,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f rel_cam_target = v3f(0,0,1);
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v3f rel_cam_up = v3f(0,1,0);
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if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
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if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
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{
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f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
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f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
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@ -365,16 +373,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f my_cp = m_camera_position;
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// Reposition the camera for third person view
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if (current_camera_mode > CAMERA_MODE_FIRST) {
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if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
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if (m_camera_mode > CAMERA_MODE_FIRST)
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{
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if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
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m_camera_direction *= -1;
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my_cp.Y += 2;
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// Calculate new position
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bool abort = false;
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for (int i = BS; i <= BS*2; i++) {
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for (int i = BS; i <= BS*2; i++)
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{
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my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
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my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
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if (i > 12)
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@ -384,7 +393,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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INodeDefManager *nodemgr = m_gamedef->ndef();
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MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
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const ContentFeatures& features = nodemgr->get(n);
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if(features.walkable) {
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if(features.walkable)
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{
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my_cp.X += m_camera_direction.X*-1*-BS/2;
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my_cp.Z += m_camera_direction.Z*-1*-BS/2;
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my_cp.Y += m_camera_direction.Y*-1*-BS/2;
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@ -413,7 +423,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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// update the camera position in front-view mode to render blocks behind player
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if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
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if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
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m_camera_position = my_cp;
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// Get FOV setting
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@ -439,7 +449,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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wield_position.Y -= 40 + m_wield_change_timer*320;
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else
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wield_position.Y -= 40 - m_wield_change_timer*320;
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if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
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if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
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{
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f32 frac = 1.0;
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if(m_digging_anim > 0.5)
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frac = 2.0 * (m_digging_anim - 0.5);
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@ -468,8 +479,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
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quat_slerp.toEuler(wield_rotation);
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wield_rotation *= core::RADTODEG;
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}
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else {
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} else {
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f32 bobfrac = my_modf(m_view_bobbing_anim);
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wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
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wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
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@ -654,12 +664,14 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
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std::string itemname = item.getDefinition(idef).name;
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m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
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if(playeritem != m_previous_playeritem &&
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!(m_previous_itemname == "" && itemname == "")) {
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!(m_previous_itemname == "" && itemname == ""))
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{
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m_previous_playeritem = playeritem;
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m_previous_itemname = itemname;
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if(m_wield_change_timer >= 0.125)
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m_wield_change_timer = -0.125;
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else if(m_wield_change_timer > 0) {
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else if(m_wield_change_timer > 0)
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{
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m_wield_change_timer = -m_wield_change_timer;
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}
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} else {
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@ -670,7 +682,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
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m_wieldnode->setVisible(false);
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}
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m_wield_mesh_next = NULL;
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if(m_previous_itemname != itemname) {
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if(m_previous_itemname != itemname)
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{
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m_previous_itemname = itemname;
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m_wield_change_timer = 0;
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}
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@ -679,7 +692,7 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
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}
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}
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void Camera::drawWieldedTool()
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void Camera::drawWieldedTool(irr::core::matrix4* translation)
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{
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// Set vertex colors of wield mesh according to light level
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u8 li = m_wieldlight;
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@ -695,5 +708,17 @@ void Camera::drawWieldedTool()
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cam->setFOV(72.0*M_PI/180.0);
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cam->setNearValue(0.1);
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cam->setFarValue(100);
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if (translation != NULL)
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{
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irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
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irr::core::vector3df focusPoint = (cam->getTarget()
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- cam->getAbsolutePosition()).setLength(1)
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+ cam->getAbsolutePosition();
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irr::core::vector3df camera_pos =
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(startMatrix * *translation).getTranslation();
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cam->setPosition(camera_pos);
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cam->setTarget(focusPoint);
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}
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m_wieldmgr->drawAll();
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}
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