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Create a separate scene manager for the wielded tool. This fixes the glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark).

This commit is contained in:
Kahrl 2011-09-21 01:42:52 +02:00
parent 6599002149
commit 36af9bb027
3 changed files with 49 additions and 13 deletions

View file

@ -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,