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Add third person view
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parent
e149d1ad9a
commit
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19 changed files with 270 additions and 22 deletions
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@ -40,6 +40,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define CAMERA_OFFSET_STEP 200
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#include "nodedef.h"
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#include "game.h" // CameraModes
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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m_smgr(smgr),
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@ -248,7 +251,8 @@ 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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v2u32 screensize, f32 tool_reload_ratio)
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v2u32 screensize, f32 tool_reload_ratio,
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int current_camera_mode, 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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@ -276,7 +280,7 @@ 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)
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if(player->camera_impact >= 1 && current_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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@ -303,7 +307,7 @@ 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)
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if (m_view_bobbing_anim != 0 && current_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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@ -352,19 +356,60 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Seperate camera position for calculation
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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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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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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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my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
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// Prevent camera positioned inside nodes
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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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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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abort = true;
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break;
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}
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}
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// If node blocks camera position don't move y to heigh
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if (abort && my_cp.Y > player_position.Y+BS*2)
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my_cp.Y = player_position.Y+BS*2;
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}
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// Update offset if too far away from the center of the map
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m_camera_offset.X += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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(((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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m_camera_offset.Y += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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(((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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m_camera_offset.Z += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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(((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position-intToFloat(m_camera_offset, BS));
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m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
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m_cameranode->setUpVector(abs_cam_up);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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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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m_camera_position = my_cp;
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// Get FOV setting
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f32 fov_degrees = g_settings->getFloat("fov");
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