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Add third person view

This commit is contained in:
BlockMen 2014-01-08 13:47:53 +01:00
parent e149d1ad9a
commit a1db9242ec
19 changed files with 270 additions and 22 deletions

View file

@ -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");