mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Basic camera control API (#15796)
This commit is contained in:
parent
50819ace8f
commit
ba62808fe8
18 changed files with 162 additions and 42 deletions
|
@ -564,6 +564,7 @@ protected:
|
|||
void updatePauseState();
|
||||
void step(f32 dtime);
|
||||
void processClientEvents(CameraOrientation *cam);
|
||||
void updateCameraMode(); // call after changing it
|
||||
void updateCameraOffset();
|
||||
void updateCamera(f32 dtime);
|
||||
void updateSound(f32 dtime);
|
||||
|
@ -665,6 +666,7 @@ private:
|
|||
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
|
||||
CameraOrientation *cam);
|
||||
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
|
||||
void handleClientEvent_UpdateCamera(ClientEvent *event, CameraOrientation *cam);
|
||||
|
||||
void updateChat(f32 dtime);
|
||||
|
||||
|
@ -1921,6 +1923,9 @@ void Game::processKeyInput()
|
|||
toggleFog();
|
||||
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
|
||||
toggleUpdateCamera();
|
||||
} else if (wasKeyPressed(KeyType::CAMERA_MODE)) {
|
||||
camera->toggleCameraMode();
|
||||
updateCameraMode();
|
||||
} else if (wasKeyPressed(KeyType::TOGGLE_DEBUG)) {
|
||||
toggleDebug();
|
||||
} else if (wasKeyPressed(KeyType::TOGGLE_PROFILER)) {
|
||||
|
@ -2575,6 +2580,7 @@ const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
|
|||
{&Game::handleClientEvent_SetStars},
|
||||
{&Game::handleClientEvent_OverrideDayNigthRatio},
|
||||
{&Game::handleClientEvent_CloudParams},
|
||||
{&Game::handleClientEvent_UpdateCamera},
|
||||
};
|
||||
|
||||
void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
|
||||
|
@ -2879,6 +2885,13 @@ void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *
|
|||
clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
|
||||
}
|
||||
|
||||
void Game::handleClientEvent_UpdateCamera(ClientEvent *event, CameraOrientation *cam)
|
||||
{
|
||||
// no parameters to update here, this just makes sure the camera is in the
|
||||
// state it should be after something was changed.
|
||||
updateCameraMode();
|
||||
}
|
||||
|
||||
void Game::processClientEvents(CameraOrientation *cam)
|
||||
{
|
||||
while (client->hasClientEvents()) {
|
||||
|
@ -2935,12 +2948,7 @@ void Game::updateCamera(f32 dtime)
|
|||
ClientEnvironment &env = client->getEnv();
|
||||
LocalPlayer *player = env.getLocalPlayer();
|
||||
|
||||
/*
|
||||
For interaction purposes, get info about the held item
|
||||
- What item is it?
|
||||
- Is it a usable item?
|
||||
- Can it point to liquids?
|
||||
*/
|
||||
// For interaction purposes, get info about the held item
|
||||
ItemStack playeritem;
|
||||
{
|
||||
ItemStack selected, hand;
|
||||
|
@ -2950,23 +2958,6 @@ void Game::updateCamera(f32 dtime)
|
|||
ToolCapabilities playeritem_toolcap =
|
||||
playeritem.getToolCapabilities(itemdef_manager);
|
||||
|
||||
if (wasKeyPressed(KeyType::CAMERA_MODE)) {
|
||||
GenericCAO *playercao = player->getCAO();
|
||||
|
||||
// If playercao not loaded, don't change camera
|
||||
if (!playercao)
|
||||
return;
|
||||
|
||||
camera->toggleCameraMode();
|
||||
|
||||
if (g_touchcontrols)
|
||||
g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled());
|
||||
|
||||
// Make the player visible depending on camera mode.
|
||||
playercao->updateMeshCulling();
|
||||
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
|
||||
}
|
||||
|
||||
float full_punch_interval = playeritem_toolcap.full_punch_interval;
|
||||
float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
|
||||
|
||||
|
@ -2981,6 +2972,25 @@ void Game::updateCamera(f32 dtime)
|
|||
}
|
||||
}
|
||||
|
||||
void Game::updateCameraMode()
|
||||
{
|
||||
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
||||
|
||||
// Obey server choice
|
||||
if (player->allowed_camera_mode != CAMERA_MODE_ANY)
|
||||
camera->setCameraMode(player->allowed_camera_mode);
|
||||
|
||||
if (g_touchcontrols)
|
||||
g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled());
|
||||
|
||||
GenericCAO *playercao = player->getCAO();
|
||||
if (playercao) {
|
||||
// Make the player visible depending on camera mode.
|
||||
playercao->updateMeshCulling();
|
||||
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
|
||||
}
|
||||
}
|
||||
|
||||
void Game::updateCameraOffset()
|
||||
{
|
||||
ClientEnvironment &env = client->getEnv();
|
||||
|
@ -3057,6 +3067,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
|
|||
core::line3d<f32> shootline;
|
||||
|
||||
switch (camera->getCameraMode()) {
|
||||
case CAMERA_MODE_ANY:
|
||||
assert(false);
|
||||
break;
|
||||
case CAMERA_MODE_FIRST:
|
||||
// Shoot from camera position, with bobbing
|
||||
shootline.start = camera->getPosition();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue