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Properly and efficiently use split utility headers
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73 changed files with 130 additions and 159 deletions
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gamedef.h"
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#include "sound.h"
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#include "event.h"
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#include "util/numeric.h"
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef):
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@ -234,17 +235,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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#if 1
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f32 bobknob = 1.2;
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f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
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//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
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f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
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//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
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v3f bobvec = v3f(
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0.3 * bobdir * sin(bobfrac * PI),
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0.3 * bobdir * sin(bobfrac * M_PI),
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-0.28 * bobtmp * bobtmp,
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0.);
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//rel_cam_pos += 0.2 * bobvec;
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//rel_cam_target += 0.03 * bobvec;
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//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
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float f = 1.0;
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f *= g_settings->getFloat("view_bobbing_amount");
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rel_cam_pos += bobvec * f;
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@ -253,10 +254,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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rel_cam_target.Z -= 0.005 * bobvec.Z * f;
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//rel_cam_target.X -= 0.005 * bobvec.X * f;
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//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
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#else
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f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
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f32 angle_rad = angle_deg * PI / 180;
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f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
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f32 angle_rad = angle_deg * M_PI / 180;
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f32 r = 0.05;
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v3f off = v3f(
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r * sin(angle_rad),
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@ -289,7 +290,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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// FOV and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_y = fov_degrees * PI / 180.0;
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m_fov_y = fov_degrees * M_PI / 180.0;
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// Increase vertical FOV on lower aspect ratios (<16:10)
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m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
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// WTF is this? It can't be right
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@ -320,22 +321,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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if (m_digging_button != -1)
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{
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f32 digfrac = m_digging_anim;
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wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
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wield_position.Y += 15 * sin(digfrac * 2 * PI);
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wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
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wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
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wield_position.Z += 5 * digfrac;
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// Euler angles are PURE EVIL, so why not use quaternions?
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core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
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core::quaternion quat_slerp;
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
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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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f32 bobfrac = my_modf(m_view_bobbing_anim);
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wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
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wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
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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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}
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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@ -538,7 +539,7 @@ void Camera::drawWieldedTool()
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// Draw the wielded node (in a separate scene manager)
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scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
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cam->setAspectRatio(m_cameranode->getAspectRatio());
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cam->setFOV(72.0*PI/180.0);
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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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m_wieldmgr->drawAll();
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