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Properly and efficiently use split utility headers

This commit is contained in:
Perttu Ahola 2012-06-17 02:40:36 +03:00
parent 1bc37d576c
commit d0ea6f9920
73 changed files with 130 additions and 159 deletions

View file

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "util/numeric.h"
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
@ -234,17 +235,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
#if 1
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
v3f bobvec = v3f(
0.3 * bobdir * sin(bobfrac * PI),
0.3 * bobdir * sin(bobfrac * M_PI),
-0.28 * bobtmp * bobtmp,
0.);
//rel_cam_pos += 0.2 * bobvec;
//rel_cam_target += 0.03 * bobvec;
//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
float f = 1.0;
f *= g_settings->getFloat("view_bobbing_amount");
rel_cam_pos += bobvec * f;
@ -253,10 +254,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
rel_cam_target.Z -= 0.005 * bobvec.Z * f;
//rel_cam_target.X -= 0.005 * bobvec.X * f;
//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
#else
f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
f32 angle_rad = angle_deg * PI / 180;
f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
f32 angle_rad = angle_deg * M_PI / 180;
f32 r = 0.05;
v3f off = v3f(
r * sin(angle_rad),
@ -289,7 +290,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
// FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
m_fov_y = fov_degrees * PI / 180.0;
m_fov_y = fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
// WTF is this? It can't be right
@ -320,22 +321,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
if (m_digging_button != -1)
{
f32 digfrac = m_digging_anim;
wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
wield_position.Y += 15 * sin(digfrac * 2 * PI);
wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
wield_position.Z += 5 * digfrac;
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
}
else {
f32 bobfrac = my_modf(m_view_bobbing_anim);
wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
@ -538,7 +539,7 @@ void Camera::drawWieldedTool()
// Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*PI/180.0);
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
m_wieldmgr->drawAll();