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luanti/src/client/camera.cpp
sfan5 fbec378869 Fix more type promotion mistakes
Someone of these are probably actual bugs and gcc totally doesn't care to warn about them, wtf?
This issue seems to be new with the IrrlichtMt update.
2024-02-26 22:07:40 +01:00

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C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "camera.h"
#include "debug.h"
#include "client.h"
#include "config.h"
#include "map.h"
#include "clientmap.h" // MapDrawControl
#include "player.h"
#include <cmath>
#include "client/renderingengine.h"
#include "client/content_cao.h"
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h" // easeCurve
#include "mtevent.h"
#include "nodedef.h"
#include "util/numeric.h"
#include "constants.h"
#include "fontengine.h"
#include "script/scripting_client.h"
#include "gettext.h"
#include <SViewFrustum.h>
#define CAMERA_OFFSET_STEP 200
#define WIELDMESH_OFFSET_X 55.0f
#define WIELDMESH_OFFSET_Y -35.0f
#define WIELDMESH_AMPLITUDE_X 7.0f
#define WIELDMESH_AMPLITUDE_Y 10.0f
Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
m_client(client),
m_player_light_color(0xFFFFFFFF)
{
auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node
// would lead to unexpected behavior, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
// This needs to be in its own scene manager. It is drawn after
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
m_wieldnode->setItem(ItemStack(), m_client);
m_wieldnode->drop(); // m_wieldmgr grabbed it
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount", 0.0f, 100.0f);
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount", 0.0f, 7.9f);
// 45 degrees is the lowest FOV that doesn't cause the server to treat this
// as a zoom FOV and load world beyond the set server limits.
m_cache_fov = g_settings->getFloat("fov", 45.0f, 160.0f);
m_arm_inertia = g_settings->getBool("arm_inertia");
m_nametags.clear();
m_show_nametag_backgrounds = g_settings->getBool("show_nametag_backgrounds");
}
Camera::~Camera()
{
m_wieldmgr->drop();
}
void Camera::notifyFovChange()
{
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
assert(player);
PlayerFovSpec spec = player->getFov();
/*
* Update m_old_fov_degrees first - it serves as the starting point of the
* upcoming transition.
*
* If an FOV transition is already active, mark current FOV as the start of
* the new transition. If not, set it to the previous transition's target FOV.
*/
if (m_fov_transition_active)
m_old_fov_degrees = m_curr_fov_degrees;
else
m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
/*
* Update m_server_sent_fov next - it corresponds to the target FOV of the
* upcoming transition.
*
* Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
* server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
* of overriding.
*/
if (spec.fov == 0.0f) {
m_server_sent_fov = false;
m_target_fov_degrees = m_cache_fov;
} else {
m_server_sent_fov = true;
m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
}
if (spec.transition_time > 0.0f)
m_fov_transition_active = true;
// If FOV smooth transition is active, initialize required variables
if (m_fov_transition_active) {
m_transition_time = spec.transition_time;
m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
}
}
// Returns the fractional part of x
inline f32 my_modf(f32 x)
{
float dummy;
return std::modf(x, &dummy);
}
void Camera::step(f32 dtime)
{
if(m_view_bobbing_fall > 0)
{
m_view_bobbing_fall -= 3 * dtime;
if(m_view_bobbing_fall <= 0)
m_view_bobbing_fall = -1; // Mark the effect as finished
}
bool was_under_zero = m_wield_change_timer < 0;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if (m_wield_change_timer >= 0 && was_under_zero) {
m_wieldnode->setItem(m_wield_item_next, m_client);
m_wieldnode->setNodeLightColor(m_player_light_color);
}
if (m_view_bobbing_state != 0)
{
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2) {
// Animation is getting turned off
if (m_view_bobbing_anim < 0.25) {
m_view_bobbing_anim -= offset;
} else if (m_view_bobbing_anim > 0.75) {
m_view_bobbing_anim += offset;
} else if (m_view_bobbing_anim < 0.5) {
m_view_bobbing_anim += offset;
if (m_view_bobbing_anim > 0.5)
m_view_bobbing_anim = 0.5;
} else {
m_view_bobbing_anim -= offset;
if (m_view_bobbing_anim < 0.5)
m_view_bobbing_anim = 0.5;
}
if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
fabs(m_view_bobbing_anim - 0.5) < 0.01) {
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
}
}
else {
float was = m_view_bobbing_anim;
m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
bool step = (was == 0 ||
(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
(was > 0.5f && m_view_bobbing_anim <= 0.5f));
if(step) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
}
}
}
if (m_digging_button != -1) {
f32 offset = dtime * 3.5f;
float m_digging_anim_was = m_digging_anim;
m_digging_anim += offset;
if (m_digging_anim >= 1)
{
m_digging_anim = 0;
m_digging_button = -1;
}
float lim = 0.15;
if(m_digging_anim_was < lim && m_digging_anim >= lim)
{
if (m_digging_button == 0) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
} else if(m_digging_button == 1) {
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
}
}
}
}
static inline v2f dir(const v2f &pos_dist)
{
f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
f32 x_abs = std::fabs(x);
f32 y_abs = std::fabs(y);
if (x_abs >= y_abs) {
y *= (1.0f / x_abs);
x /= x_abs;
}
if (y_abs >= x_abs) {
x *= (1.0f / y_abs);
y /= y_abs;
}
return v2f(std::fabs(x), std::fabs(y));
}
void Camera::addArmInertia(f32 player_yaw)
{
m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
-100.0f, 100.0f) / 0.016f) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
/*
The arm moves relative to the camera speed,
with an acceleration factor.
*/
if (m_cam_vel.X > 1.0f) {
if (m_cam_vel.X > m_cam_vel_old.X)
m_cam_vel_old.X = m_cam_vel.X;
f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw;
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
}
if (m_cam_vel.Y > 1.0f) {
if (m_cam_vel.Y > m_cam_vel_old.Y)
m_cam_vel_old.Y = m_cam_vel.Y;
f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
m_wieldmesh_offset.Y +=
m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
if (m_last_cam_pos.Y != m_camera_direction.Y)
m_last_cam_pos.Y = m_camera_direction.Y;
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
}
m_arm_dir = dir(m_wieldmesh_offset);
} else {
/*
Now the arm gets back to its default position when the camera stops,
following a vector, with a smooth deceleration factor.
*/
f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
if (gap_X < 0.1f)
m_cam_vel_old.X = 0.0f;
m_wieldmesh_offset.X -=
m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
if (gap_Y < 0.1f)
m_cam_vel_old.Y = 0.0f;
m_wieldmesh_offset.Y -=
m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
}
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
{
// Get player position
// Smooth the movement when walking up stairs
v3f old_player_position = m_playernode->getPosition();
v3f player_position = player->getPosition();
f32 yaw = player->getYaw();
f32 pitch = player->getPitch();
// This is worse than `LocalPlayer::getPosition()` but
// mods expect the player head to be at the parent's position
// plus eye height.
if (player->getParent())
player_position = player->getParent()->getPosition();
// Smooth the camera movement after the player instantly moves upward due to stepheight.
// The smoothing usually continues until the camera position reaches the player position.
float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF;
float upward_movement = player_position.Y - old_player_position.Y;
if (upward_movement < 0.01f || upward_movement > player_stepheight) {
m_stepheight_smooth_active = false;
} else if (player->touching_ground) {
m_stepheight_smooth_active = true;
}
if (m_stepheight_smooth_active) {
f32 oldy = old_player_position.Y;
f32 newy = player_position.Y;
f32 t = std::exp(-23 * frametime);
player_position.Y = oldy * t + newy * (1-t);
}
// Set player node transformation
m_playernode->setPosition(player_position);
m_playernode->setRotation(v3f(0, -1 * yaw, 0));
m_playernode->updateAbsolutePosition();
// Get camera tilt timer (hurt animation)
float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
// Fall bobbing animation
float fall_bobbing = 0;
if(player->camera_impact >= 1 && m_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;
else if(m_view_bobbing_fall == 0) // Initialize effect
m_view_bobbing_fall = 1;
// Convert 0 -> 1 to 0 -> 1 -> 0
fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
// Smoothen and invert the above
fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
// Amplify according to the intensity of the impact
if (player->camera_impact > 0.0f)
fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
fall_bobbing *= m_cache_fall_bobbing_amount;
}
// Calculate and translate the head SceneNode offsets
{
v3f eye_offset = player->getEyeOffset();
switch(m_camera_mode) {
case CAMERA_MODE_FIRST:
eye_offset += player->eye_offset_first;
break;
case CAMERA_MODE_THIRD:
eye_offset += player->eye_offset_third;
break;
case CAMERA_MODE_THIRD_FRONT:
eye_offset.X += player->eye_offset_third_front.X;
eye_offset.Y += player->eye_offset_third_front.Y;
eye_offset.Z -= player->eye_offset_third_front.Z;
break;
}
// Set head node transformation
eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
m_headnode->setPosition(eye_offset);
m_headnode->setRotation(v3f(pitch, 0,
cameratilt * player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
}
// Compute relative camera position and target
v3f rel_cam_pos = v3f(0,0,0);
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
m_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;
f32 bobknob = 1.2;
f32 bobtmp = std::sin(std::pow(bobfrac, bobknob) * M_PI);
v3f bobvec = v3f(
0.3 * bobdir * std::sin(bobfrac * M_PI),
-0.28 * bobtmp * bobtmp,
0.);
rel_cam_pos += bobvec * m_cache_view_bobbing_amount;
rel_cam_target += bobvec * m_cache_view_bobbing_amount;
rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * m_cache_view_bobbing_amount);
}
// Compute absolute camera position and target
m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
// Separate camera position for calculation
v3f my_cp = m_camera_position;
// Reposition the camera for third person view
if (m_camera_mode > CAMERA_MODE_FIRST)
{
if (m_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 * 2.75; 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
const NodeDefManager *nodemgr = m_client->ndef();
MapNode n = m_client->getEnv().getClientMap()
.getNode(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)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
// Set camera node transformation
m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
m_cameranode->updateAbsolutePosition();
m_cameranode->setUpVector(abs_cam_up);
// *100.0 helps in large map coordinates
m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
// update the camera position in third-person mode to render blocks behind player
// and correctly apply liquid post FX.
if (m_camera_mode != CAMERA_MODE_FIRST)
m_camera_position = my_cp;
/*
* Apply server-sent FOV, instantaneous or smooth transition.
* If not, check for zoom and set to zoom FOV.
* Otherwise, default to m_cache_fov.
*/
if (m_fov_transition_active) {
// Smooth FOV transition
// Dynamically calculate FOV delta based on frametimes
f32 delta = (frametime / m_transition_time) * m_fov_diff;
m_curr_fov_degrees += delta;
// Mark transition as complete if target FOV has been reached
if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
(m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
m_fov_transition_active = false;
m_curr_fov_degrees = m_target_fov_degrees;
}
} else if (m_server_sent_fov) {
// Instantaneous FOV change
m_curr_fov_degrees = m_target_fov_degrees;
} else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
// Player requests zoom, apply zoom FOV
m_curr_fov_degrees = player->getZoomFOV();
} else {
// Set to client's selected FOV
m_curr_fov_degrees = m_cache_fov;
}
m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
// FOV and aspect ratio
const v2u32 &window_size = RenderingEngine::getWindowSize();
m_aspect = (f32) window_size.X / (f32) window_size.Y;
m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
// Make new matrices and frustum
m_cameranode->updateMatrices();
if (m_arm_inertia)
addArmInertia(yaw);
// Position the wielded item
v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
v3f wield_rotation = v3f(-100, 120, -100);
wield_position.Y += std::abs(m_wield_change_timer)*320 - 40;
if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
{
f32 frac = 1.0;
if(m_digging_anim > 0.5)
frac = 2.0 * (m_digging_anim - 0.5);
// This value starts from 1 and settles to 0
f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
wield_position.Y -= frac * 25.0f * std::pow(ratiothing2, 1.7f);
wield_position.X -= frac * 35.0f * std::pow(ratiothing2, 1.1f);
wield_rotation.Y += frac * 70.0f * std::pow(ratiothing2, 1.4f);
}
if (m_digging_button != -1)
{
f32 digfrac = m_digging_anim;
wield_position.X -= 50 * std::sin(std::pow(digfrac, 0.8f) * M_PI);
wield_position.Y += 24 * std::sin(digfrac * 1.8 * M_PI);
wield_position.Z += 25 * 0.5;
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
core::quaternion quat_slerp;
quat_slerp.slerp(quat_begin, quat_end, std::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 -= std::sin(bobfrac*M_PI*2.0) * 3.0;
wield_position.Y += std::sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_player_light_color = player->light_color;
m_wieldnode->setNodeLightColor(m_player_light_color);
// Set render distance
updateViewingRange();
// If the player is walking, swimming, or climbing,
// view bobbing is enabled and free_move is off,
// start (or continue) the view bobbing animation.
const v3f &speed = player->getSpeed();
const bool movement_XZ = std::hypot(speed.X, speed.Z) > BS;
const bool movement_Y = std::abs(speed.Y) > BS;
const bool walking = movement_XZ && player->touching_ground;
const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
const bool climbing = movement_Y && player->is_climbing;
const bool flying = g_settings->getBool("free_move")
&& m_client->checkLocalPrivilege("fly");
if ((walking || swimming || climbing) && !flying) {
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
} else if (m_view_bobbing_state == 1) {
// Stop animation
m_view_bobbing_state = 2;
m_view_bobbing_speed = 60;
}
}
void Camera::updateViewingRange()
{
f32 viewing_range = g_settings->getFloat("viewing_range");
m_cameranode->setNearValue(0.1f * BS);
m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
if (m_draw_control.range_all) {
m_cameranode->setFarValue(100000.0);
return;
}
m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
void Camera::setDigging(s32 button)
{
if (m_digging_button == -1)
m_digging_button = button;
}
void Camera::wield(const ItemStack &item)
{
if (item.name != m_wield_item_next.name ||
item.metadata != m_wield_item_next.metadata) {
m_wield_item_next = item;
if (m_wield_change_timer > 0)
m_wield_change_timer = -m_wield_change_timer;
else if (m_wield_change_timer == 0)
m_wield_change_timer = -0.001;
}
}
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Clear Z buffer so that the wielded tool stays in front of world geometry
m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
// Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(10);
cam->setFarValue(1000);
if (translation != NULL)
{
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (cam->getTarget()
- cam->getAbsolutePosition()).setLength(1)
+ cam->getAbsolutePosition();
irr::core::vector3df camera_pos =
(startMatrix * *translation).getTranslation();
cam->setPosition(camera_pos);
cam->updateAbsolutePosition();
cam->setTarget(focusPoint);
}
m_wieldmgr->drawAll();
}
void Camera::drawNametags()
{
core::matrix4 trans = m_cameranode->getProjectionMatrix();
trans *= m_cameranode->getViewMatrix();
gui::IGUIFont *font = g_fontengine->getFont();
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
v2u32 screensize = driver->getScreenSize();
for (const Nametag *nametag : m_nametags) {
// Nametags are hidden in GenericCAO::updateNametag()
v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->pos * BS;
f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
trans.multiplyWith1x4Matrix(transformed_pos);
if (transformed_pos[3] > 0) {
std::wstring nametag_colorless =
unescape_translate(utf8_to_wide(nametag->text));
core::dimension2d<u32> textsize = font->getDimension(
nametag_colorless.c_str());
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
core::reciprocal(transformed_pos[3]);
v2s32 screen_pos;
screen_pos.X = screensize.X *
(0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
screen_pos.Y = screensize.Y *
(0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
auto bgcolor = nametag->getBgColor(m_show_nametag_backgrounds);
if (bgcolor.getAlpha() != 0) {
core::rect<s32> bg_size(-2, 0, textsize.Width + 2, textsize.Height);
driver->draw2DRectangle(bgcolor, bg_size + screen_pos);
}
font->draw(
translate_string(utf8_to_wide(nametag->text)).c_str(),
size + screen_pos, nametag->textcolor);
}
}
}
Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
const std::string &text, video::SColor textcolor,
std::optional<video::SColor> bgcolor, const v3f &pos)
{
Nametag *nametag = new Nametag(parent_node, text, textcolor, bgcolor, pos);
m_nametags.push_back(nametag);
return nametag;
}
void Camera::removeNametag(Nametag *nametag)
{
m_nametags.remove(nametag);
delete nametag;
}
std::array<core::plane3d<f32>, 4> Camera::getFrustumCullPlanes() const
{
using irr::scene::SViewFrustum;
const auto &frustum_planes = m_cameranode->getViewFrustum()->planes;
return {
frustum_planes[SViewFrustum::VF_LEFT_PLANE],
frustum_planes[SViewFrustum::VF_RIGHT_PLANE],
frustum_planes[SViewFrustum::VF_BOTTOM_PLANE],
frustum_planes[SViewFrustum::VF_TOP_PLANE],
};
}