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	* Allow setting the near plane * - Add near_plane limit of 0.5 to prevent x-ray. - Add more details to near_plane setting.
		
			
				
	
	
		
			660 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			660 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #include "camera.h"
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| #include "debug.h"
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| #include "client.h"
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| #include "map.h"
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| #include "clientmap.h"     // MapDrawControl
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| #include "player.h"
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| #include <cmath>
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| #include "client/renderingengine.h"
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| #include "settings.h"
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| #include "wieldmesh.h"
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| #include "noise.h"         // easeCurve
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| #include "sound.h"
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| #include "event.h"
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| #include "nodedef.h"
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| #include "util/numeric.h"
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| #include "constants.h"
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| #include "fontengine.h"
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| #include "script/scripting_client.h"
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| 
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| #define CAMERA_OFFSET_STEP 200
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| #define WIELDMESH_OFFSET_X 55.0f
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| #define WIELDMESH_OFFSET_Y -35.0f
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| 
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| Camera::Camera(MapDrawControl &draw_control, Client *client):
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| 	m_draw_control(draw_control),
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| 	m_client(client)
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| {
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| 	scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
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| 	// note: making the camera node a child of the player node
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| 	// would lead to unexpected behaviour, so we don't do that.
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| 	m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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| 	m_headnode = smgr->addEmptySceneNode(m_playernode);
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| 	m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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| 	m_cameranode->bindTargetAndRotation(true);
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| 
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| 	// This needs to be in its own scene manager. It is drawn after
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| 	// all other 3D scene nodes and before the GUI.
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| 	m_wieldmgr = smgr->createNewSceneManager();
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| 	m_wieldmgr->addCameraSceneNode();
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| 	m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
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| 	m_wieldnode->setItem(ItemStack(), m_client);
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| 	m_wieldnode->drop(); // m_wieldmgr grabbed it
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| 
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| 	/* TODO: Add a callback function so these can be updated when a setting
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| 	 *       changes.  At this point in time it doesn't matter (e.g. /set
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| 	 *       is documented to change server settings only)
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| 	 *
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| 	 * TODO: Local caching of settings is not optimal and should at some stage
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| 	 *       be updated to use a global settings object for getting thse values
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| 	 *       (as opposed to the this local caching). This can be addressed in
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| 	 *       a later release.
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| 	 */
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| 	m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
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| 	m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
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| 	m_cache_fov                 = g_settings->getFloat("fov");
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| 	m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
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| 	m_arm_inertia		    = g_settings->getBool("arm_inertia");
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| 	m_nametags.clear();
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| }
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| 
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| Camera::~Camera()
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| {
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| 	m_wieldmgr->drop();
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| }
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| 
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| bool Camera::successfullyCreated(std::string &error_message)
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| {
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| 	if (!m_playernode) {
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| 		error_message = "Failed to create the player scene node";
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| 	} else if (!m_headnode) {
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| 		error_message = "Failed to create the head scene node";
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| 	} else if (!m_cameranode) {
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| 		error_message = "Failed to create the camera scene node";
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| 	} else if (!m_wieldmgr) {
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| 		error_message = "Failed to create the wielded item scene manager";
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| 	} else if (!m_wieldnode) {
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| 		error_message = "Failed to create the wielded item scene node";
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| 	} else {
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| 		error_message.clear();
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| 	}
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| 
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| 	if (g_settings->getBool("enable_client_modding")) {
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| 		m_client->getScript()->on_camera_ready(this);
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| 	}
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| 	return error_message.empty();
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| }
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| 
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| // Returns the fractional part of x
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| inline f32 my_modf(f32 x)
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| {
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| 	double dummy;
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| 	return modf(x, &dummy);
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| }
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| 
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| void Camera::step(f32 dtime)
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| {
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| 	if(m_view_bobbing_fall > 0)
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| 	{
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| 		m_view_bobbing_fall -= 3 * dtime;
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| 		if(m_view_bobbing_fall <= 0)
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| 			m_view_bobbing_fall = -1; // Mark the effect as finished
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| 	}
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| 
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| 	bool was_under_zero = m_wield_change_timer < 0;
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| 	m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
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| 
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| 	if (m_wield_change_timer >= 0 && was_under_zero)
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| 		m_wieldnode->setItem(m_wield_item_next, m_client);
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| 
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| 	if (m_view_bobbing_state != 0)
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| 	{
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| 		//f32 offset = dtime * m_view_bobbing_speed * 0.035;
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| 		f32 offset = dtime * m_view_bobbing_speed * 0.030;
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| 		if (m_view_bobbing_state == 2) {
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| 			// Animation is getting turned off
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| 			if (m_view_bobbing_anim < 0.25) {
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| 				m_view_bobbing_anim -= offset;
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| 			} else if (m_view_bobbing_anim > 0.75) {
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| 				m_view_bobbing_anim += offset;
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| 			}
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| 
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| 			if (m_view_bobbing_anim < 0.5) {
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| 				m_view_bobbing_anim += offset;
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| 				if (m_view_bobbing_anim > 0.5)
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| 					m_view_bobbing_anim = 0.5;
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| 			} else {
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| 				m_view_bobbing_anim -= offset;
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| 				if (m_view_bobbing_anim < 0.5)
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| 					m_view_bobbing_anim = 0.5;
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| 			}
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| 
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| 			if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
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| 					fabs(m_view_bobbing_anim - 0.5) < 0.01) {
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| 				m_view_bobbing_anim = 0;
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| 				m_view_bobbing_state = 0;
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| 			}
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| 		}
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| 		else {
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| 			float was = m_view_bobbing_anim;
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| 			m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
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| 			bool step = (was == 0 ||
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| 					(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
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| 					(was > 0.5f && m_view_bobbing_anim <= 0.5f));
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| 			if(step) {
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| 				MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
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| 				m_client->event()->put(e);
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| 			}
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| 		}
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| 	}
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| 
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| 	if (m_digging_button != -1)
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| 	{
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| 		f32 offset = dtime * 3.5;
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| 		float m_digging_anim_was = m_digging_anim;
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| 		m_digging_anim += offset;
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| 		if (m_digging_anim >= 1)
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| 		{
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| 			m_digging_anim = 0;
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| 			m_digging_button = -1;
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| 		}
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| 		float lim = 0.15;
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| 		if(m_digging_anim_was < lim && m_digging_anim >= lim)
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| 		{
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| 			if(m_digging_button == 0)
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| 			{
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| 				MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
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| 				m_client->event()->put(e);
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| 			} else if(m_digging_button == 1) {
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| 				MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
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| 				m_client->event()->put(e);
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| 			}
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| 		}
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| 	}
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| }
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| 
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| static inline v2f dir(const v2f &pos_dist)
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| {
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| 	f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
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| 	f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
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| 
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| 	f32 x_abs = std::fabs(x);
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| 	f32 y_abs = std::fabs(y);
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| 
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| 	if (x_abs >= y_abs) {
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| 		y *= (1.0f / x_abs);
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| 		x /= x_abs;
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| 	}
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| 
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| 	if (y_abs >= x_abs) {
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| 		x *= (1.0f / y_abs);
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| 		y /= y_abs;
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| 	}
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| 
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| 	return v2f(std::fabs(x), std::fabs(y));
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| }
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| 
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| void Camera::addArmInertia(f32 player_yaw)
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| {
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| 	m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
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| 		-100.0f, 100.0f) / 0.016f) * 0.01f;
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| 	m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
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| 	f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
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| 	f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
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| 
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| 	if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
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| 		/*
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| 		    The arm moves relative to the camera speed,
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| 		    with an acceleration factor.
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| 		*/
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| 
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| 		if (m_cam_vel.X > 1.0f) {
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| 			if (m_cam_vel.X > m_cam_vel_old.X)
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| 				m_cam_vel_old.X = m_cam_vel.X;
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| 
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| 			f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
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| 			m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
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| 
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| 			if (m_last_cam_pos.X != player_yaw)
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| 				m_last_cam_pos.X = player_yaw;
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| 
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| 			m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
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| 				WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
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| 		}
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| 
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| 		if (m_cam_vel.Y > 1.0f) {
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| 			if (m_cam_vel.Y > m_cam_vel_old.Y)
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| 				m_cam_vel_old.Y = m_cam_vel.Y;
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| 
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| 			f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
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| 			m_wieldmesh_offset.Y +=
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| 				m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
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| 
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| 			if (m_last_cam_pos.Y != m_camera_direction.Y)
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| 				m_last_cam_pos.Y = m_camera_direction.Y;
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| 
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| 			m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
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| 				WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
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| 		}
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| 
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| 		m_arm_dir = dir(m_wieldmesh_offset);
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| 	} else {
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| 		/*
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| 		    Now the arm gets back to its default position when the camera stops,
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| 		    following a vector, with a smooth deceleration factor.
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| 		*/
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| 
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| 		f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
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| 			(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
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| 
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| 		f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
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| 			(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
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| 
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| 		if (gap_X < 0.1f)
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| 			m_cam_vel_old.X = 0.0f;
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| 
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| 		m_wieldmesh_offset.X -=
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| 			m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
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| 
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| 		if (gap_Y < 0.1f)
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| 			m_cam_vel_old.Y = 0.0f;
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| 
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| 		m_wieldmesh_offset.Y -=
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| 			m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
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| 	}
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| }
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| 
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| void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
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| {
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| 	// Get player position
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| 	// Smooth the movement when walking up stairs
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| 	v3f old_player_position = m_playernode->getPosition();
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| 	v3f player_position = player->getPosition();
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| 	if (player->isAttached && player->parent)
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| 		player_position = player->parent->getPosition();
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| 	//if(player->touching_ground && player_position.Y > old_player_position.Y)
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| 	if(player->touching_ground &&
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| 			player_position.Y > old_player_position.Y)
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| 	{
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| 		f32 oldy = old_player_position.Y;
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| 		f32 newy = player_position.Y;
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| 		f32 t = exp(-23*frametime);
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| 		player_position.Y = oldy * t + newy * (1-t);
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| 	}
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| 
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| 	// Set player node transformation
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| 	m_playernode->setPosition(player_position);
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| 	m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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| 	m_playernode->updateAbsolutePosition();
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| 
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| 	// Get camera tilt timer (hurt animation)
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| 	float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
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| 
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| 	// Fall bobbing animation
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| 	float fall_bobbing = 0;
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| 	if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
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| 	{
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| 		if(m_view_bobbing_fall == -1) // Effect took place and has finished
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| 			player->camera_impact = m_view_bobbing_fall = 0;
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| 		else if(m_view_bobbing_fall == 0) // Initialize effect
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| 			m_view_bobbing_fall = 1;
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| 
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| 		// Convert 0 -> 1 to 0 -> 1 -> 0
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| 		fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
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| 		// Smoothen and invert the above
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| 		fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
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| 		// Amplify according to the intensity of the impact
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| 		fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
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| 
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| 		fall_bobbing *= m_cache_fall_bobbing_amount;
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| 	}
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| 
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| 	// Calculate players eye offset for different camera modes
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| 	v3f PlayerEyeOffset = player->getEyeOffset();
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| 	if (m_camera_mode == CAMERA_MODE_FIRST)
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| 		PlayerEyeOffset += player->eye_offset_first;
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| 	else
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| 		PlayerEyeOffset += player->eye_offset_third;
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| 
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| 	// Set head node transformation
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| 	m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
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| 	m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
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| 	m_headnode->updateAbsolutePosition();
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| 
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| 	// Compute relative camera position and target
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| 	v3f rel_cam_pos = v3f(0,0,0);
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| 	v3f rel_cam_target = v3f(0,0,1);
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| 	v3f rel_cam_up = v3f(0,1,0);
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| 
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| 	if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
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| 		m_camera_mode < CAMERA_MODE_THIRD) {
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| 		f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
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| 		f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
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| 
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| 		#if 1
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| 		f32 bobknob = 1.2;
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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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| 
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| 		v3f bobvec = v3f(
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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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| 
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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 * M_PI);
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| 		float f = 1.0;
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| 		f *= m_cache_view_bobbing_amount;
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| 		rel_cam_pos += bobvec * f;
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| 		//rel_cam_target += 0.995 * bobvec * f;
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| 		rel_cam_target += bobvec * f;
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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 * M_PI * f);
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| 		#else
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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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| 			r * (cos(angle_rad) - 1),
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| 			0);
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| 		rel_cam_pos += off;
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| 		//rel_cam_target += off;
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| 		rel_cam_up.rotateXYBy(angle_deg);
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| 		#endif
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| 
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| 	}
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| 
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| 	// Compute absolute camera position and target
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| 	m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
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| 	m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
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| 
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| 	v3f abs_cam_up;
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| 	m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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| 
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| 	// Seperate camera position for calculation
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| 	v3f my_cp = m_camera_position;
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| 
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| 	// Reposition the camera for third person view
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| 	if (m_camera_mode > CAMERA_MODE_FIRST)
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| 	{
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| 		if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
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| 			m_camera_direction *= -1;
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| 
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| 		my_cp.Y += 2;
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| 
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| 		// Calculate new position
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| 		bool abort = false;
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| 		for (int i = BS; i <= BS * 2.75; i++) {
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| 			my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
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| 			my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
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| 			if (i > 12)
 | |
| 				my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
 | |
| 
 | |
| 			// Prevent camera positioned inside nodes
 | |
| 			INodeDefManager *nodemgr = m_client->ndef();
 | |
| 			MapNode n = m_client->getEnv().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)(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->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 front-view mode to render blocks behind player
 | |
| 	if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
 | |
| 		m_camera_position = my_cp;
 | |
| 
 | |
| 	// Get FOV
 | |
| 	f32 fov_degrees;
 | |
| 	if (player->getPlayerControl().zoom && player->getCanZoom()) {
 | |
| 		fov_degrees = m_cache_zoom_fov;
 | |
| 	} else {
 | |
| 		fov_degrees = m_cache_fov;
 | |
| 	}
 | |
| 	fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
 | |
| 
 | |
| 	// FOV and aspect ratio
 | |
| 	const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
 | |
| 	m_aspect = (f32) window_size.X / (f32) window_size.Y;
 | |
| 	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)));
 | |
| 	m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
 | |
| 	m_cameranode->setAspectRatio(m_aspect);
 | |
| 	m_cameranode->setFOV(m_fov_y);
 | |
| 
 | |
| 	if (m_arm_inertia)
 | |
| 		addArmInertia(player->getYaw());
 | |
| 
 | |
| 	// Position the wielded item
 | |
| 	//v3f wield_position = v3f(45, -35, 65);
 | |
| 	v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
 | |
| 	//v3f wield_rotation = v3f(-100, 120, -100);
 | |
| 	v3f wield_rotation = v3f(-100, 120, -100);
 | |
| 	wield_position.Y += fabs(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 = pow((1.0f - tool_reload_ratio), 0.5f);
 | |
| 		//f32 ratiothing2 = pow(ratiothing, 0.5f);
 | |
| 		f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
 | |
| 		wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
 | |
| 		//wield_position.Z += frac * 5.0 * ratiothing2;
 | |
| 		wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
 | |
| 		wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
 | |
| 		//wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
 | |
| 		//wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
 | |
| 	}
 | |
| 	if (m_digging_button != -1)
 | |
| 	{
 | |
| 		f32 digfrac = m_digging_anim;
 | |
| 		wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
 | |
| 		wield_position.Y += 24 * 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, 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*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);
 | |
| 
 | |
| 	m_wieldnode->setColor(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 = hypot(speed.X, speed.Z) > BS;
 | |
| 	const bool movement_Y = fabs(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;
 | |
| 	if ((walking || swimming || climbing) &&
 | |
| 			(!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
 | |
| 		// 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");
 | |
| 	f32 near_plane = g_settings->getFloat("near_plane");
 | |
| 	m_draw_control.wanted_range = viewing_range;
 | |
| 	m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
 | |
| 	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 stay in front of world geometry
 | |
| 	m_wieldmgr->getVideoDriver()->clearZBuffer();
 | |
| 
 | |
| 	// 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->setTarget(focusPoint);
 | |
| 	}
 | |
| 	m_wieldmgr->drawAll();
 | |
| }
 | |
| 
 | |
| void Camera::drawNametags()
 | |
| {
 | |
| 	core::matrix4 trans = m_cameranode->getProjectionMatrix();
 | |
| 	trans *= m_cameranode->getViewMatrix();
 | |
| 
 | |
| 	for (std::list<Nametag *>::const_iterator
 | |
| 			i = m_nametags.begin();
 | |
| 			i != m_nametags.end(); ++i) {
 | |
| 		Nametag *nametag = *i;
 | |
| 		if (nametag->nametag_color.getAlpha() == 0) {
 | |
| 			// Enforce hiding nametag,
 | |
| 			// because if freetype is enabled, a grey
 | |
| 			// shadow can remain.
 | |
| 			continue;
 | |
| 		}
 | |
| 		v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->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->nametag_text));
 | |
| 			core::dimension2d<u32> textsize =
 | |
| 				g_fontengine->getFont()->getDimension(
 | |
| 				nametag_colorless.c_str());
 | |
| 			f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
 | |
| 				core::reciprocal(transformed_pos[3]);
 | |
| 			v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
 | |
| 			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);
 | |
| 			g_fontengine->getFont()->draw(
 | |
| 				translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
 | |
| 				size + screen_pos, nametag->nametag_color);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
 | |
| 		const std::string &nametag_text, video::SColor nametag_color,
 | |
| 		const v3f &pos)
 | |
| {
 | |
| 	Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
 | |
| 	m_nametags.push_back(nametag);
 | |
| 	return nametag;
 | |
| }
 | |
| 
 | |
| void Camera::removeNametag(Nametag *nametag)
 | |
| {
 | |
| 	m_nametags.remove(nametag);
 | |
| 	delete nametag;
 | |
| }
 |