minetest/src/camera.cpp

701 lines
22 KiB
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 "main.h" // for g_settings
#include "map.h"
#include "clientmap.h" // MapDrawControl
#include "player.h"
#include <cmath>
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h" // easeCurve
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "profiler.h"
#include "util/numeric.h"
#include "util/mathconstants.h"
#include "constants.h"
#define CAMERA_OFFSET_STEP 200
#include "nodedef.h"
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
m_wieldmgr(NULL),
m_wieldnode(NULL),
m_draw_control(draw_control),
m_gamedef(gamedef),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
m_camera_offset(0,0,0),
m_aspect(1.0),
m_fov_x(1.0),
m_fov_y(1.0),
m_added_busytime(0),
m_added_frames(0),
m_range_old(0),
m_busytime_old(0),
m_frametime_counter(0),
m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
m_view_bobbing_anim(0),
m_view_bobbing_state(0),
m_view_bobbing_speed(0),
m_view_bobbing_fall(0),
m_digging_anim(0),
m_digging_button(-1),
m_wield_change_timer(0.125),
m_wield_item_next(),
m_camera_mode(CAMERA_MODE_FIRST)
{
//dstream<<__FUNCTION_NAME<<std::endl;
// note: making the camera node a child of the player node
// would lead to unexpected behaviour, 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->getRootSceneNode(), m_wieldmgr, -1, true);
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->drop(); // m_wieldmgr grabbed it
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
/* 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");
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
m_cache_fov = g_settings->getFloat("fov");
m_cache_view_bobbing = g_settings->getBool("view_bobbing");
}
Camera::~Camera()
{
m_wieldmgr->drop();
}
bool Camera::successfullyCreated(std::wstring& error_message)
{
if (m_playernode == NULL)
{
error_message = L"Failed to create the player scene node";
return false;
}
if (m_headnode == NULL)
{
error_message = L"Failed to create the head scene node";
return false;
}
if (m_cameranode == NULL)
{
error_message = L"Failed to create the camera scene node";
return false;
}
if (m_wieldmgr == NULL)
{
error_message = L"Failed to create the wielded item scene manager";
return false;
}
if (m_wieldnode == NULL)
{
error_message = L"Failed to create the wielded item scene node";
return false;
}
return true;
}
// Returns the fractional part of x
inline f32 my_modf(f32 x)
{
double dummy;
return 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_gamedef);
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)
{
#if 0
// Animation is getting turned off
if (m_view_bobbing_anim < 0.5)
m_view_bobbing_anim -= offset;
else
m_view_bobbing_anim += offset;
if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
{
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
}
#endif
#if 1
// 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;
}
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;
}
#endif
}
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)
{
MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
m_gamedef->event()->put(e);
}
}
}
if (m_digging_button != -1)
{
f32 offset = dtime * 3.5;
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)
{
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
m_gamedef->event()->put(e);
} else if(m_digging_button == 1) {
MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
m_gamedef->event()->put(e);
}
}
}
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio, ClientEnvironment &c_env)
{
// Get player position
// Smooth the movement when walking up stairs
v3f old_player_position = m_playernode->getPosition();
v3f player_position = player->getPosition();
if (player->isAttached && player->parent)
player_position = player->parent->getPosition();
//if(player->touching_ground && player_position.Y > old_player_position.Y)
if(player->touching_ground &&
player_position.Y > old_player_position.Y)
{
f32 oldy = old_player_position.Y;
f32 newy = player_position.Y;
f32 t = exp(-10*frametime);
player_position.Y = oldy * t + newy * (1-t);
}
// Set player node transformation
m_playernode->setPosition(player_position);
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 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
fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
fall_bobbing *= m_cache_fall_bobbing_amount;
}
// Calculate players eye offset for different camera modes
v3f PlayerEyeOffset = player->getEyeOffset();
if (m_camera_mode == CAMERA_MODE_FIRST)
PlayerEyeOffset += player->eye_offset_first;
else
PlayerEyeOffset += player->eye_offset_third;
// Set head node transformation
m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 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_view_bobbing_anim != 0 && 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;
#if 1
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
v3f bobvec = v3f(
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 * M_PI);
float f = 1.0;
f *= m_cache_view_bobbing_amount;
rel_cam_pos += bobvec * f;
//rel_cam_target += 0.995 * bobvec * f;
rel_cam_target += bobvec * f;
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 * M_PI * f);
#else
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),
r * (cos(angle_rad) - 1),
0);
rel_cam_pos += off;
//rel_cam_target += off;
rel_cam_up.rotateXYBy(angle_deg);
#endif
}
// 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);
// Seperate 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
INodeDefManager *nodemgr = m_gamedef->ndef();
MapNode n = c_env.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 setting
f32 fov_degrees = m_cache_fov;
fov_degrees = MYMAX(fov_degrees, 10.0);
fov_degrees = MYMIN(fov_degrees, 170.0);
// FOV and aspect ratio
m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().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);
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);
v3f wield_position = v3f(55, -35, 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);
// Shine light upon the wield mesh
video::SColor black(255,0,0,0);
m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
// Render distance feedback loop
updateViewingRange(frametime, busytime);
// If the player is walking, swimming, or climbing,
// view bobbing is enabled and free_move is off,
// start (or continue) the view bobbing animation.
v3f speed = player->getSpeed();
const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
const bool movement_Y = 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;
if ((walking || swimming || climbing) &&
m_cache_view_bobbing &&
(!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
}
else if (m_view_bobbing_state == 1)
{
// Stop animation
m_view_bobbing_state = 2;
m_view_bobbing_speed = 60;
}
}
void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
{
if (m_draw_control.range_all)
return;
m_added_busytime += busytime_in;
m_added_frames += 1;
m_frametime_counter -= frametime_in;
if (m_frametime_counter > 0)
return;
m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
/*dstream<<__FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
<<m_added_busytime<<"s."<<std::endl;
dstream<<"m_draw_control.blocks_drawn="
<<m_draw_control.blocks_drawn
<<", m_draw_control.blocks_would_have_drawn="
<<m_draw_control.blocks_would_have_drawn
<<std::endl;*/
// Get current viewing range and FPS settings
f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
viewing_range_min = MYMAX(15.0, viewing_range_min);
f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
// Immediately apply hard limits
if(m_draw_control.wanted_range < viewing_range_min)
m_draw_control.wanted_range = viewing_range_min;
if(m_draw_control.wanted_range > viewing_range_max)
m_draw_control.wanted_range = viewing_range_max;
// Just so big a value that everything rendered is visible
// Some more allowance than viewing_range_max * BS because of clouds,
// active objects, etc.
if(viewing_range_max < 200*BS)
m_cameranode->setFarValue(200 * BS * 10);
else
m_cameranode->setFarValue(viewing_range_max * BS * 10);
f32 wanted_fps = m_cache_wanted_fps;
wanted_fps = MYMAX(wanted_fps, 1.0);
f32 wanted_frametime = 1.0 / wanted_fps;
m_draw_control.wanted_min_range = viewing_range_min;
m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
f32 block_draw_ratio = 1.0;
if (m_draw_control.blocks_would_have_drawn != 0)
{
block_draw_ratio = (f32)m_draw_control.blocks_drawn
/ (f32)m_draw_control.blocks_would_have_drawn;
}
// Calculate the average frametime in the case that all wanted
// blocks had been drawn
f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
m_added_busytime = 0.0;
m_added_frames = 0;
f32 wanted_frametime_change = wanted_frametime - frametime;
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
// If needed frametime change is small, just return
// This value was 0.4 for many months until 2011-10-18 by c55;
if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
}
f32 range = m_draw_control.wanted_range;
f32 new_range = range;
f32 d_range = range - m_range_old;
f32 d_busytime = busytime_in - m_busytime_old;
if (d_range != 0)
{
m_time_per_range = d_busytime / d_range;
}
//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
g_profiler->avg("time_per_range", m_time_per_range);
// The minimum allowed calculated frametime-range derivative:
// Practically this sets the maximum speed of changing the range.
// The lower this value, the higher the maximum changing speed.
// A low value here results in wobbly range (0.001)
// A low value can cause oscillation in very nonlinear time/range curves.
// A high value here results in slow changing range (0.0025)
// SUGG: This could be dynamically adjusted so that when
// the camera is turning, this is lower
//f32 min_time_per_range = 0.0010; // Up to 0.4.7
f32 min_time_per_range = 0.0005;
if(m_time_per_range < min_time_per_range)
{
m_time_per_range = min_time_per_range;
//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
}
else
{
//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
}
f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
// Dampen the change a bit to kill oscillations
//wanted_range_change *= 0.9;
//wanted_range_change *= 0.75;
wanted_range_change *= 0.5;
//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
// If needed range change is very small, just return
if(fabs(wanted_range_change) < 0.001)
{
//dstream<<"ignoring small wanted_range_change"<<std::endl;
return;
}
new_range += wanted_range_change;
//f32 new_range_unclamped = new_range;
new_range = MYMAX(new_range, viewing_range_min);
new_range = MYMIN(new_range, viewing_range_max);
/*dstream<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
m_range_old = m_draw_control.wanted_range;
m_busytime_old = busytime_in;
m_draw_control.wanted_range = new_range;
}
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) {
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(0.1);
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();
}