505 lines
15 KiB
C++
505 lines
15 KiB
C++
/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* camera.cpp
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.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 General Public License as published by
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* the Free Software Foundation, either version 3 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, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#include "common.h"
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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 "main.h" // for g_settings
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#include "map.h"
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#include "mesh.h"
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#include "player.h"
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#include "tile.h"
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#include <cmath>
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#include <SAnimatedMesh.h>
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#include "path.h"
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#include "constants.h"
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#include "content_mapblock.h"
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#define CAMERA_OFFSET_STEP 200
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, Client *client):
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m_client(client),
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m_playernode(NULL),
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m_headnode(NULL),
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m_cameranode(NULL),
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m_wieldmgr(NULL),
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m_wieldnode(NULL),
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m_wieldnode_baserotation(-100, 110, -100),
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m_wieldnode_baseposition(45, -35, 65),
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m_draw_control(draw_control),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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m_camera_offset(0,0,0),
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m_aspect(1.0),
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_added_frametime(0),
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m_added_frames(0),
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m_range_old(0),
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m_frametime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing(true),
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m_view_bobbing_anim(0),
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m_view_bobbing_state(0),
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m_view_bobbing_speed(0),
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m_digging_anim(0),
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m_digging_button(-1)
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{
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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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// 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 ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
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// Get FOV setting
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m_fov = config_get_float("client.graphics.fov");
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m_fov = MYMAX(m_fov, 10.0);
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m_fov = MYMIN(m_fov, 170.0);
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m_view_bobbing_amount = config_get_float("client.graphics.bobbing.amount");
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f32 wanted_fps = config_get_float("client.graphics.fps.min");
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wanted_fps = MYMAX(wanted_fps, 1.0);
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m_wanted_frametime = 1.0 / wanted_fps;
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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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m_wieldnode->drop();
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}
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bool Camera::successfullyCreated(std::wstring& error_message)
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{
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if (m_playernode == NULL) {
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error_message = L"Failed to create the player scene node";
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return false;
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}
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if (m_headnode == NULL) {
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error_message = L"Failed to create the head scene node";
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return false;
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}
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if (m_cameranode == NULL) {
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error_message = L"Failed to create the camera scene node";
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return false;
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}
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if (m_wieldmgr == NULL) {
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error_message = L"Failed to create the wielded item scene manager";
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return false;
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}
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if (m_wieldnode == NULL) {
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error_message = L"Failed to create the wielded item scene node";
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return false;
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}
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return true;
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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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void Camera::step(f32 dtime)
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{
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if (m_view_bobbing_state != 0) {
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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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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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if (
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m_view_bobbing_anim <= 0
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|| m_view_bobbing_anim >= 1
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|| fabs(m_view_bobbing_anim - 0.5) < 0.01
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) {
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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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m_view_bobbing_speed = 20;
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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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if (was == 0 || (was < 0.5f && m_view_bobbing_anim >= 0.5f)) {
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m_client->playStepSound(0);
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}else if ((was > 0.5f && m_view_bobbing_anim <= 0.5f)) {
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m_client->playStepSound(1);
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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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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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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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if (m_digging_button == 0) {
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m_client->playDigSound(CONTENT_IGNORE);
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}else if(m_digging_button == 1) {
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m_client->playPlaceSound(CONTENT_IGNORE);
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}
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}
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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{
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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// Set head node transformation
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m_headnode->setPosition(player->getEyeOffset());
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m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
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m_headnode->updateAbsolutePosition();
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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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if (m_view_bobbing_state != 0 && m_view_bobbing_anim != 0) {
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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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f32 bobknob = 1.2;
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f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
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v3f bobvec = v3f(
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0.3 * bobdir * sin(bobfrac * PI),
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-0.28 * bobtmp * bobtmp,
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0.);
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float f = 1.0;
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f *= m_view_bobbing_amount;
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rel_cam_pos += 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_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
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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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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Update offset if too far away from the center of the map
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m_camera_offset.X += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
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m_camera_offset.Y += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
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m_camera_offset.Z += CAMERA_OFFSET_STEP*
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(((s16)(m_camera_position.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position-intToFloat(m_camera_offset, BS));
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m_cameranode->setUpVector(abs_cam_up);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
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// FOV and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_y = m_fov * PI / 180.0;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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// Position the wielded item
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v3f wield_position = m_wieldnode_baseposition;
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v3f wield_rotation = m_wieldnode_baserotation;
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if (m_digging_button != -1) {
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f32 digfrac = m_digging_anim;
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wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
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wield_position.Y += 15 * sin(digfrac * 2 * PI);
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wield_position.Z += 5 * digfrac;
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// Euler angles are PURE EVIL, so why not use quaternions?
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core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
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core::quaternion quat_slerp;
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
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quat_slerp.toEuler(wield_rotation);
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wield_rotation *= core::RADTODEG;
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}else{
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f32 bobfrac = my_modf(m_view_bobbing_anim);
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wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
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wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
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}
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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u8 li = decode_light(player->light);
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// Set brightness one lower than incoming light
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diminish_light(li);
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m_wieldnode->updateLight(li);
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// Render distance feedback loop
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updateViewingRange(frametime);
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// If the player seems to be walking on solid ground,
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// view bobbing is enabled and free_move is off,
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// start (or continue) the view bobbing animation.
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v3f speed = player->getSpeed();
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if (
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(hypot(speed.X, speed.Z) > BS)
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&& (player->touching_ground)
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&& m_view_bobbing == true
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&& player->control.free == false
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) {
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// Start animation
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m_view_bobbing_state = 1;
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m_view_bobbing_speed = MYMIN(speed.getLength(), 60)*1.2;
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}else if (m_view_bobbing_state == 1) {
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// Stop animation
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m_view_bobbing_state = 2;
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m_view_bobbing_speed = 60;
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}
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}
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void Camera::updateViewingRange(f32 frametime_in)
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{
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if (m_draw_control.range_all)
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return;
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m_added_frametime += frametime_in;
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m_added_frames += 1;
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// Actually this counter kind of sucks because frametime is busytime
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m_frametime_counter -= frametime_in;
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if (m_frametime_counter > 0)
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return;
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m_frametime_counter = 0.2;
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// Get current viewing range and FPS settings
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float viewing_range_min = config_get_float("client.graphics.range.min");
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viewing_range_min = MYMAX(5.0, viewing_range_min);
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float viewing_range_max = config_get_float("client.graphics.range.max");
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viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
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m_draw_control.wanted_min_range = viewing_range_min;
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m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
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if (m_draw_control.wanted_max_blocks < 10)
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m_draw_control.wanted_max_blocks = 10;
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f32 block_draw_ratio = 1.0;
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if (m_draw_control.blocks_would_have_drawn != 0)
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block_draw_ratio = (f32)m_draw_control.blocks_drawn / (f32)m_draw_control.blocks_would_have_drawn;
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
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m_added_frametime = 0.0;
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m_added_frames = 0;
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f32 wanted_frametime_change = m_wanted_frametime - frametime;
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// If needed frametime change is small, just return
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// This value was 0.4 for many months until 2011-10-18 by c55;
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// Let's see how this works out.
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if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
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return;
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f32 range = m_draw_control.wanted_range;
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f32 new_range = range;
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f32 d_range = range - m_range_old;
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f32 d_frametime = frametime - m_frametime_old;
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if (d_range != 0)
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m_time_per_range = d_frametime / d_range;
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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f32 min_time_per_range = 0.0010;
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if (m_time_per_range < min_time_per_range)
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m_time_per_range = min_time_per_range;
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f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
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// Dampen the change a bit to kill oscillations
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wanted_range_change *= 0.5;
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// If needed range change is very small, just return
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if (fabs(wanted_range_change) < 0.001)
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return;
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new_range += wanted_range_change;
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new_range = MYMAX(new_range, viewing_range_min);
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new_range = MYMIN(new_range, viewing_range_max);
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m_draw_control.wanted_range = new_range;
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m_range_old = new_range;
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m_frametime_old = frametime;
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// Just so big a value that everything rendered is visible
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// Some more allowance than viewing_range_max * BS because of clouds, active objects etc.
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if (viewing_range_max < 200*BS) {
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m_cameranode->setFarValue(2000*BS);
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}else{
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m_cameranode->setFarValue(viewing_range_max * BS * 10);
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}
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}
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void Camera::wield(const InventoryItem* item)
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{
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if (item != NULL) {
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bool haveWield = false;
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m_wieldnode_baserotation = v3f(-100, 110, -100);
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m_wieldnode_baseposition = v3f(45, -35, 65);
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// Try to make a MaterialItem cube.
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if ((((InventoryItem*)item)->getContent()&0xF000) == 0) {
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// A block-type material
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MaterialItem* mat_item = (MaterialItem*) item;
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content_t content = mat_item->getMaterial();
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ContentFeatures *f = &content_features(content);
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if (
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f->draw_type == CDT_CUBELIKE
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|| f->draw_type == CDT_GLASSLIKE
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|| f->draw_type == CDT_DIRTLIKE
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|| f->draw_type == CDT_LIQUID_SOURCE
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|| f->draw_type == CDT_MELONLIKE
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) {
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if (content_features(content).param_type == CPT_MINERAL && mat_item->getData() != 0) {
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static const v3s16 tile_dirs[6] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16(0, 0, 1),
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v3s16(0, 0, -1)
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};
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MapNode n(content,mat_item->getData());
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TileSpec tiles[6];
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SelectedNode selected;
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for (int i = 0; i < 6; i++) {
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// Handles facedir rotation for textures
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tiles[i] = getNodeTile(n,v3s16(0,0,0),tile_dirs[i],selected,NULL);
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}
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m_wieldnode->setCube(tiles);
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}else{
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m_wieldnode->setCube(content_features(content).tiles);
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}
|
|
m_wieldnode->setScale(v3f(30));
|
|
haveWield = true;
|
|
}else if (
|
|
(
|
|
f->draw_type == CDT_NODEBOX
|
|
|| f->draw_type == CDT_NODEBOX_META
|
|
|| f->draw_type == CDT_FENCELIKE
|
|
|| f->draw_type == CDT_WALLLIKE
|
|
|| f->draw_type == CDT_STAIRLIKE
|
|
|| f->draw_type == CDT_SLABLIKE
|
|
)
|
|
&& content_features(content).wield_nodebox == true
|
|
) {
|
|
m_wieldnode->setNodeBox(content);
|
|
m_wieldnode->setScale(v3f(30));
|
|
m_wieldnode_baserotation = v3f(-10, 10, -10);
|
|
haveWield = true;
|
|
}
|
|
}
|
|
|
|
// If that failed, make an extruded sprite.
|
|
if (!haveWield) {
|
|
m_wieldnode->setSprite(item->getImageRaw());
|
|
m_wieldnode->setScale(v3f(40));
|
|
}
|
|
|
|
m_wieldnode->setVisible(true);
|
|
}else{
|
|
// Bare hands
|
|
m_wieldnode->setArm(m_client->getLocalPlayer()->getTexture());
|
|
m_wieldnode_baserotation = v3f(-30, 130, 20);
|
|
m_wieldnode_baseposition = v3f(45, -43, 60);
|
|
m_wieldnode->setScale(v3f(40));
|
|
m_wieldnode->setVisible(true);
|
|
}
|
|
}
|
|
|
|
void Camera::setDigging(s32 button)
|
|
{
|
|
if (m_digging_button == -1)
|
|
m_digging_button = button;
|
|
}
|
|
|
|
void Camera::drawWieldedTool()
|
|
{
|
|
m_wieldmgr->getVideoDriver()->clearZBuffer();
|
|
|
|
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
|
|
cam->setAspectRatio(m_cameranode->getAspectRatio());
|
|
cam->setFOV(m_cameranode->getFOV());
|
|
cam->setNearValue(0.1);
|
|
cam->setFarValue(100);
|
|
m_wieldmgr->drawAll();
|
|
}
|
|
|