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-rw-r--r--src/client/camera.cpp190
-rw-r--r--src/client/camera.h19
-rw-r--r--src/client/client.cpp2
-rw-r--r--src/client/client.h1
-rw-r--r--src/client/game.cpp33
5 files changed, 145 insertions, 100 deletions
diff --git a/src/client/camera.cpp b/src/client/camera.cpp
index df75c52d6..5ca4e4908 100644
--- a/src/client/camera.cpp
+++ b/src/client/camera.cpp
@@ -45,6 +45,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define WIELDMESH_AMPLITUDE_X 7.0f
#define WIELDMESH_AMPLITUDE_Y 10.0f
+#define HANDS (int i = 0, s = +1; i <= 1; i++, s *= -1) // i is index, s is sign
+
Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
m_client(client),
@@ -62,9 +64,12 @@ Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *re
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
- m_wieldnode->setItem(ItemStack(), m_client);
- m_wieldnode->drop(); // m_wieldmgr grabbed it
+
+ for HANDS {
+ m_wieldnode[i] = new WieldMeshSceneNode(m_wieldmgr, -1, false);
+ m_wieldnode[i]->setItem(ItemStack(), m_client);
+ m_wieldnode[i]->drop(); // m_wieldmgr grabbed it
+ }
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
@@ -151,12 +156,16 @@ void Camera::step(f32 dtime)
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);
+ for HANDS {
+ bool was_under_zero = m_wield_change_timer[i];
+ m_wield_change_timer[i] = MYMIN(m_wield_change_timer[i] + dtime, 0.125);
+
+ if (m_wield_change_timer[i] >= 0 && was_under_zero) {
+ m_wieldnode[i]->setItem(m_wield_item_next[i], m_client);
- if (m_wield_change_timer >= 0 && was_under_zero) {
- m_wieldnode->setItem(m_wield_item_next, m_client);
- m_wieldnode->setNodeLightColor(m_player_light_color);
+ if (i == 0)
+ m_wieldnode[i]->setNodeLightColor(m_player_light_color);
+ }
}
if (m_view_bobbing_state != 0)
@@ -197,24 +206,27 @@ void Camera::step(f32 dtime)
}
}
- if (m_digging_button != -1) {
- f32 offset = dtime * 3.5f;
- float m_digging_anim_was = m_digging_anim;
- m_digging_anim += offset;
- if (m_digging_anim >= 1)
- {
- m_digging_anim = 0;
- m_digging_button = -1;
- }
- float lim = 0.15;
- if(m_digging_anim_was < lim && m_digging_anim >= lim)
- {
- if (m_digging_button == 0) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
- } else if(m_digging_button == 1) {
- m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
+ for HANDS {
+ if (m_digging_button[i] != -1) {
+ f32 offset = dtime * 3.5f;
+ float m_digging_anim_was = m_digging_anim[i];
+ m_digging_anim[i] += offset;
+ if (m_digging_anim[i] >= 1)
+ {
+ m_digging_anim[i] = 0;
+ m_digging_button[i] = -1;
+ }
+ float lim = 0.15;
+ if(m_digging_anim_was < lim && m_digging_anim[i] >= lim)
+ {
+ if (m_digging_button[i] == 0) {
+ m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
+ } else if(m_digging_button[i] == 1) {
+ m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
+ }
}
}
+
}
}
@@ -514,52 +526,68 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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 = std::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_player_light_color = player->light_color;
- m_wieldnode->setNodeLightColor(m_player_light_color);
+
+ for HANDS {
+ // 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[i])*320 - 40;
+ if(m_digging_anim[i] < 0.05 || m_digging_anim[i] > 0.5)
+ {
+ f32 frac = 1.0;
+ if(m_digging_anim[i] > 0.5)
+ frac = 2.0 * (m_digging_anim[i] - 0.5);
+ // This value starts from 1 and settles to 0
+ f32 ratiothing = std::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[i] != -1)
+ {
+ f32 digfrac = m_digging_anim[i];
+ 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(s * 80, 30, s * 100) * 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.W *= s;
+ quat_slerp.X *= s;
+ quat_slerp.toEuler(wield_rotation);
+ wield_rotation *= core::RADTODEG;
+ wield_position.X *= s;
+ } else {
+ f32 bobfrac = my_modf(m_view_bobbing_anim);
+ wield_position.X *= s;
+ wield_position.X -= sin(bobfrac*M_PI*2.0+M_PI*i) * 3.0 * s;
+ wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI+M_PI*i) * 3.0;
+ }
+
+ m_wieldnode[i]->setPosition(wield_position);
+ m_wieldnode[i]->setRotation(wield_rotation);
+
+ m_wieldnode[i]->setNodeLightColor(m_player_light_color);
+
+ if (i == 1) {
+ m_wieldnode[i]->setVisible(
+ (m_wield_item_next[i].name != "" && m_wield_change_timer[i] > 0)
+ || (m_offhand_wield_item_old && m_wield_change_timer[i] < 0));
+ }
+ }
// Set render distance
updateViewingRange();
@@ -607,21 +635,23 @@ void Camera::updateViewingRange()
m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}
-void Camera::setDigging(s32 button)
+void Camera::setDigging(s32 button, int hand)
{
- if (m_digging_button == -1)
- m_digging_button = button;
+ if (m_digging_button[hand] == -1)
+ m_digging_button[hand] = button;
}
-void Camera::wield(const ItemStack &item)
+void Camera::wield(const ItemStack &item, int hand)
{
- 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;
+ if (item.name != m_wield_item_next[hand].name ||
+ item.metadata != m_wield_item_next[hand].metadata) {
+ if (hand == 1)
+ m_offhand_wield_item_old = m_wield_item_next[hand].name != "";
+ m_wield_item_next[hand] = item;
+ if (m_wield_change_timer[hand] > 0)
+ m_wield_change_timer[hand] = -m_wield_change_timer[hand];
+ else if (m_wield_change_timer[hand] == 0)
+ m_wield_change_timer[hand] = -0.001;
}
}
diff --git a/src/client/camera.h b/src/client/camera.h
index cbf248d97..bfc403cad 100644
--- a/src/client/camera.h
+++ b/src/client/camera.h
@@ -146,11 +146,12 @@ public:
void updateViewingRange();
// Start digging animation
- // Pass 0 for left click, 1 for right click
- void setDigging(s32 button);
+ // button: Pass 0 for left click, 1 for right click
+ // hand: 0 for main hand, 1 for offhand
+ void setDigging(s32 button, int hand);
// Replace the wielded item mesh
- void wield(const ItemStack &item);
+ void wield(const ItemStack &item, int hand);
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
@@ -196,7 +197,7 @@ private:
scene::ICameraSceneNode *m_cameranode = nullptr;
scene::ISceneManager *m_wieldmgr = nullptr;
- WieldMeshSceneNode *m_wieldnode = nullptr;
+ WieldMeshSceneNode *m_wieldnode[2] = {nullptr, nullptr};
// draw control
MapDrawControl& m_draw_control;
@@ -246,15 +247,17 @@ private:
f32 m_view_bobbing_fall = 0.0f;
// Digging animation frame (0 <= m_digging_anim < 1)
- f32 m_digging_anim = 0.0f;
+ f32 m_digging_anim[2] = {0.0f, 0.0f};
+
// If -1, no digging animation
// If 0, left-click digging animation
// If 1, right-click digging animation
- s32 m_digging_button = -1;
+ s32 m_digging_button[2] = {-1, -1};
// Animation when changing wielded item
- f32 m_wield_change_timer = 0.125f;
- ItemStack m_wield_item_next;
+ f32 m_wield_change_timer[2] = {0.125f, 0.125f};
+ ItemStack m_wield_item_next[2];
+ bool m_offhand_wield_item_old;
CameraMode m_camera_mode = CAMERA_MODE_FIRST;
diff --git a/src/client/client.cpp b/src/client/client.cpp
index 31bbf2463..0f6cd36da 100644
--- a/src/client/client.cpp
+++ b/src/client/client.cpp
@@ -1487,6 +1487,8 @@ bool Client::updateWieldedItem()
list->setModified(false);
if (auto *list = player->inventory.getList("hand"))
list->setModified(false);
+ if (auto *list = player->inventory.getList("offhand"))
+ list->setModified(false);
return true;
}
diff --git a/src/client/client.h b/src/client/client.h
index bdcc2a3dd..b920f7575 100644
--- a/src/client/client.h
+++ b/src/client/client.h
@@ -275,6 +275,7 @@ public:
// Returns true if the inventory of the local player has been
// updated from the server. If it is true, it is set to false.
bool updateWieldedItem();
+ bool updateOffhandWieldedItem();
/* InventoryManager interface */
Inventory* getInventory(const InventoryLocation &loc) override;
diff --git a/src/client/game.cpp b/src/client/game.cpp
index caa83ce13..bc27920fc 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -746,7 +746,8 @@ protected:
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
void handlePointingAtNode(const PointedThing &pointed,
- const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
+ const ItemStack &selected_item, const ItemStack &hand_item,
+ const ItemStack &place_item, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
@@ -3055,7 +3056,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
Calculate what block is the crosshair pointing to
*/
- ItemStack selected_item, hand_item;
+ ItemStack selected_item, hand_item, offhand_item, use_item;
const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
@@ -3098,6 +3099,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
!runData.btn_down_for_dig,
camera_offset);
+ player->getOffhandWieldedItem(&offhand_item, &use_item, itemdef_manager, pointed);
+
if (pointed != runData.pointed_old)
infostream << "Pointing at " << pointed.dump() << std::endl;
@@ -3161,7 +3164,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
!client->getScript()->on_item_use(selected_item, pointed)))
client->interact(INTERACT_USE, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
- handlePointingAtNode(pointed, selected_item, hand_item, dtime);
+ handlePointingAtNode(pointed, selected_item, hand_item, use_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
@@ -3174,13 +3177,13 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
client->getScript()->on_item_use(selected_item, pointed);
} else if (wasKeyPressed(KeyType::PLACE)) {
- handlePointingAtNothing(selected_item);
+ handlePointingAtNothing(use_item);
}
runData.pointed_old = pointed;
if (runData.punching || wasKeyPressed(KeyType::DIG))
- camera->setDigging(0); // dig animation
+ camera->setDigging(0, 0); // dig animation
input->clearWasKeyPressed();
input->clearWasKeyReleased();
@@ -3300,7 +3303,8 @@ void Game::handlePointingAtNothing(const ItemStack &playerItem)
void Game::handlePointingAtNode(const PointedThing &pointed,
- const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
+ const ItemStack &selected_item, const ItemStack &hand_item,
+ const ItemStack &place_item, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
@@ -3338,7 +3342,10 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
infostream << "Place button pressed while looking at ground" << std::endl;
// Placing animation (always shown for feedback)
- camera->setDigging(1);
+ if (place_item == selected_item)
+ camera->setDigging(1, 0);
+ else
+ camera->setDigging(1, 1);
soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
@@ -3346,8 +3353,8 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
// make that happen
// And also set the sound and send the interact
// But first check for meta formspec and rightclickable
- auto &def = selected_item.getDefinition(itemdef_manager);
- bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
+ auto &def = place_item.getDefinition(itemdef_manager);
+ bool placed = nodePlacement(def, place_item, nodepos, neighbourpos,
pointed, meta);
if (placed && client->modsLoaded())
@@ -3737,7 +3744,7 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
client->setCrack(-1, nodepos);
}
- camera->setDigging(0); // Dig animation
+ camera->setDigging(0, 0); // Dig animation
}
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
@@ -3897,9 +3904,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
if (client->updateWieldedItem()) {
// Update wielded tool
- ItemStack selected_item, hand_item;
+ ItemStack selected_item, hand_item, offhand_item;
ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
- camera->wield(tool_item);
+ camera->wield(tool_item, 0);
+ player->getOffhandWieldedItem(&offhand_item, nullptr, itemdef_manager, PointedThing());
+ camera->wield(offhand_item, 1);
}
/*