if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
{
- f32 bobamount = cos(player->getPitch() * M_PI / 180);
+ f32 bobamount = cos(player->getPitch() * PI / 180);
bobamount = 2 * MYMIN(bobamount, 0.5);
- f32 bobangle = m_view_bobbing_anim * 2 * M_PI / BOBFRAMES;
+ f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
f32 bobangle_s = sin(bobangle);
f32 bobangle_c = cos(bobangle);
f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
f32 fov_degrees = g_settings.getFloat("fov");
fov_degrees = MYMAX(fov_degrees, 10.0);
fov_degrees = MYMIN(fov_degrees, 170.0);
- m_fov_y = fov_degrees * M_PI / 180.0;
+ m_fov_y = fov_degrees * PI / 180.0;
f32 wanted_fps = g_settings.getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);
Tool
*/
- v3f tool_wield_position(0.06*BS, 1.619*BS, 0.1*BS);
+ v3f tool_wield_position(0.06*BS, -0.06*BS, 0.1*BS);
v3f tool_wield_rotation(-25, 180, -25);
float tool_wield_animation = 0.0;
scene::IMeshSceneNode *tool_wield;
mesh->addMeshBuffer(buf);
buf->drop();
- tool_wield = smgr->addMeshSceneNode(mesh, camera.getPlayerNode());
+ tool_wield = smgr->addMeshSceneNode(mesh, camera.getCameraNode());
mesh->drop();
}
tool_wield->setVisible(false);
Animate tool
*/
{
- tool_wield->setRotation(tool_wield_rotation - sin(tool_wield_animation * PI) * 40.0);
- tool_wield->setPosition(tool_wield_position - sin(tool_wield_animation * PI) / 3.0);
+ f32 tool_wield_sin = sin(tool_wield_animation * PI);
+ tool_wield->setRotation(tool_wield_rotation - tool_wield_sin * 40.0);
+ tool_wield->setPosition(tool_wield_position - tool_wield_sin * BS / 30.0);
}
m_control(control),
m_camera_position(0,0,0),
m_camera_direction(0,0,1),
- m_camera_fov(M_PI)
+ m_camera_fov(PI)
{
m_camera_mutex.Init();
assert(m_camera_mutex.IsInitialized());
Don't generate or send if not in sight
*/
- if(isBlockInSight(p, camera_pos, camera_dir, M_PI, 10000*BS) == false)
+ if(isBlockInSight(p, camera_pos, camera_dir, PI, 10000*BS) == false)
{
continue;
}