3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "main.h" // for g_settings
25 #include "clientmap.h" // MapDrawControl
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
36 #include "util/numeric.h"
38 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
49 m_draw_control(draw_control),
52 m_camera_position(0,0,0),
53 m_camera_direction(0,0,0),
63 m_frametime_counter(0),
64 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
66 m_view_bobbing_anim(0),
67 m_view_bobbing_state(0),
68 m_view_bobbing_speed(0),
73 //dstream<<__FUNCTION_NAME<<std::endl;
75 // note: making the camera node a child of the player node
76 // would lead to unexpected behaviour, so we don't do that.
77 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
78 m_headnode = smgr->addEmptySceneNode(m_playernode);
79 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
80 m_cameranode->bindTargetAndRotation(true);
82 // This needs to be in its own scene manager. It is drawn after
83 // all other 3D scene nodes and before the GUI.
84 m_wieldmgr = smgr->createNewSceneManager();
85 m_wieldmgr->addCameraSceneNode();
86 m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
91 m_wieldnode->setMesh(NULL);
95 bool Camera::successfullyCreated(std::wstring& error_message)
97 if (m_playernode == NULL)
99 error_message = L"Failed to create the player scene node";
102 if (m_headnode == NULL)
104 error_message = L"Failed to create the head scene node";
107 if (m_cameranode == NULL)
109 error_message = L"Failed to create the camera scene node";
112 if (m_wieldmgr == NULL)
114 error_message = L"Failed to create the wielded item scene manager";
117 if (m_wieldnode == NULL)
119 error_message = L"Failed to create the wielded item scene node";
125 // Returns the fractional part of x
126 inline f32 my_modf(f32 x)
129 return modf(x, &dummy);
132 void Camera::step(f32 dtime)
134 if (m_view_bobbing_state != 0)
136 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
137 f32 offset = dtime * m_view_bobbing_speed * 0.030;
138 if (m_view_bobbing_state == 2)
141 // Animation is getting turned off
142 if (m_view_bobbing_anim < 0.5)
143 m_view_bobbing_anim -= offset;
145 m_view_bobbing_anim += offset;
146 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
148 m_view_bobbing_anim = 0;
149 m_view_bobbing_state = 0;
153 // Animation is getting turned off
154 if(m_view_bobbing_anim < 0.25){
155 m_view_bobbing_anim -= offset;
156 } else if(m_view_bobbing_anim > 0.75){
157 m_view_bobbing_anim += offset;
158 } if(m_view_bobbing_anim < 0.5){
159 m_view_bobbing_anim += offset;
160 if(m_view_bobbing_anim > 0.5)
161 m_view_bobbing_anim = 0.5;
163 m_view_bobbing_anim -= offset;
164 if(m_view_bobbing_anim < 0.5)
165 m_view_bobbing_anim = 0.5;
167 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
168 fabs(m_view_bobbing_anim - 0.5) < 0.01)
170 m_view_bobbing_anim = 0;
171 m_view_bobbing_state = 0;
177 float was = m_view_bobbing_anim;
178 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
179 bool step = (was == 0 ||
180 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
181 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
183 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
184 m_gamedef->event()->put(e);
189 if (m_digging_button != -1)
191 f32 offset = dtime * 3.5;
192 float m_digging_anim_was = m_digging_anim;
193 m_digging_anim += offset;
194 if (m_digging_anim >= 1)
197 m_digging_button = -1;
200 if(m_digging_anim_was < lim && m_digging_anim >= lim)
202 if(m_digging_button == 0){
203 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
204 m_gamedef->event()->put(e);
205 } else if(m_digging_button == 1){
206 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
207 m_gamedef->event()->put(e);
213 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
214 f32 tool_reload_ratio)
216 // Set player node transformation
217 m_playernode->setPosition(player->getPosition());
218 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
219 m_playernode->updateAbsolutePosition();
221 // Set head node transformation
222 m_headnode->setPosition(player->getEyeOffset());
223 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
224 m_headnode->updateAbsolutePosition();
226 // Compute relative camera position and target
227 v3f rel_cam_pos = v3f(0,0,0);
228 v3f rel_cam_target = v3f(0,0,1);
229 v3f rel_cam_up = v3f(0,1,0);
231 if (m_view_bobbing_anim != 0)
233 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
234 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
238 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
239 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
242 0.3 * bobdir * sin(bobfrac * M_PI),
243 -0.28 * bobtmp * bobtmp,
246 //rel_cam_pos += 0.2 * bobvec;
247 //rel_cam_target += 0.03 * bobvec;
248 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
250 f *= g_settings->getFloat("view_bobbing_amount");
251 rel_cam_pos += bobvec * f;
252 //rel_cam_target += 0.995 * bobvec * f;
253 rel_cam_target += bobvec * f;
254 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
255 //rel_cam_target.X -= 0.005 * bobvec.X * f;
256 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
257 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
259 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
260 f32 angle_rad = angle_deg * M_PI / 180;
264 r * (cos(angle_rad) - 1),
267 //rel_cam_target += off;
268 rel_cam_up.rotateXYBy(angle_deg);
273 // Compute absolute camera position and target
274 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
275 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
278 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
280 // Set camera node transformation
281 m_cameranode->setPosition(m_camera_position);
282 m_cameranode->setUpVector(abs_cam_up);
283 // *100.0 helps in large map coordinates
284 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
287 f32 fov_degrees = g_settings->getFloat("fov");
288 fov_degrees = MYMAX(fov_degrees, 10.0);
289 fov_degrees = MYMIN(fov_degrees, 170.0);
291 // FOV and aspect ratio
292 m_aspect = (f32)screensize.X / (f32) screensize.Y;
293 m_fov_y = fov_degrees * M_PI / 180.0;
294 // Increase vertical FOV on lower aspect ratios (<16:10)
295 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
296 // WTF is this? It can't be right
297 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
298 m_cameranode->setAspectRatio(m_aspect);
299 m_cameranode->setFOV(m_fov_y);
301 // Position the wielded item
302 //v3f wield_position = v3f(45, -35, 65);
303 v3f wield_position = v3f(55, -35, 65);
304 //v3f wield_rotation = v3f(-100, 120, -100);
305 v3f wield_rotation = v3f(-100, 120, -100);
306 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
308 if(m_digging_anim > 0.5)
309 frac = 2.0 * (m_digging_anim - 0.5);
310 // This value starts from 1 and settles to 0
311 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
312 //f32 ratiothing2 = pow(ratiothing, 0.5f);
313 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
314 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
315 //wield_position.Z += frac * 5.0 * ratiothing2;
316 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
317 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
318 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
319 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
321 if (m_digging_button != -1)
323 f32 digfrac = m_digging_anim;
324 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * M_PI);
325 wield_position.Y += 15 * sin(digfrac * 2 * M_PI);
326 wield_position.Z += 5 * digfrac;
328 // Euler angles are PURE EVIL, so why not use quaternions?
329 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
330 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
331 core::quaternion quat_slerp;
332 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
333 quat_slerp.toEuler(wield_rotation);
334 wield_rotation *= core::RADTODEG;
337 f32 bobfrac = my_modf(m_view_bobbing_anim);
338 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
339 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
341 m_wieldnode->setPosition(wield_position);
342 m_wieldnode->setRotation(wield_rotation);
343 m_wieldlight = player->light;
345 // Render distance feedback loop
346 updateViewingRange(frametime);
348 // If the player seems to be walking on solid ground,
349 // view bobbing is enabled and free_move is off,
350 // start (or continue) the view bobbing animation.
351 v3f speed = player->getSpeed();
352 if ((hypot(speed.X, speed.Z) > BS) &&
353 (player->touching_ground) &&
354 (g_settings->getBool("view_bobbing") == true) &&
355 (g_settings->getBool("free_move") == false ||
356 !m_gamedef->checkLocalPrivilege("fly")))
359 m_view_bobbing_state = 1;
360 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
362 else if (m_view_bobbing_state == 1)
365 m_view_bobbing_state = 2;
366 m_view_bobbing_speed = 60;
370 void Camera::updateViewingRange(f32 frametime_in)
372 if (m_draw_control.range_all)
375 m_added_frametime += frametime_in;
378 // Actually this counter kind of sucks because frametime is busytime
379 m_frametime_counter -= frametime_in;
380 if (m_frametime_counter > 0)
382 m_frametime_counter = 0.2;
384 /*dstream<<__FUNCTION_NAME
385 <<": Collected "<<m_added_frames<<" frames, total of "
386 <<m_added_frametime<<"s."<<std::endl;
388 dstream<<"m_draw_control.blocks_drawn="
389 <<m_draw_control.blocks_drawn
390 <<", m_draw_control.blocks_would_have_drawn="
391 <<m_draw_control.blocks_would_have_drawn
394 // Get current viewing range and FPS settings
395 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
396 viewing_range_min = MYMAX(5.0, viewing_range_min);
398 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
399 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
401 // Immediately apply hard limits
402 if(m_draw_control.wanted_range < viewing_range_min)
403 m_draw_control.wanted_range = viewing_range_min;
404 if(m_draw_control.wanted_range > viewing_range_max)
405 m_draw_control.wanted_range = viewing_range_max;
407 // Just so big a value that everything rendered is visible
408 // Some more allowance than viewing_range_max * BS because of clouds,
409 // active objects, etc.
410 if(viewing_range_max < 200*BS)
411 m_cameranode->setFarValue(200 * BS * 10);
413 m_cameranode->setFarValue(viewing_range_max * BS * 10);
415 f32 wanted_fps = g_settings->getFloat("wanted_fps");
416 wanted_fps = MYMAX(wanted_fps, 1.0);
417 f32 wanted_frametime = 1.0 / wanted_fps;
419 m_draw_control.wanted_min_range = viewing_range_min;
420 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
421 if (m_draw_control.wanted_max_blocks < 10)
422 m_draw_control.wanted_max_blocks = 10;
424 f32 block_draw_ratio = 1.0;
425 if (m_draw_control.blocks_would_have_drawn != 0)
427 block_draw_ratio = (f32)m_draw_control.blocks_drawn
428 / (f32)m_draw_control.blocks_would_have_drawn;
431 // Calculate the average frametime in the case that all wanted
432 // blocks had been drawn
433 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
435 m_added_frametime = 0.0;
438 f32 wanted_frametime_change = wanted_frametime - frametime;
439 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
441 // If needed frametime change is small, just return
442 // This value was 0.4 for many months until 2011-10-18 by c55;
443 // Let's see how this works out.
444 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
446 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
450 f32 range = m_draw_control.wanted_range;
451 f32 new_range = range;
453 f32 d_range = range - m_range_old;
454 f32 d_frametime = frametime - m_frametime_old;
457 m_time_per_range = d_frametime / d_range;
460 // The minimum allowed calculated frametime-range derivative:
461 // Practically this sets the maximum speed of changing the range.
462 // The lower this value, the higher the maximum changing speed.
463 // A low value here results in wobbly range (0.001)
464 // A high value here results in slow changing range (0.0025)
465 // SUGG: This could be dynamically adjusted so that when
466 // the camera is turning, this is lower
467 //f32 min_time_per_range = 0.0015;
468 f32 min_time_per_range = 0.0010;
469 //f32 min_time_per_range = 0.05 / range;
470 if(m_time_per_range < min_time_per_range)
472 m_time_per_range = min_time_per_range;
473 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
477 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
480 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
481 // Dampen the change a bit to kill oscillations
482 //wanted_range_change *= 0.9;
483 //wanted_range_change *= 0.75;
484 wanted_range_change *= 0.5;
485 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
487 // If needed range change is very small, just return
488 if(fabs(wanted_range_change) < 0.001)
490 //dstream<<"ignoring small wanted_range_change"<<std::endl;
494 new_range += wanted_range_change;
496 //f32 new_range_unclamped = new_range;
497 new_range = MYMAX(new_range, viewing_range_min);
498 new_range = MYMIN(new_range, viewing_range_max);
499 /*dstream<<"new_range="<<new_range_unclamped
500 <<", clamped to "<<new_range<<std::endl;*/
502 m_draw_control.wanted_range = new_range;
504 m_range_old = new_range;
505 m_frametime_old = frametime;
508 void Camera::setDigging(s32 button)
510 if (m_digging_button == -1)
511 m_digging_button = button;
514 void Camera::wield(const ItemStack &item)
516 IItemDefManager *idef = m_gamedef->idef();
517 scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
520 m_wieldnode->setMesh(wield_mesh);
521 m_wieldnode->setVisible(true);
525 m_wieldnode->setVisible(false);
529 void Camera::drawWieldedTool()
531 // Set vertex colors of wield mesh according to light level
532 u8 li = decode_light(m_wieldlight);
533 video::SColor color(255,li,li,li);
534 setMeshColor(m_wieldnode->getMesh(), color);
537 m_wieldmgr->getVideoDriver()->clearZBuffer();
539 // Draw the wielded node (in a separate scene manager)
540 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
541 cam->setAspectRatio(m_cameranode->getAspectRatio());
542 cam->setFOV(72.0*M_PI/180.0);
543 cam->setNearValue(0.1);
544 cam->setFarValue(100);
545 m_wieldmgr->drawAll();