Properly and efficiently use split utility headers
[oweals/minetest.git] / src / camera.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "clientmap.h" // MapDrawControl
26 #include "mesh.h"
27 #include "player.h"
28 #include "tile.h"
29 #include <cmath>
30 #include "settings.h"
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
33 #include "gamedef.h"
34 #include "sound.h"
35 #include "event.h"
36 #include "util/numeric.h"
37
38 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
39                 IGameDef *gamedef):
40         m_smgr(smgr),
41         m_playernode(NULL),
42         m_headnode(NULL),
43         m_cameranode(NULL),
44
45         m_wieldmgr(NULL),
46         m_wieldnode(NULL),
47         m_wieldlight(0),
48
49         m_draw_control(draw_control),
50         m_gamedef(gamedef),
51
52         m_camera_position(0,0,0),
53         m_camera_direction(0,0,0),
54
55         m_aspect(1.0),
56         m_fov_x(1.0),
57         m_fov_y(1.0),
58
59         m_added_frametime(0),
60         m_added_frames(0),
61         m_range_old(0),
62         m_frametime_old(0),
63         m_frametime_counter(0),
64         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
65
66         m_view_bobbing_anim(0),
67         m_view_bobbing_state(0),
68         m_view_bobbing_speed(0),
69
70         m_digging_anim(0),
71         m_digging_button(-1)
72 {
73         //dstream<<__FUNCTION_NAME<<std::endl;
74
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);
81
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
87 }
88
89 Camera::~Camera()
90 {
91         m_wieldnode->setMesh(NULL);
92         m_wieldmgr->drop();
93 }
94
95 bool Camera::successfullyCreated(std::wstring& error_message)
96 {
97         if (m_playernode == NULL)
98         {
99                 error_message = L"Failed to create the player scene node";
100                 return false;
101         }
102         if (m_headnode == NULL)
103         {
104                 error_message = L"Failed to create the head scene node";
105                 return false;
106         }
107         if (m_cameranode == NULL)
108         {
109                 error_message = L"Failed to create the camera scene node";
110                 return false;
111         }
112         if (m_wieldmgr == NULL)
113         {
114                 error_message = L"Failed to create the wielded item scene manager";
115                 return false;
116         }
117         if (m_wieldnode == NULL)
118         {
119                 error_message = L"Failed to create the wielded item scene node";
120                 return false;
121         }
122         return true;
123 }
124
125 // Returns the fractional part of x
126 inline f32 my_modf(f32 x)
127 {
128         double dummy;
129         return modf(x, &dummy);
130 }
131
132 void Camera::step(f32 dtime)
133 {
134         if (m_view_bobbing_state != 0)
135         {
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)
139                 {
140 #if 0
141                         // Animation is getting turned off
142                         if (m_view_bobbing_anim < 0.5)
143                                 m_view_bobbing_anim -= offset;
144                         else
145                                 m_view_bobbing_anim += offset;
146                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
147                         {
148                                 m_view_bobbing_anim = 0;
149                                 m_view_bobbing_state = 0;
150                         }
151 #endif
152 #if 1
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;
162                         } else {
163                                 m_view_bobbing_anim -= offset;
164                                 if(m_view_bobbing_anim < 0.5)
165                                         m_view_bobbing_anim = 0.5;
166                         }
167                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
168                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
169                         {
170                                 m_view_bobbing_anim = 0;
171                                 m_view_bobbing_state = 0;
172                         }
173 #endif
174                 }
175                 else
176                 {
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));
182                         if(step){
183                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
184                                 m_gamedef->event()->put(e);
185                         }
186                 }
187         }
188
189         if (m_digging_button != -1)
190         {
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)
195                 {
196                         m_digging_anim = 0;
197                         m_digging_button = -1;
198                 }
199                 float lim = 0.15;
200                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
201                 {
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);
208                         }
209                 }
210         }
211 }
212
213 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
214                 f32 tool_reload_ratio)
215 {
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();
220
221         // Set head node transformation
222         m_headnode->setPosition(player->getEyeOffset());
223         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
224         m_headnode->updateAbsolutePosition();
225
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);
230
231         if (m_view_bobbing_anim != 0)
232         {
233                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
234                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
235
236                 #if 1
237                 f32 bobknob = 1.2;
238                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
239                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
240
241                 v3f bobvec = v3f(
242                         0.3 * bobdir * sin(bobfrac * M_PI),
243                         -0.28 * bobtmp * bobtmp,
244                         0.);
245
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);
249                 float f = 1.0;
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);
258                 #else
259                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
260                 f32 angle_rad = angle_deg * M_PI / 180;
261                 f32 r = 0.05;
262                 v3f off = v3f(
263                         r * sin(angle_rad),
264                         r * (cos(angle_rad) - 1),
265                         0);
266                 rel_cam_pos += off;
267                 //rel_cam_target += off;
268                 rel_cam_up.rotateXYBy(angle_deg);
269                 #endif
270
271         }
272
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);
276
277         v3f abs_cam_up;
278         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
279
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);
285
286         // Get FOV setting
287         f32 fov_degrees = g_settings->getFloat("fov");
288         fov_degrees = MYMAX(fov_degrees, 10.0);
289         fov_degrees = MYMIN(fov_degrees, 170.0);
290
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);
300
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){
307                 f32 frac = 1.0;
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);
320         }
321         if (m_digging_button != -1)
322         {
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;
327
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;
335         }
336         else {
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;
340         }
341         m_wieldnode->setPosition(wield_position);
342         m_wieldnode->setRotation(wield_rotation);
343         m_wieldlight = player->light;
344
345         // Render distance feedback loop
346         updateViewingRange(frametime);
347
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")))
357         {
358                 // Start animation
359                 m_view_bobbing_state = 1;
360                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
361         }
362         else if (m_view_bobbing_state == 1)
363         {
364                 // Stop animation
365                 m_view_bobbing_state = 2;
366                 m_view_bobbing_speed = 60;
367         }
368 }
369
370 void Camera::updateViewingRange(f32 frametime_in)
371 {
372         if (m_draw_control.range_all)
373                 return;
374
375         m_added_frametime += frametime_in;
376         m_added_frames += 1;
377
378         // Actually this counter kind of sucks because frametime is busytime
379         m_frametime_counter -= frametime_in;
380         if (m_frametime_counter > 0)
381                 return;
382         m_frametime_counter = 0.2;
383
384         /*dstream<<__FUNCTION_NAME
385                         <<": Collected "<<m_added_frames<<" frames, total of "
386                         <<m_added_frametime<<"s."<<std::endl;
387
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
392                         <<std::endl;*/
393
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);
397
398         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
399         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
400         
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;
406
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);
412         else
413                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
414
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;
418
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;
423
424         f32 block_draw_ratio = 1.0;
425         if (m_draw_control.blocks_would_have_drawn != 0)
426         {
427                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
428                         / (f32)m_draw_control.blocks_would_have_drawn;
429         }
430
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;
434
435         m_added_frametime = 0.0;
436         m_added_frames = 0;
437
438         f32 wanted_frametime_change = wanted_frametime - frametime;
439         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
440
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)
445         {
446                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
447                 return;
448         }
449
450         f32 range = m_draw_control.wanted_range;
451         f32 new_range = range;
452
453         f32 d_range = range - m_range_old;
454         f32 d_frametime = frametime - m_frametime_old;
455         if (d_range != 0)
456         {
457                 m_time_per_range = d_frametime / d_range;
458         }
459
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)
471         {
472                 m_time_per_range = min_time_per_range;
473                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
474         }
475         else
476         {
477                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
478         }
479
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;
486
487         // If needed range change is very small, just return
488         if(fabs(wanted_range_change) < 0.001)
489         {
490                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
491                 return;
492         }
493
494         new_range += wanted_range_change;
495         
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;*/
501
502         m_draw_control.wanted_range = new_range;
503
504         m_range_old = new_range;
505         m_frametime_old = frametime;
506 }
507
508 void Camera::setDigging(s32 button)
509 {
510         if (m_digging_button == -1)
511                 m_digging_button = button;
512 }
513
514 void Camera::wield(const ItemStack &item)
515 {
516         IItemDefManager *idef = m_gamedef->idef();
517         scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
518         if(wield_mesh)
519         {
520                 m_wieldnode->setMesh(wield_mesh);
521                 m_wieldnode->setVisible(true);
522         }
523         else
524         {
525                 m_wieldnode->setVisible(false);
526         }
527 }
528
529 void Camera::drawWieldedTool()
530 {
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);
535
536         // Clear Z buffer
537         m_wieldmgr->getVideoDriver()->clearZBuffer();
538
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();
546 }