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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
15 You should have received a copy of the GNU 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
28 const s32 BOBFRAMES = 0x1000000; // must be a power of two
30 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
35 m_draw_control(draw_control),
36 m_viewing_range_min(5.0),
37 m_viewing_range_max(5.0),
39 m_camera_position(0,0,0),
40 m_camera_direction(0,0,0),
46 m_wanted_frametime(0.0),
51 m_frametime_counter(0),
52 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
54 m_view_bobbing_anim(0),
55 m_view_bobbing_state(0),
56 m_view_bobbing_slow(false)
58 //dstream<<__FUNCTION_NAME<<std::endl;
60 // note: making the camera node a child of the player node
61 // would lead to unexpected behaviour, so we don't do that.
62 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
63 m_headnode = smgr->addEmptySceneNode(m_playernode);
64 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
65 m_cameranode->bindTargetAndRotation(true);
74 bool Camera::successfullyCreated(std::wstring& error_message)
76 if (m_playernode == NULL)
78 error_message = L"Failed to create the player scene node";
81 if (m_headnode == NULL)
83 error_message = L"Failed to create the head scene node";
86 if (m_cameranode == NULL)
88 error_message = L"Failed to create the camera scene node";
94 void Camera::step(f32 dtime)
96 if (m_view_bobbing_state != 0)
98 f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
99 s32 offset = MYMAX(dtime * bobspeed, 1);
100 if (m_view_bobbing_state == 2)
102 // Animation is getting turned off
103 s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
104 if (subanim < BOBFRAMES/4)
105 offset = -1 * MYMIN(offset, subanim);
107 offset = MYMIN(offset, BOBFRAMES/2 - subanim);
109 m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
113 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
115 // Set player node transformation
116 m_playernode->setPosition(player->getPosition());
117 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
118 m_playernode->updateAbsolutePosition();
120 // Set head node transformation
121 v3f eye_offset = player->getEyePosition() - player->getPosition();
122 m_headnode->setPosition(eye_offset);
123 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
125 // Compute relative camera position and target
126 v3f relative_cam_pos = eye_offset;
127 v3f relative_cam_target = v3f(0,0,1);
128 relative_cam_target.rotateYZBy(player->getPitch());
129 relative_cam_target += relative_cam_pos;
131 if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
133 f32 bobamount = cos(player->getPitch() * PI / 180);
134 bobamount = 2 * MYMIN(bobamount, 0.5);
136 f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
137 f32 bobangle_s = sin(bobangle);
138 f32 bobangle_c = cos(bobangle);
139 f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
140 f32 bobheight = 1.5 * bobwidth;
142 relative_cam_pos.X += bobwidth * bobangle_s;
143 relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
146 // Compute absolute camera position and target
147 m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
148 m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
149 m_camera_direction -= m_camera_position;
151 // Set camera node transformation
152 m_cameranode->setPosition(m_camera_position);
153 // *100.0 helps in large map coordinates
154 m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
155 // FOV and and aspect ratio
156 m_aspect = (f32)screensize.X / (f32) screensize.Y;
157 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
158 m_cameranode->setAspectRatio(m_aspect);
159 m_cameranode->setFOV(m_fov_y);
160 // Just so big a value that everything rendered is visible
161 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
162 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
164 // Render distance feedback loop
165 updateViewingRange(frametime);
167 // If the player seems to be walking on solid ground,
168 // view bobbing is enabled and free_move is off,
169 // start (or continue) the view bobbing animation.
170 v3f speed = player->getSpeed();
171 if ((hypot(speed.X, speed.Z) > BS) &&
172 (player->touching_ground) &&
173 (g_settings.getBool("view_bobbing") == true) &&
174 (g_settings.getBool("free_move") == false))
177 m_view_bobbing_state = 1;
179 else if (m_view_bobbing_state == 1)
182 m_view_bobbing_state = 2;
184 m_view_bobbing_slow = player->in_water_stable;
187 void Camera::updateViewingRange(f32 frametime_in)
189 if (m_draw_control.range_all)
192 m_added_frametime += frametime_in;
195 // Actually this counter kind of sucks because frametime is busytime
196 m_frametime_counter -= frametime_in;
197 if (m_frametime_counter > 0)
199 m_frametime_counter = 0.2;
201 /*dstream<<__FUNCTION_NAME
202 <<": Collected "<<m_added_frames<<" frames, total of "
203 <<m_added_frametime<<"s."<<std::endl;
205 dstream<<"m_draw_control.blocks_drawn="
206 <<m_draw_control.blocks_drawn
207 <<", m_draw_control.blocks_would_have_drawn="
208 <<m_draw_control.blocks_would_have_drawn
211 m_draw_control.wanted_min_range = m_viewing_range_min;
212 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
213 if (m_draw_control.wanted_max_blocks < 10)
214 m_draw_control.wanted_max_blocks = 10;
216 f32 block_draw_ratio = 1.0;
217 if (m_draw_control.blocks_would_have_drawn != 0)
219 block_draw_ratio = (f32)m_draw_control.blocks_drawn
220 / (f32)m_draw_control.blocks_would_have_drawn;
223 // Calculate the average frametime in the case that all wanted
224 // blocks had been drawn
225 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
227 m_added_frametime = 0.0;
230 f32 wanted_frametime_change = m_wanted_frametime - frametime;
231 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
233 // If needed frametime change is small, just return
234 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
236 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
240 f32 range = m_draw_control.wanted_range;
241 f32 new_range = range;
243 f32 d_range = range - m_range_old;
244 f32 d_frametime = frametime - m_frametime_old;
247 m_time_per_range = d_frametime / d_range;
250 // The minimum allowed calculated frametime-range derivative:
251 // Practically this sets the maximum speed of changing the range.
252 // The lower this value, the higher the maximum changing speed.
253 // A low value here results in wobbly range (0.001)
254 // A high value here results in slow changing range (0.0025)
255 // SUGG: This could be dynamically adjusted so that when
256 // the camera is turning, this is lower
257 //f32 min_time_per_range = 0.0015;
258 f32 min_time_per_range = 0.0010;
259 //f32 min_time_per_range = 0.05 / range;
260 if(m_time_per_range < min_time_per_range)
262 m_time_per_range = min_time_per_range;
263 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
267 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
270 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
271 // Dampen the change a bit to kill oscillations
272 //wanted_range_change *= 0.9;
273 //wanted_range_change *= 0.75;
274 wanted_range_change *= 0.5;
275 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
277 // If needed range change is very small, just return
278 if(fabs(wanted_range_change) < 0.001)
280 //dstream<<"ignoring small wanted_range_change"<<std::endl;
284 new_range += wanted_range_change;
286 //f32 new_range_unclamped = new_range;
287 new_range = MYMAX(new_range, m_viewing_range_min);
288 new_range = MYMIN(new_range, m_viewing_range_max);
289 /*dstream<<"new_range="<<new_range_unclamped
290 <<", clamped to "<<new_range<<std::endl;*/
292 m_draw_control.wanted_range = new_range;
294 m_range_old = new_range;
295 m_frametime_old = frametime;
298 void Camera::updateSettings()
300 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
301 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
303 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
304 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
306 f32 fov_degrees = g_settings.getFloat("fov");
307 fov_degrees = MYMAX(fov_degrees, 10.0);
308 fov_degrees = MYMIN(fov_degrees, 170.0);
309 m_fov_y = fov_degrees * PI / 180.0;
311 f32 wanted_fps = g_settings.getFloat("wanted_fps");
312 wanted_fps = MYMAX(wanted_fps, 1.0);
313 m_wanted_frametime = 1.0 / wanted_fps;