3 Copyright (C) 2010-2013 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"
37 #include "util/mathconstants.h"
39 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
50 m_draw_control(draw_control),
53 m_camera_position(0,0,0),
54 m_camera_direction(0,0,0),
64 m_frametime_counter(0),
65 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
67 m_view_bobbing_anim(0),
68 m_view_bobbing_state(0),
69 m_view_bobbing_speed(0),
70 m_view_bobbing_fall(0),
74 m_dummymesh(createCubeMesh(v3f(1,1,1))),
76 m_wield_change_timer(0.125),
77 m_wield_mesh_next(NULL),
78 m_previous_playeritem(-1),
79 m_previous_itemname("")
81 //dstream<<__FUNCTION_NAME<<std::endl;
83 // note: making the camera node a child of the player node
84 // would lead to unexpected behaviour, so we don't do that.
85 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
86 m_headnode = smgr->addEmptySceneNode(m_playernode);
87 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
88 m_cameranode->bindTargetAndRotation(true);
90 // This needs to be in its own scene manager. It is drawn after
91 // all other 3D scene nodes and before the GUI.
92 m_wieldmgr = smgr->createNewSceneManager();
93 m_wieldmgr->addCameraSceneNode();
94 m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
104 bool Camera::successfullyCreated(std::wstring& error_message)
106 if (m_playernode == NULL)
108 error_message = L"Failed to create the player scene node";
111 if (m_headnode == NULL)
113 error_message = L"Failed to create the head scene node";
116 if (m_cameranode == NULL)
118 error_message = L"Failed to create the camera scene node";
121 if (m_wieldmgr == NULL)
123 error_message = L"Failed to create the wielded item scene manager";
126 if (m_wieldnode == NULL)
128 error_message = L"Failed to create the wielded item scene node";
134 // Returns the fractional part of x
135 inline f32 my_modf(f32 x)
138 return modf(x, &dummy);
141 void Camera::step(f32 dtime)
143 if(m_view_bobbing_fall > 0)
145 m_view_bobbing_fall -= 3 * dtime;
146 if(m_view_bobbing_fall <= 0)
147 m_view_bobbing_fall = -1; // Mark the effect as finished
150 bool was_under_zero = m_wield_change_timer < 0;
151 if(m_wield_change_timer < 0.125)
152 m_wield_change_timer += dtime;
153 if(m_wield_change_timer > 0.125)
154 m_wield_change_timer = 0.125;
156 if(m_wield_change_timer >= 0 && was_under_zero) {
157 if(m_wield_mesh_next) {
158 m_wieldnode->setMesh(m_wield_mesh_next);
159 m_wieldnode->setVisible(true);
161 m_wieldnode->setVisible(false);
163 m_wield_mesh_next = NULL;
166 if (m_view_bobbing_state != 0)
168 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
169 f32 offset = dtime * m_view_bobbing_speed * 0.030;
170 if (m_view_bobbing_state == 2)
173 // Animation is getting turned off
174 if (m_view_bobbing_anim < 0.5)
175 m_view_bobbing_anim -= offset;
177 m_view_bobbing_anim += offset;
178 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
180 m_view_bobbing_anim = 0;
181 m_view_bobbing_state = 0;
185 // Animation is getting turned off
186 if(m_view_bobbing_anim < 0.25){
187 m_view_bobbing_anim -= offset;
188 } else if(m_view_bobbing_anim > 0.75){
189 m_view_bobbing_anim += offset;
190 } if(m_view_bobbing_anim < 0.5){
191 m_view_bobbing_anim += offset;
192 if(m_view_bobbing_anim > 0.5)
193 m_view_bobbing_anim = 0.5;
195 m_view_bobbing_anim -= offset;
196 if(m_view_bobbing_anim < 0.5)
197 m_view_bobbing_anim = 0.5;
199 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
200 fabs(m_view_bobbing_anim - 0.5) < 0.01)
202 m_view_bobbing_anim = 0;
203 m_view_bobbing_state = 0;
209 float was = m_view_bobbing_anim;
210 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
211 bool step = (was == 0 ||
212 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
213 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
215 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
216 m_gamedef->event()->put(e);
221 if (m_digging_button != -1)
223 f32 offset = dtime * 3.5;
224 float m_digging_anim_was = m_digging_anim;
225 m_digging_anim += offset;
226 if (m_digging_anim >= 1)
229 m_digging_button = -1;
232 if(m_digging_anim_was < lim && m_digging_anim >= lim)
234 if(m_digging_button == 0){
235 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
236 m_gamedef->event()->put(e);
237 } else if(m_digging_button == 1){
238 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
239 m_gamedef->event()->put(e);
245 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
246 f32 tool_reload_ratio)
248 // Get player position
249 // Smooth the movement when walking up stairs
250 v3f old_player_position = m_playernode->getPosition();
251 v3f player_position = player->getPosition();
252 if (player->isAttached && player->parent)
253 player_position = player->parent->getPosition();
254 //if(player->touching_ground && player_position.Y > old_player_position.Y)
255 if(player->touching_ground &&
256 player_position.Y > old_player_position.Y)
258 f32 oldy = old_player_position.Y;
259 f32 newy = player_position.Y;
260 f32 t = exp(-23*frametime);
261 player_position.Y = oldy * t + newy * (1-t);
264 // Set player node transformation
265 m_playernode->setPosition(player_position);
266 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
267 m_playernode->updateAbsolutePosition();
269 // Get camera tilt timer (hurt animation)
270 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
272 // Fall bobbing animation
273 float fall_bobbing = 0;
274 if(player->camera_impact >= 1)
276 if(m_view_bobbing_fall == -1) // Effect took place and has finished
277 player->camera_impact = m_view_bobbing_fall = 0;
278 else if(m_view_bobbing_fall == 0) // Initialize effect
279 m_view_bobbing_fall = 1;
281 // Convert 0 -> 1 to 0 -> 1 -> 0
282 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
283 // Smoothen and invert the above
284 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
285 // Amplify according to the intensity of the impact
286 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
288 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
291 // Set head node transformation
292 m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
293 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
294 m_headnode->updateAbsolutePosition();
296 // Compute relative camera position and target
297 v3f rel_cam_pos = v3f(0,0,0);
298 v3f rel_cam_target = v3f(0,0,1);
299 v3f rel_cam_up = v3f(0,1,0);
301 if (m_view_bobbing_anim != 0)
303 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
304 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
308 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
309 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
312 0.3 * bobdir * sin(bobfrac * M_PI),
313 -0.28 * bobtmp * bobtmp,
316 //rel_cam_pos += 0.2 * bobvec;
317 //rel_cam_target += 0.03 * bobvec;
318 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
320 f *= g_settings->getFloat("view_bobbing_amount");
321 rel_cam_pos += bobvec * f;
322 //rel_cam_target += 0.995 * bobvec * f;
323 rel_cam_target += bobvec * f;
324 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
325 //rel_cam_target.X -= 0.005 * bobvec.X * f;
326 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
327 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
329 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
330 f32 angle_rad = angle_deg * M_PI / 180;
334 r * (cos(angle_rad) - 1),
337 //rel_cam_target += off;
338 rel_cam_up.rotateXYBy(angle_deg);
343 // Compute absolute camera position and target
344 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
345 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
348 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
350 // Set camera node transformation
351 m_cameranode->setPosition(m_camera_position);
352 m_cameranode->setUpVector(abs_cam_up);
353 // *100.0 helps in large map coordinates
354 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
357 f32 fov_degrees = g_settings->getFloat("fov");
358 fov_degrees = MYMAX(fov_degrees, 10.0);
359 fov_degrees = MYMIN(fov_degrees, 170.0);
361 // FOV and aspect ratio
362 m_aspect = (f32)screensize.X / (f32) screensize.Y;
363 m_fov_y = fov_degrees * M_PI / 180.0;
364 // Increase vertical FOV on lower aspect ratios (<16:10)
365 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
366 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
367 m_cameranode->setAspectRatio(m_aspect);
368 m_cameranode->setFOV(m_fov_y);
370 // Position the wielded item
371 //v3f wield_position = v3f(45, -35, 65);
372 v3f wield_position = v3f(55, -35, 65);
373 //v3f wield_rotation = v3f(-100, 120, -100);
374 v3f wield_rotation = v3f(-100, 120, -100);
375 if(m_wield_change_timer < 0)
376 wield_position.Y -= 40 + m_wield_change_timer*320;
378 wield_position.Y -= 40 - m_wield_change_timer*320;
379 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
381 if(m_digging_anim > 0.5)
382 frac = 2.0 * (m_digging_anim - 0.5);
383 // This value starts from 1 and settles to 0
384 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
385 //f32 ratiothing2 = pow(ratiothing, 0.5f);
386 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
387 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
388 //wield_position.Z += frac * 5.0 * ratiothing2;
389 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
390 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
391 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
392 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
394 if (m_digging_button != -1)
396 f32 digfrac = m_digging_anim;
397 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
398 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
399 wield_position.Z += 25 * 0.5;
401 // Euler angles are PURE EVIL, so why not use quaternions?
402 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
403 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
404 core::quaternion quat_slerp;
405 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
406 quat_slerp.toEuler(wield_rotation);
407 wield_rotation *= core::RADTODEG;
410 f32 bobfrac = my_modf(m_view_bobbing_anim);
411 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
412 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
414 m_wieldnode->setPosition(wield_position);
415 m_wieldnode->setRotation(wield_rotation);
416 m_wieldlight = player->light;
418 // Render distance feedback loop
419 updateViewingRange(frametime);
421 // If the player seems to be walking on solid ground,
422 // view bobbing is enabled and free_move is off,
423 // start (or continue) the view bobbing animation.
424 v3f speed = player->getSpeed();
425 if ((hypot(speed.X, speed.Z) > BS) &&
426 (player->touching_ground) &&
427 (g_settings->getBool("view_bobbing") == true) &&
428 (g_settings->getBool("free_move") == false ||
429 !m_gamedef->checkLocalPrivilege("fly")))
432 m_view_bobbing_state = 1;
433 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
435 else if (m_view_bobbing_state == 1)
438 m_view_bobbing_state = 2;
439 m_view_bobbing_speed = 60;
443 void Camera::updateViewingRange(f32 frametime_in)
445 if (m_draw_control.range_all)
448 m_added_frametime += frametime_in;
451 // Actually this counter kind of sucks because frametime is busytime
452 m_frametime_counter -= frametime_in;
453 if (m_frametime_counter > 0)
455 m_frametime_counter = 0.2;
457 /*dstream<<__FUNCTION_NAME
458 <<": Collected "<<m_added_frames<<" frames, total of "
459 <<m_added_frametime<<"s."<<std::endl;
461 dstream<<"m_draw_control.blocks_drawn="
462 <<m_draw_control.blocks_drawn
463 <<", m_draw_control.blocks_would_have_drawn="
464 <<m_draw_control.blocks_would_have_drawn
467 // Get current viewing range and FPS settings
468 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
469 viewing_range_min = MYMAX(5.0, viewing_range_min);
471 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
472 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
474 // Immediately apply hard limits
475 if(m_draw_control.wanted_range < viewing_range_min)
476 m_draw_control.wanted_range = viewing_range_min;
477 if(m_draw_control.wanted_range > viewing_range_max)
478 m_draw_control.wanted_range = viewing_range_max;
480 // Just so big a value that everything rendered is visible
481 // Some more allowance than viewing_range_max * BS because of clouds,
482 // active objects, etc.
483 if(viewing_range_max < 200*BS)
484 m_cameranode->setFarValue(200 * BS * 10);
486 m_cameranode->setFarValue(viewing_range_max * BS * 10);
488 f32 wanted_fps = g_settings->getFloat("wanted_fps");
489 wanted_fps = MYMAX(wanted_fps, 1.0);
490 f32 wanted_frametime = 1.0 / wanted_fps;
492 m_draw_control.wanted_min_range = viewing_range_min;
493 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
494 if (m_draw_control.wanted_max_blocks < 10)
495 m_draw_control.wanted_max_blocks = 10;
497 f32 block_draw_ratio = 1.0;
498 if (m_draw_control.blocks_would_have_drawn != 0)
500 block_draw_ratio = (f32)m_draw_control.blocks_drawn
501 / (f32)m_draw_control.blocks_would_have_drawn;
504 // Calculate the average frametime in the case that all wanted
505 // blocks had been drawn
506 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
508 m_added_frametime = 0.0;
511 f32 wanted_frametime_change = wanted_frametime - frametime;
512 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
514 // If needed frametime change is small, just return
515 // This value was 0.4 for many months until 2011-10-18 by c55;
516 // Let's see how this works out.
517 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
519 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
523 f32 range = m_draw_control.wanted_range;
524 f32 new_range = range;
526 f32 d_range = range - m_range_old;
527 f32 d_frametime = frametime - m_frametime_old;
530 m_time_per_range = d_frametime / d_range;
533 // The minimum allowed calculated frametime-range derivative:
534 // Practically this sets the maximum speed of changing the range.
535 // The lower this value, the higher the maximum changing speed.
536 // A low value here results in wobbly range (0.001)
537 // A high value here results in slow changing range (0.0025)
538 // SUGG: This could be dynamically adjusted so that when
539 // the camera is turning, this is lower
540 //f32 min_time_per_range = 0.0015;
541 f32 min_time_per_range = 0.0010;
542 //f32 min_time_per_range = 0.05 / range;
543 if(m_time_per_range < min_time_per_range)
545 m_time_per_range = min_time_per_range;
546 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
550 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
553 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
554 // Dampen the change a bit to kill oscillations
555 //wanted_range_change *= 0.9;
556 //wanted_range_change *= 0.75;
557 wanted_range_change *= 0.5;
558 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
560 // If needed range change is very small, just return
561 if(fabs(wanted_range_change) < 0.001)
563 //dstream<<"ignoring small wanted_range_change"<<std::endl;
567 new_range += wanted_range_change;
569 //f32 new_range_unclamped = new_range;
570 new_range = MYMAX(new_range, viewing_range_min);
571 new_range = MYMIN(new_range, viewing_range_max);
572 /*dstream<<"new_range="<<new_range_unclamped
573 <<", clamped to "<<new_range<<std::endl;*/
575 m_draw_control.wanted_range = new_range;
577 m_range_old = new_range;
578 m_frametime_old = frametime;
581 void Camera::setDigging(s32 button)
583 if (m_digging_button == -1)
584 m_digging_button = button;
587 void Camera::wield(const ItemStack &item, u16 playeritem)
589 IItemDefManager *idef = m_gamedef->idef();
590 std::string itemname = item.getDefinition(idef).name;
591 m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
592 if(playeritem != m_previous_playeritem &&
593 !(m_previous_itemname == "" && itemname == "")) {
594 m_previous_playeritem = playeritem;
595 m_previous_itemname = itemname;
596 if(m_wield_change_timer >= 0.125)
597 m_wield_change_timer = -0.125;
598 else if(m_wield_change_timer > 0) {
599 m_wield_change_timer = -m_wield_change_timer;
602 if(m_wield_mesh_next) {
603 m_wieldnode->setMesh(m_wield_mesh_next);
604 m_wieldnode->setVisible(true);
606 m_wieldnode->setVisible(false);
608 m_wield_mesh_next = NULL;
609 if(m_previous_itemname != itemname) {
610 m_previous_itemname = itemname;
611 m_wield_change_timer = 0;
614 m_wield_change_timer = 0.125;
618 void Camera::drawWieldedTool()
620 // Set vertex colors of wield mesh according to light level
621 u8 li = m_wieldlight;
622 video::SColor color(255,li,li,li);
623 setMeshColor(m_wieldnode->getMesh(), color);
626 m_wieldmgr->getVideoDriver()->clearZBuffer();
628 // Draw the wielded node (in a separate scene manager)
629 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
630 cam->setAspectRatio(m_cameranode->getAspectRatio());
631 cam->setFOV(72.0*M_PI/180.0);
632 cam->setNearValue(0.1);
633 cam->setFarValue(100);
634 m_wieldmgr->drawAll();