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
25 #include "clientmap.h" // MapDrawControl
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
34 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
44 m_draw_control(draw_control),
46 m_camera_position(0,0,0),
47 m_camera_direction(0,0,0),
57 m_frametime_counter(0),
58 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
60 m_view_bobbing_anim(0),
61 m_view_bobbing_state(0),
62 m_view_bobbing_speed(0),
67 //dstream<<__FUNCTION_NAME<<std::endl;
69 // note: making the camera node a child of the player node
70 // would lead to unexpected behaviour, so we don't do that.
71 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
72 m_headnode = smgr->addEmptySceneNode(m_playernode);
73 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
74 m_cameranode->bindTargetAndRotation(true);
76 // This needs to be in its own scene manager. It is drawn after
77 // all other 3D scene nodes and before the GUI.
78 m_wieldmgr = smgr->createNewSceneManager();
79 m_wieldmgr->addCameraSceneNode();
80 m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
85 m_wieldnode->setMesh(NULL);
89 bool Camera::successfullyCreated(std::wstring& error_message)
91 if (m_playernode == NULL)
93 error_message = L"Failed to create the player scene node";
96 if (m_headnode == NULL)
98 error_message = L"Failed to create the head scene node";
101 if (m_cameranode == NULL)
103 error_message = L"Failed to create the camera scene node";
106 if (m_wieldmgr == NULL)
108 error_message = L"Failed to create the wielded item scene manager";
111 if (m_wieldnode == NULL)
113 error_message = L"Failed to create the wielded item scene node";
119 // Returns the fractional part of x
120 inline f32 my_modf(f32 x)
123 return modf(x, &dummy);
126 void Camera::step(f32 dtime)
128 if (m_view_bobbing_state != 0)
130 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
131 f32 offset = dtime * m_view_bobbing_speed * 0.030;
132 if (m_view_bobbing_state == 2)
135 // Animation is getting turned off
136 if (m_view_bobbing_anim < 0.5)
137 m_view_bobbing_anim -= offset;
139 m_view_bobbing_anim += offset;
140 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
142 m_view_bobbing_anim = 0;
143 m_view_bobbing_state = 0;
147 // Animation is getting turned off
148 if(m_view_bobbing_anim < 0.25){
149 m_view_bobbing_anim -= offset;
150 } else if(m_view_bobbing_anim > 0.75){
151 m_view_bobbing_anim += offset;
152 } if(m_view_bobbing_anim < 0.5){
153 m_view_bobbing_anim += offset;
154 if(m_view_bobbing_anim > 0.5)
155 m_view_bobbing_anim = 0.5;
157 m_view_bobbing_anim -= offset;
158 if(m_view_bobbing_anim < 0.5)
159 m_view_bobbing_anim = 0.5;
161 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
162 fabs(m_view_bobbing_anim - 0.5) < 0.01)
164 m_view_bobbing_anim = 0;
165 m_view_bobbing_state = 0;
171 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
175 if (m_digging_button != -1)
177 f32 offset = dtime * 3.5;
178 m_digging_anim += offset;
179 if (m_digging_anim >= 1)
182 m_digging_button = -1;
187 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
188 f32 tool_reload_ratio)
190 // Set player node transformation
191 m_playernode->setPosition(player->getPosition());
192 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
193 m_playernode->updateAbsolutePosition();
195 // Set head node transformation
196 m_headnode->setPosition(player->getEyeOffset());
197 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
198 m_headnode->updateAbsolutePosition();
200 // Compute relative camera position and target
201 v3f rel_cam_pos = v3f(0,0,0);
202 v3f rel_cam_target = v3f(0,0,1);
203 v3f rel_cam_up = v3f(0,1,0);
205 if (m_view_bobbing_anim != 0)
207 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
208 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
212 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
213 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
216 0.3 * bobdir * sin(bobfrac * PI),
217 -0.28 * bobtmp * bobtmp,
220 //rel_cam_pos += 0.2 * bobvec;
221 //rel_cam_target += 0.03 * bobvec;
222 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
224 f *= g_settings->getFloat("view_bobbing_amount");
225 rel_cam_pos += bobvec * f;
226 //rel_cam_target += 0.995 * bobvec * f;
227 rel_cam_target += bobvec * f;
228 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
229 //rel_cam_target.X -= 0.005 * bobvec.X * f;
230 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
231 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
233 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
234 f32 angle_rad = angle_deg * PI / 180;
238 r * (cos(angle_rad) - 1),
241 //rel_cam_target += off;
242 rel_cam_up.rotateXYBy(angle_deg);
247 // Compute absolute camera position and target
248 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
249 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
252 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
254 // Set camera node transformation
255 m_cameranode->setPosition(m_camera_position);
256 m_cameranode->setUpVector(abs_cam_up);
257 // *100.0 helps in large map coordinates
258 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
261 f32 fov_degrees = g_settings->getFloat("fov");
262 fov_degrees = MYMAX(fov_degrees, 10.0);
263 fov_degrees = MYMIN(fov_degrees, 170.0);
265 // FOV and aspect ratio
266 m_aspect = (f32)screensize.X / (f32) screensize.Y;
267 m_fov_y = fov_degrees * PI / 180.0;
268 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
269 m_cameranode->setAspectRatio(m_aspect);
270 m_cameranode->setFOV(m_fov_y);
272 // Position the wielded item
273 //v3f wield_position = v3f(45, -35, 65);
274 v3f wield_position = v3f(55, -35, 65);
275 //v3f wield_rotation = v3f(-100, 120, -100);
276 v3f wield_rotation = v3f(-100, 120, -100);
277 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
279 if(m_digging_anim > 0.5)
280 frac = 2.0 * (m_digging_anim - 0.5);
281 // This value starts from 1 and settles to 0
282 f32 ratiothing = pow((1.0 - tool_reload_ratio), 0.5);
283 //f32 ratiothing2 = pow(ratiothing, 0.5);
284 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
285 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7);
286 //wield_position.Z += frac * 5.0 * ratiothing2;
287 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1);
288 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4);
289 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4);
290 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0);
292 if (m_digging_button != -1)
294 f32 digfrac = m_digging_anim;
295 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
296 wield_position.Y += 15 * sin(digfrac * 2 * PI);
297 wield_position.Z += 5 * digfrac;
299 // Euler angles are PURE EVIL, so why not use quaternions?
300 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
301 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
302 core::quaternion quat_slerp;
303 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
304 quat_slerp.toEuler(wield_rotation);
305 wield_rotation *= core::RADTODEG;
308 f32 bobfrac = my_modf(m_view_bobbing_anim);
309 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
310 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
312 m_wieldnode->setPosition(wield_position);
313 m_wieldnode->setRotation(wield_rotation);
314 m_wieldlight = player->light;
316 // Render distance feedback loop
317 updateViewingRange(frametime);
319 // If the player seems to be walking on solid ground,
320 // view bobbing is enabled and free_move is off,
321 // start (or continue) the view bobbing animation.
322 v3f speed = player->getSpeed();
323 if ((hypot(speed.X, speed.Z) > BS) &&
324 (player->touching_ground) &&
325 (g_settings->getBool("view_bobbing") == true) &&
326 (g_settings->getBool("free_move") == false))
329 m_view_bobbing_state = 1;
330 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
332 else if (m_view_bobbing_state == 1)
335 m_view_bobbing_state = 2;
336 m_view_bobbing_speed = 60;
340 void Camera::updateViewingRange(f32 frametime_in)
342 if (m_draw_control.range_all)
345 m_added_frametime += frametime_in;
348 // Actually this counter kind of sucks because frametime is busytime
349 m_frametime_counter -= frametime_in;
350 if (m_frametime_counter > 0)
352 m_frametime_counter = 0.2;
354 /*dstream<<__FUNCTION_NAME
355 <<": Collected "<<m_added_frames<<" frames, total of "
356 <<m_added_frametime<<"s."<<std::endl;
358 dstream<<"m_draw_control.blocks_drawn="
359 <<m_draw_control.blocks_drawn
360 <<", m_draw_control.blocks_would_have_drawn="
361 <<m_draw_control.blocks_would_have_drawn
364 // Get current viewing range and FPS settings
365 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
366 viewing_range_min = MYMAX(5.0, viewing_range_min);
368 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
369 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
371 // Immediately apply hard limits
372 if(m_draw_control.wanted_range < viewing_range_min)
373 m_draw_control.wanted_range = viewing_range_min;
374 if(m_draw_control.wanted_range > viewing_range_max)
375 m_draw_control.wanted_range = viewing_range_max;
377 // Just so big a value that everything rendered is visible
378 // Some more allowance than viewing_range_max * BS because of active objects etc.
379 m_cameranode->setFarValue(viewing_range_max * BS * 10);
381 f32 wanted_fps = g_settings->getFloat("wanted_fps");
382 wanted_fps = MYMAX(wanted_fps, 1.0);
383 f32 wanted_frametime = 1.0 / wanted_fps;
385 m_draw_control.wanted_min_range = viewing_range_min;
386 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
387 if (m_draw_control.wanted_max_blocks < 10)
388 m_draw_control.wanted_max_blocks = 10;
390 f32 block_draw_ratio = 1.0;
391 if (m_draw_control.blocks_would_have_drawn != 0)
393 block_draw_ratio = (f32)m_draw_control.blocks_drawn
394 / (f32)m_draw_control.blocks_would_have_drawn;
397 // Calculate the average frametime in the case that all wanted
398 // blocks had been drawn
399 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
401 m_added_frametime = 0.0;
404 f32 wanted_frametime_change = wanted_frametime - frametime;
405 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
407 // If needed frametime change is small, just return
408 // This value was 0.4 for many months until 2011-10-18 by c55;
409 // Let's see how this works out.
410 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
412 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
416 f32 range = m_draw_control.wanted_range;
417 f32 new_range = range;
419 f32 d_range = range - m_range_old;
420 f32 d_frametime = frametime - m_frametime_old;
423 m_time_per_range = d_frametime / d_range;
426 // The minimum allowed calculated frametime-range derivative:
427 // Practically this sets the maximum speed of changing the range.
428 // The lower this value, the higher the maximum changing speed.
429 // A low value here results in wobbly range (0.001)
430 // A high value here results in slow changing range (0.0025)
431 // SUGG: This could be dynamically adjusted so that when
432 // the camera is turning, this is lower
433 //f32 min_time_per_range = 0.0015;
434 f32 min_time_per_range = 0.0010;
435 //f32 min_time_per_range = 0.05 / range;
436 if(m_time_per_range < min_time_per_range)
438 m_time_per_range = min_time_per_range;
439 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
443 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
446 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
447 // Dampen the change a bit to kill oscillations
448 //wanted_range_change *= 0.9;
449 //wanted_range_change *= 0.75;
450 wanted_range_change *= 0.5;
451 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
453 // If needed range change is very small, just return
454 if(fabs(wanted_range_change) < 0.001)
456 //dstream<<"ignoring small wanted_range_change"<<std::endl;
460 new_range += wanted_range_change;
462 //f32 new_range_unclamped = new_range;
463 new_range = MYMAX(new_range, viewing_range_min);
464 new_range = MYMIN(new_range, viewing_range_max);
465 /*dstream<<"new_range="<<new_range_unclamped
466 <<", clamped to "<<new_range<<std::endl;*/
468 m_draw_control.wanted_range = new_range;
470 m_range_old = new_range;
471 m_frametime_old = frametime;
474 void Camera::setDigging(s32 button)
476 if (m_digging_button == -1)
477 m_digging_button = button;
480 void Camera::wield(const ItemStack &item, IGameDef *gamedef)
482 IItemDefManager *idef = gamedef->idef();
483 scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
486 m_wieldnode->setMesh(wield_mesh);
487 m_wieldnode->setVisible(true);
491 m_wieldnode->setVisible(false);
495 void Camera::drawWieldedTool()
497 // Set vertex colors of wield mesh according to light level
498 u8 li = decode_light(m_wieldlight);
499 video::SColor color(255,li,li,li);
500 setMeshColor(m_wieldnode->getMesh(), color);
503 m_wieldmgr->getVideoDriver()->clearZBuffer();
505 // Draw the wielded node (in a separate scene manager)
506 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
507 cam->setAspectRatio(m_cameranode->getAspectRatio());
508 cam->setFOV(72.0*PI/180.0);
509 cam->setNearValue(0.1);
510 cam->setFarValue(100);
511 m_wieldmgr->drawAll();