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 //dstream<<__FUNCTION_NAME<<std::endl;
78 // note: making the camera node a child of the player node
79 // would lead to unexpected behaviour, so we don't do that.
80 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
81 m_headnode = smgr->addEmptySceneNode(m_playernode);
82 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
83 m_cameranode->bindTargetAndRotation(true);
85 // This needs to be in its own scene manager. It is drawn after
86 // all other 3D scene nodes and before the GUI.
87 m_wieldmgr = smgr->createNewSceneManager();
88 m_wieldmgr->addCameraSceneNode();
89 m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
99 bool Camera::successfullyCreated(std::wstring& error_message)
101 if (m_playernode == NULL)
103 error_message = L"Failed to create the player scene node";
106 if (m_headnode == NULL)
108 error_message = L"Failed to create the head scene node";
111 if (m_cameranode == NULL)
113 error_message = L"Failed to create the camera scene node";
116 if (m_wieldmgr == NULL)
118 error_message = L"Failed to create the wielded item scene manager";
121 if (m_wieldnode == NULL)
123 error_message = L"Failed to create the wielded item scene node";
129 // Returns the fractional part of x
130 inline f32 my_modf(f32 x)
133 return modf(x, &dummy);
136 void Camera::step(f32 dtime)
138 if(m_view_bobbing_fall > 0)
140 m_view_bobbing_fall -= 3 * dtime;
141 if(m_view_bobbing_fall <= 0)
142 m_view_bobbing_fall = -1; // Mark the effect as finished
145 if (m_view_bobbing_state != 0)
147 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
148 f32 offset = dtime * m_view_bobbing_speed * 0.030;
149 if (m_view_bobbing_state == 2)
152 // Animation is getting turned off
153 if (m_view_bobbing_anim < 0.5)
154 m_view_bobbing_anim -= offset;
156 m_view_bobbing_anim += offset;
157 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
159 m_view_bobbing_anim = 0;
160 m_view_bobbing_state = 0;
164 // Animation is getting turned off
165 if(m_view_bobbing_anim < 0.25){
166 m_view_bobbing_anim -= offset;
167 } else if(m_view_bobbing_anim > 0.75){
168 m_view_bobbing_anim += offset;
169 } if(m_view_bobbing_anim < 0.5){
170 m_view_bobbing_anim += offset;
171 if(m_view_bobbing_anim > 0.5)
172 m_view_bobbing_anim = 0.5;
174 m_view_bobbing_anim -= offset;
175 if(m_view_bobbing_anim < 0.5)
176 m_view_bobbing_anim = 0.5;
178 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
179 fabs(m_view_bobbing_anim - 0.5) < 0.01)
181 m_view_bobbing_anim = 0;
182 m_view_bobbing_state = 0;
188 float was = m_view_bobbing_anim;
189 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
190 bool step = (was == 0 ||
191 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
192 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
194 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
195 m_gamedef->event()->put(e);
200 if (m_digging_button != -1)
202 f32 offset = dtime * 3.5;
203 float m_digging_anim_was = m_digging_anim;
204 m_digging_anim += offset;
205 if (m_digging_anim >= 1)
208 m_digging_button = -1;
211 if(m_digging_anim_was < lim && m_digging_anim >= lim)
213 if(m_digging_button == 0){
214 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
215 m_gamedef->event()->put(e);
216 } else if(m_digging_button == 1){
217 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
218 m_gamedef->event()->put(e);
224 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
225 f32 tool_reload_ratio)
227 // Get player position
228 // Smooth the movement when walking up stairs
229 v3f old_player_position = m_playernode->getPosition();
230 v3f player_position = player->getPosition();
231 if (player->isAttached && player->parent)
232 player_position = player->parent->getPosition();
233 //if(player->touching_ground && player_position.Y > old_player_position.Y)
234 if(player->touching_ground &&
235 player_position.Y > old_player_position.Y)
237 f32 oldy = old_player_position.Y;
238 f32 newy = player_position.Y;
239 f32 t = exp(-23*frametime);
240 player_position.Y = oldy * t + newy * (1-t);
243 // Set player node transformation
244 m_playernode->setPosition(player_position);
245 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
246 m_playernode->updateAbsolutePosition();
248 // Get camera tilt timer (hurt animation)
249 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
251 // Fall bobbing animation
252 float fall_bobbing = 0;
253 if(player->camera_impact >= 1)
255 if(m_view_bobbing_fall == -1) // Effect took place and has finished
256 player->camera_impact = m_view_bobbing_fall = 0;
257 else if(m_view_bobbing_fall == 0) // Initialize effect
258 m_view_bobbing_fall = 1;
260 // Convert 0 -> 1 to 0 -> 1 -> 0
261 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
262 // Smoothen and invert the above
263 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
264 // Amplify according to the intensity of the impact
265 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
267 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
270 // Set head node transformation
271 m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
272 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
273 m_headnode->updateAbsolutePosition();
275 // Compute relative camera position and target
276 v3f rel_cam_pos = v3f(0,0,0);
277 v3f rel_cam_target = v3f(0,0,1);
278 v3f rel_cam_up = v3f(0,1,0);
280 if (m_view_bobbing_anim != 0)
282 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
283 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
287 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
288 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
291 0.3 * bobdir * sin(bobfrac * M_PI),
292 -0.28 * bobtmp * bobtmp,
295 //rel_cam_pos += 0.2 * bobvec;
296 //rel_cam_target += 0.03 * bobvec;
297 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
299 f *= g_settings->getFloat("view_bobbing_amount");
300 rel_cam_pos += bobvec * f;
301 //rel_cam_target += 0.995 * bobvec * f;
302 rel_cam_target += bobvec * f;
303 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
304 //rel_cam_target.X -= 0.005 * bobvec.X * f;
305 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
306 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
308 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
309 f32 angle_rad = angle_deg * M_PI / 180;
313 r * (cos(angle_rad) - 1),
316 //rel_cam_target += off;
317 rel_cam_up.rotateXYBy(angle_deg);
322 // Compute absolute camera position and target
323 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
324 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
327 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
329 // Set camera node transformation
330 m_cameranode->setPosition(m_camera_position);
331 m_cameranode->setUpVector(abs_cam_up);
332 // *100.0 helps in large map coordinates
333 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
336 f32 fov_degrees = g_settings->getFloat("fov");
337 fov_degrees = MYMAX(fov_degrees, 10.0);
338 fov_degrees = MYMIN(fov_degrees, 170.0);
340 // FOV and aspect ratio
341 m_aspect = (f32)screensize.X / (f32) screensize.Y;
342 m_fov_y = fov_degrees * M_PI / 180.0;
343 // Increase vertical FOV on lower aspect ratios (<16:10)
344 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
345 // WTF is this? It can't be right
346 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
347 m_cameranode->setAspectRatio(m_aspect);
348 m_cameranode->setFOV(m_fov_y);
350 // Position the wielded item
351 //v3f wield_position = v3f(45, -35, 65);
352 v3f wield_position = v3f(55, -35, 65);
353 //v3f wield_rotation = v3f(-100, 120, -100);
354 v3f wield_rotation = v3f(-100, 120, -100);
355 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
357 if(m_digging_anim > 0.5)
358 frac = 2.0 * (m_digging_anim - 0.5);
359 // This value starts from 1 and settles to 0
360 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
361 //f32 ratiothing2 = pow(ratiothing, 0.5f);
362 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
363 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
364 //wield_position.Z += frac * 5.0 * ratiothing2;
365 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
366 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
367 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
368 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
370 if (m_digging_button != -1)
372 f32 digfrac = m_digging_anim;
373 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
374 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
375 wield_position.Z += 25 * 0.5;
377 // Euler angles are PURE EVIL, so why not use quaternions?
378 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
379 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
380 core::quaternion quat_slerp;
381 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
382 quat_slerp.toEuler(wield_rotation);
383 wield_rotation *= core::RADTODEG;
386 f32 bobfrac = my_modf(m_view_bobbing_anim);
387 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
388 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
390 m_wieldnode->setPosition(wield_position);
391 m_wieldnode->setRotation(wield_rotation);
392 m_wieldlight = player->light;
394 // Render distance feedback loop
395 updateViewingRange(frametime);
397 // If the player seems to be walking on solid ground,
398 // view bobbing is enabled and free_move is off,
399 // start (or continue) the view bobbing animation.
400 v3f speed = player->getSpeed();
401 if ((hypot(speed.X, speed.Z) > BS) &&
402 (player->touching_ground) &&
403 (g_settings->getBool("view_bobbing") == true) &&
404 (g_settings->getBool("free_move") == false ||
405 !m_gamedef->checkLocalPrivilege("fly")))
408 m_view_bobbing_state = 1;
409 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
411 else if (m_view_bobbing_state == 1)
414 m_view_bobbing_state = 2;
415 m_view_bobbing_speed = 60;
419 void Camera::updateViewingRange(f32 frametime_in)
421 if (m_draw_control.range_all)
424 m_added_frametime += frametime_in;
427 // Actually this counter kind of sucks because frametime is busytime
428 m_frametime_counter -= frametime_in;
429 if (m_frametime_counter > 0)
431 m_frametime_counter = 0.2;
433 /*dstream<<__FUNCTION_NAME
434 <<": Collected "<<m_added_frames<<" frames, total of "
435 <<m_added_frametime<<"s."<<std::endl;
437 dstream<<"m_draw_control.blocks_drawn="
438 <<m_draw_control.blocks_drawn
439 <<", m_draw_control.blocks_would_have_drawn="
440 <<m_draw_control.blocks_would_have_drawn
443 // Get current viewing range and FPS settings
444 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
445 viewing_range_min = MYMAX(5.0, viewing_range_min);
447 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
448 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
450 // Immediately apply hard limits
451 if(m_draw_control.wanted_range < viewing_range_min)
452 m_draw_control.wanted_range = viewing_range_min;
453 if(m_draw_control.wanted_range > viewing_range_max)
454 m_draw_control.wanted_range = viewing_range_max;
456 // Just so big a value that everything rendered is visible
457 // Some more allowance than viewing_range_max * BS because of clouds,
458 // active objects, etc.
459 if(viewing_range_max < 200*BS)
460 m_cameranode->setFarValue(200 * BS * 10);
462 m_cameranode->setFarValue(viewing_range_max * BS * 10);
464 f32 wanted_fps = g_settings->getFloat("wanted_fps");
465 wanted_fps = MYMAX(wanted_fps, 1.0);
466 f32 wanted_frametime = 1.0 / wanted_fps;
468 m_draw_control.wanted_min_range = viewing_range_min;
469 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
470 if (m_draw_control.wanted_max_blocks < 10)
471 m_draw_control.wanted_max_blocks = 10;
473 f32 block_draw_ratio = 1.0;
474 if (m_draw_control.blocks_would_have_drawn != 0)
476 block_draw_ratio = (f32)m_draw_control.blocks_drawn
477 / (f32)m_draw_control.blocks_would_have_drawn;
480 // Calculate the average frametime in the case that all wanted
481 // blocks had been drawn
482 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
484 m_added_frametime = 0.0;
487 f32 wanted_frametime_change = wanted_frametime - frametime;
488 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
490 // If needed frametime change is small, just return
491 // This value was 0.4 for many months until 2011-10-18 by c55;
492 // Let's see how this works out.
493 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
495 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
499 f32 range = m_draw_control.wanted_range;
500 f32 new_range = range;
502 f32 d_range = range - m_range_old;
503 f32 d_frametime = frametime - m_frametime_old;
506 m_time_per_range = d_frametime / d_range;
509 // The minimum allowed calculated frametime-range derivative:
510 // Practically this sets the maximum speed of changing the range.
511 // The lower this value, the higher the maximum changing speed.
512 // A low value here results in wobbly range (0.001)
513 // A high value here results in slow changing range (0.0025)
514 // SUGG: This could be dynamically adjusted so that when
515 // the camera is turning, this is lower
516 //f32 min_time_per_range = 0.0015;
517 f32 min_time_per_range = 0.0010;
518 //f32 min_time_per_range = 0.05 / range;
519 if(m_time_per_range < min_time_per_range)
521 m_time_per_range = min_time_per_range;
522 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
526 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
529 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
530 // Dampen the change a bit to kill oscillations
531 //wanted_range_change *= 0.9;
532 //wanted_range_change *= 0.75;
533 wanted_range_change *= 0.5;
534 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
536 // If needed range change is very small, just return
537 if(fabs(wanted_range_change) < 0.001)
539 //dstream<<"ignoring small wanted_range_change"<<std::endl;
543 new_range += wanted_range_change;
545 //f32 new_range_unclamped = new_range;
546 new_range = MYMAX(new_range, viewing_range_min);
547 new_range = MYMIN(new_range, viewing_range_max);
548 /*dstream<<"new_range="<<new_range_unclamped
549 <<", clamped to "<<new_range<<std::endl;*/
551 m_draw_control.wanted_range = new_range;
553 m_range_old = new_range;
554 m_frametime_old = frametime;
557 void Camera::setDigging(s32 button)
559 if (m_digging_button == -1)
560 m_digging_button = button;
563 void Camera::wield(const ItemStack &item)
565 IItemDefManager *idef = m_gamedef->idef();
566 scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
569 m_wieldnode->setMesh(wield_mesh);
570 m_wieldnode->setVisible(true);
574 m_wieldnode->setVisible(false);
578 void Camera::drawWieldedTool()
580 // Set vertex colors of wield mesh according to light level
581 u8 li = m_wieldlight;
582 video::SColor color(255,li,li,li);
583 setMeshColor(m_wieldnode->getMesh(), color);
586 m_wieldmgr->getVideoDriver()->clearZBuffer();
588 // Draw the wielded node (in a separate scene manager)
589 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
590 cam->setAspectRatio(m_cameranode->getAspectRatio());
591 cam->setFOV(72.0*M_PI/180.0);
592 cam->setNearValue(0.1);
593 cam->setFarValue(100);
594 m_wieldmgr->drawAll();