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.
24 #include "clientmap.h" // MapDrawControl
28 #include "wieldmesh.h"
29 #include "noise.h" // easeCurve
33 #include "util/numeric.h"
34 #include "constants.h"
35 #include "fontengine.h"
36 #include "script/scripting_client.h"
38 #define CAMERA_OFFSET_STEP 200
42 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
51 m_draw_control(draw_control),
54 m_camera_position(0,0,0),
55 m_camera_direction(0,0,0),
56 m_camera_offset(0,0,0),
62 m_view_bobbing_anim(0),
63 m_view_bobbing_state(0),
64 m_view_bobbing_speed(0),
65 m_view_bobbing_fall(0),
70 m_wield_change_timer(0.125),
73 m_camera_mode(CAMERA_MODE_FIRST)
75 //dstream<<FUNCTION_NAME<<std::endl;
77 m_driver = smgr->getVideoDriver();
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 = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
90 m_wieldnode->setItem(ItemStack(), m_client);
91 m_wieldnode->drop(); // m_wieldmgr grabbed it
93 /* TODO: Add a callback function so these can be updated when a setting
94 * changes. At this point in time it doesn't matter (e.g. /set
95 * is documented to change server settings only)
97 * TODO: Local caching of settings is not optimal and should at some stage
98 * be updated to use a global settings object for getting thse values
99 * (as opposed to the this local caching). This can be addressed in
102 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
103 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
104 m_cache_fov = g_settings->getFloat("fov");
105 m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
114 bool Camera::successfullyCreated(std::string &error_message)
117 error_message = "Failed to create the player scene node";
118 } else if (!m_headnode) {
119 error_message = "Failed to create the head scene node";
120 } else if (!m_cameranode) {
121 error_message = "Failed to create the camera scene node";
122 } else if (!m_wieldmgr) {
123 error_message = "Failed to create the wielded item scene manager";
124 } else if (!m_wieldnode) {
125 error_message = "Failed to create the wielded item scene node";
127 error_message.clear();
130 if (g_settings->getBool("enable_client_modding")) {
131 m_client->getScript()->on_camera_ready(this);
133 return error_message.empty();
136 // Returns the fractional part of x
137 inline f32 my_modf(f32 x)
140 return modf(x, &dummy);
143 void Camera::step(f32 dtime)
145 if(m_view_bobbing_fall > 0)
147 m_view_bobbing_fall -= 3 * dtime;
148 if(m_view_bobbing_fall <= 0)
149 m_view_bobbing_fall = -1; // Mark the effect as finished
152 bool was_under_zero = m_wield_change_timer < 0;
153 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
155 if (m_wield_change_timer >= 0 && was_under_zero)
156 m_wieldnode->setItem(m_wield_item_next, m_client);
158 if (m_view_bobbing_state != 0)
160 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
161 f32 offset = dtime * m_view_bobbing_speed * 0.030;
162 if (m_view_bobbing_state == 2) {
163 // Animation is getting turned off
164 if (m_view_bobbing_anim < 0.25) {
165 m_view_bobbing_anim -= offset;
166 } else if (m_view_bobbing_anim > 0.75) {
167 m_view_bobbing_anim += offset;
170 if (m_view_bobbing_anim < 0.5) {
171 m_view_bobbing_anim += offset;
172 if (m_view_bobbing_anim > 0.5)
173 m_view_bobbing_anim = 0.5;
175 m_view_bobbing_anim -= offset;
176 if (m_view_bobbing_anim < 0.5)
177 m_view_bobbing_anim = 0.5;
180 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
181 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
182 m_view_bobbing_anim = 0;
183 m_view_bobbing_state = 0;
187 float was = m_view_bobbing_anim;
188 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
189 bool step = (was == 0 ||
190 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
191 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
193 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
194 m_client->event()->put(e);
199 if (m_digging_button != -1)
201 f32 offset = dtime * 3.5;
202 float m_digging_anim_was = m_digging_anim;
203 m_digging_anim += offset;
204 if (m_digging_anim >= 1)
207 m_digging_button = -1;
210 if(m_digging_anim_was < lim && m_digging_anim >= lim)
212 if(m_digging_button == 0)
214 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
215 m_client->event()->put(e);
216 } else if(m_digging_button == 1) {
217 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
218 m_client->event()->put(e);
224 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
225 f32 tool_reload_ratio, ClientEnvironment &c_env)
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 && m_camera_mode < CAMERA_MODE_THIRD)
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 *= m_cache_fall_bobbing_amount;
270 // Calculate players eye offset for different camera modes
271 v3f PlayerEyeOffset = player->getEyeOffset();
272 if (m_camera_mode == CAMERA_MODE_FIRST)
273 PlayerEyeOffset += player->eye_offset_first;
275 PlayerEyeOffset += player->eye_offset_third;
277 // Set head node transformation
278 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
279 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
280 m_headnode->updateAbsolutePosition();
282 // Compute relative camera position and target
283 v3f rel_cam_pos = v3f(0,0,0);
284 v3f rel_cam_target = v3f(0,0,1);
285 v3f rel_cam_up = v3f(0,1,0);
287 if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
288 m_camera_mode < CAMERA_MODE_THIRD) {
289 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
290 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
294 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
295 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
298 0.3 * bobdir * sin(bobfrac * M_PI),
299 -0.28 * bobtmp * bobtmp,
302 //rel_cam_pos += 0.2 * bobvec;
303 //rel_cam_target += 0.03 * bobvec;
304 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
306 f *= m_cache_view_bobbing_amount;
307 rel_cam_pos += bobvec * f;
308 //rel_cam_target += 0.995 * bobvec * f;
309 rel_cam_target += bobvec * f;
310 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
311 //rel_cam_target.X -= 0.005 * bobvec.X * f;
312 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
313 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
315 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
316 f32 angle_rad = angle_deg * M_PI / 180;
320 r * (cos(angle_rad) - 1),
323 //rel_cam_target += off;
324 rel_cam_up.rotateXYBy(angle_deg);
329 // Compute absolute camera position and target
330 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
331 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
334 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
336 // Seperate camera position for calculation
337 v3f my_cp = m_camera_position;
339 // Reposition the camera for third person view
340 if (m_camera_mode > CAMERA_MODE_FIRST)
342 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
343 m_camera_direction *= -1;
347 // Calculate new position
349 for (int i = BS; i <= BS*2.75; i++)
351 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
352 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
354 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
356 // Prevent camera positioned inside nodes
357 INodeDefManager *nodemgr = m_client->ndef();
358 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
359 const ContentFeatures& features = nodemgr->get(n);
360 if(features.walkable)
362 my_cp.X += m_camera_direction.X*-1*-BS/2;
363 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
364 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
370 // If node blocks camera position don't move y to heigh
371 if (abort && my_cp.Y > player_position.Y+BS*2)
372 my_cp.Y = player_position.Y+BS*2;
375 // Update offset if too far away from the center of the map
376 m_camera_offset.X += CAMERA_OFFSET_STEP*
377 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
378 m_camera_offset.Y += CAMERA_OFFSET_STEP*
379 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
380 m_camera_offset.Z += CAMERA_OFFSET_STEP*
381 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
383 // Set camera node transformation
384 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
385 m_cameranode->setUpVector(abs_cam_up);
386 // *100.0 helps in large map coordinates
387 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
389 // update the camera position in front-view mode to render blocks behind player
390 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
391 m_camera_position = my_cp;
395 if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
396 fov_degrees = m_cache_zoom_fov;
398 fov_degrees = m_cache_fov;
400 fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
402 // FOV and aspect ratio
403 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
404 m_fov_y = fov_degrees * M_PI / 180.0;
405 // Increase vertical FOV on lower aspect ratios (<16:10)
406 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
407 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
408 m_cameranode->setAspectRatio(m_aspect);
409 m_cameranode->setFOV(m_fov_y);
411 float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
412 wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
414 // Position the wielded item
415 //v3f wield_position = v3f(45, -35, 65);
416 v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
417 //v3f wield_rotation = v3f(-100, 120, -100);
418 v3f wield_rotation = v3f(-100, 120, -100);
419 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
420 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
423 if(m_digging_anim > 0.5)
424 frac = 2.0 * (m_digging_anim - 0.5);
425 // This value starts from 1 and settles to 0
426 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
427 //f32 ratiothing2 = pow(ratiothing, 0.5f);
428 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
429 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
430 //wield_position.Z += frac * 5.0 * ratiothing2;
431 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
432 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
433 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
434 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
436 if (m_digging_button != -1)
438 f32 digfrac = m_digging_anim;
439 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
440 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
441 wield_position.Z += 25 * 0.5;
443 // Euler angles are PURE EVIL, so why not use quaternions?
444 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
445 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
446 core::quaternion quat_slerp;
447 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
448 quat_slerp.toEuler(wield_rotation);
449 wield_rotation *= core::RADTODEG;
451 f32 bobfrac = my_modf(m_view_bobbing_anim);
452 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
453 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
455 m_wieldnode->setPosition(wield_position);
456 m_wieldnode->setRotation(wield_rotation);
458 m_wieldnode->setColor(player->light_color);
460 // Set render distance
461 updateViewingRange();
463 // If the player is walking, swimming, or climbing,
464 // view bobbing is enabled and free_move is off,
465 // start (or continue) the view bobbing animation.
466 v3f speed = player->getSpeed();
467 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
468 const bool movement_Y = fabs(speed.Y) > BS;
470 const bool walking = movement_XZ && player->touching_ground;
471 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
472 const bool climbing = movement_Y && player->is_climbing;
473 if ((walking || swimming || climbing) &&
474 (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
476 m_view_bobbing_state = 1;
477 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
479 else if (m_view_bobbing_state == 1)
482 m_view_bobbing_state = 2;
483 m_view_bobbing_speed = 60;
487 void Camera::updateViewingRange()
489 f32 viewing_range = g_settings->getFloat("viewing_range");
490 m_draw_control.wanted_range = viewing_range;
491 if (m_draw_control.range_all) {
492 m_cameranode->setFarValue(100000.0);
495 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
498 void Camera::setDigging(s32 button)
500 if (m_digging_button == -1)
501 m_digging_button = button;
504 void Camera::wield(const ItemStack &item)
506 if (item.name != m_wield_item_next.name ||
507 item.metadata != m_wield_item_next.metadata) {
508 m_wield_item_next = item;
509 if (m_wield_change_timer > 0)
510 m_wield_change_timer = -m_wield_change_timer;
511 else if (m_wield_change_timer == 0)
512 m_wield_change_timer = -0.001;
516 void Camera::drawWieldedTool(irr::core::matrix4* translation)
518 // Clear Z buffer so that the wielded tool stay in front of world geometry
519 m_wieldmgr->getVideoDriver()->clearZBuffer();
521 // Draw the wielded node (in a separate scene manager)
522 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
523 cam->setAspectRatio(m_cameranode->getAspectRatio());
524 cam->setFOV(72.0*M_PI/180.0);
525 cam->setNearValue(10);
526 cam->setFarValue(1000);
527 if (translation != NULL)
529 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
530 irr::core::vector3df focusPoint = (cam->getTarget()
531 - cam->getAbsolutePosition()).setLength(1)
532 + cam->getAbsolutePosition();
534 irr::core::vector3df camera_pos =
535 (startMatrix * *translation).getTranslation();
536 cam->setPosition(camera_pos);
537 cam->setTarget(focusPoint);
539 m_wieldmgr->drawAll();
542 void Camera::drawNametags()
544 core::matrix4 trans = m_cameranode->getProjectionMatrix();
545 trans *= m_cameranode->getViewMatrix();
547 for (std::list<Nametag *>::const_iterator
548 i = m_nametags.begin();
549 i != m_nametags.end(); ++i) {
550 Nametag *nametag = *i;
551 if (nametag->nametag_color.getAlpha() == 0) {
552 // Enforce hiding nametag,
553 // because if freetype is enabled, a grey
554 // shadow can remain.
557 v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
558 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
559 trans.multiplyWith1x4Matrix(transformed_pos);
560 if (transformed_pos[3] > 0) {
561 core::dimension2d<u32> textsize =
562 g_fontengine->getFont()->getDimension(
563 utf8_to_wide(nametag->nametag_text).c_str());
564 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
565 core::reciprocal(transformed_pos[3]);
566 v2u32 screensize = m_driver->getScreenSize();
568 screen_pos.X = screensize.X *
569 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
570 screen_pos.Y = screensize.Y *
571 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
572 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
573 g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
574 size + screen_pos, nametag->nametag_color);
579 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
580 std::string nametag_text, video::SColor nametag_color)
582 Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
583 m_nametags.push_back(nametag);
587 void Camera::removeNametag(Nametag *nametag)
589 m_nametags.remove(nametag);