b36daf1d7aaa6d37040ce189012e42844c2080ea
[oweals/minetest.git] / src / camera.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "mesh.h"
26 #include "player.h"
27 #include "tile.h"
28 #include <cmath>
29 #include "settings.h"
30 #include "itemdef.h" // For wield visualization
31
32 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
33         m_smgr(smgr),
34         m_playernode(NULL),
35         m_headnode(NULL),
36         m_cameranode(NULL),
37
38         m_wieldmgr(NULL),
39         m_wieldnode(NULL),
40         m_wieldlight(0),
41
42         m_draw_control(draw_control),
43
44         m_camera_position(0,0,0),
45         m_camera_direction(0,0,0),
46
47         m_aspect(1.0),
48         m_fov_x(1.0),
49         m_fov_y(1.0),
50
51         m_added_frametime(0),
52         m_added_frames(0),
53         m_range_old(0),
54         m_frametime_old(0),
55         m_frametime_counter(0),
56         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
57
58         m_view_bobbing_anim(0),
59         m_view_bobbing_state(0),
60         m_view_bobbing_speed(0),
61
62         m_digging_anim(0),
63         m_digging_button(-1)
64 {
65         //dstream<<__FUNCTION_NAME<<std::endl;
66
67         // note: making the camera node a child of the player node
68         // would lead to unexpected behaviour, so we don't do that.
69         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
70         m_headnode = smgr->addEmptySceneNode(m_playernode);
71         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
72         m_cameranode->bindTargetAndRotation(true);
73
74         // This needs to be in its own scene manager. It is drawn after
75         // all other 3D scene nodes and before the GUI.
76         m_wieldmgr = smgr->createNewSceneManager();
77         m_wieldmgr->addCameraSceneNode();
78         m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
79 }
80
81 Camera::~Camera()
82 {
83         m_wieldnode->setMesh(NULL);
84         m_wieldmgr->drop();
85 }
86
87 bool Camera::successfullyCreated(std::wstring& error_message)
88 {
89         if (m_playernode == NULL)
90         {
91                 error_message = L"Failed to create the player scene node";
92                 return false;
93         }
94         if (m_headnode == NULL)
95         {
96                 error_message = L"Failed to create the head scene node";
97                 return false;
98         }
99         if (m_cameranode == NULL)
100         {
101                 error_message = L"Failed to create the camera scene node";
102                 return false;
103         }
104         if (m_wieldmgr == NULL)
105         {
106                 error_message = L"Failed to create the wielded item scene manager";
107                 return false;
108         }
109         if (m_wieldnode == NULL)
110         {
111                 error_message = L"Failed to create the wielded item scene node";
112                 return false;
113         }
114         return true;
115 }
116
117 // Returns the fractional part of x
118 inline f32 my_modf(f32 x)
119 {
120         double dummy;
121         return modf(x, &dummy);
122 }
123
124 void Camera::step(f32 dtime)
125 {
126         if (m_view_bobbing_state != 0)
127         {
128                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
129                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
130                 if (m_view_bobbing_state == 2)
131                 {
132 #if 0
133                         // Animation is getting turned off
134                         if (m_view_bobbing_anim < 0.5)
135                                 m_view_bobbing_anim -= offset;
136                         else
137                                 m_view_bobbing_anim += offset;
138                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
139                         {
140                                 m_view_bobbing_anim = 0;
141                                 m_view_bobbing_state = 0;
142                         }
143 #endif
144 #if 1
145                         // Animation is getting turned off
146                         if(m_view_bobbing_anim < 0.25){
147                                 m_view_bobbing_anim -= offset;
148                         } else if(m_view_bobbing_anim > 0.75){
149                                 m_view_bobbing_anim += offset;
150                         } if(m_view_bobbing_anim < 0.5){
151                                 m_view_bobbing_anim += offset;
152                                 if(m_view_bobbing_anim > 0.5)
153                                         m_view_bobbing_anim = 0.5;
154                         } else {
155                                 m_view_bobbing_anim -= offset;
156                                 if(m_view_bobbing_anim < 0.5)
157                                         m_view_bobbing_anim = 0.5;
158                         }
159                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
160                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
161                         {
162                                 m_view_bobbing_anim = 0;
163                                 m_view_bobbing_state = 0;
164                         }
165 #endif
166                 }
167                 else
168                 {
169                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
170                 }
171         }
172
173         if (m_digging_button != -1)
174         {
175                 f32 offset = dtime * 3.5;
176                 m_digging_anim += offset;
177                 if (m_digging_anim >= 1)
178                 {
179                         m_digging_anim = 0;
180                         m_digging_button = -1;
181                 }
182         }
183 }
184
185 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
186 {
187         // Set player node transformation
188         m_playernode->setPosition(player->getPosition());
189         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
190         m_playernode->updateAbsolutePosition();
191
192         // Set head node transformation
193         m_headnode->setPosition(player->getEyeOffset());
194         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
195         m_headnode->updateAbsolutePosition();
196
197         // Compute relative camera position and target
198         v3f rel_cam_pos = v3f(0,0,0);
199         v3f rel_cam_target = v3f(0,0,1);
200         v3f rel_cam_up = v3f(0,1,0);
201
202         if (m_view_bobbing_anim != 0)
203         {
204                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
205                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
206
207                 #if 1
208                 f32 bobknob = 1.2;
209                 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
210                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
211
212                 v3f bobvec = v3f(
213                         0.3 * bobdir * sin(bobfrac * PI),
214                         -0.28 * bobtmp * bobtmp,
215                         0.);
216
217                 //rel_cam_pos += 0.2 * bobvec;
218                 //rel_cam_target += 0.03 * bobvec;
219                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
220                 float f = 1.0;
221                 f *= g_settings->getFloat("view_bobbing_amount");
222                 rel_cam_pos += bobvec * f;
223                 //rel_cam_target += 0.995 * bobvec * f;
224                 rel_cam_target += bobvec * f;
225                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
226                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
227                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
228                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
229                 #else
230                 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
231                 f32 angle_rad = angle_deg * PI / 180;
232                 f32 r = 0.05;
233                 v3f off = v3f(
234                         r * sin(angle_rad),
235                         r * (cos(angle_rad) - 1),
236                         0);
237                 rel_cam_pos += off;
238                 //rel_cam_target += off;
239                 rel_cam_up.rotateXYBy(angle_deg);
240                 #endif
241
242         }
243
244         // Compute absolute camera position and target
245         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
246         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
247
248         v3f abs_cam_up;
249         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
250
251         // Set camera node transformation
252         m_cameranode->setPosition(m_camera_position);
253         m_cameranode->setUpVector(abs_cam_up);
254         // *100.0 helps in large map coordinates
255         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
256
257         // Get FOV setting
258         f32 fov_degrees = g_settings->getFloat("fov");
259         fov_degrees = MYMAX(fov_degrees, 10.0);
260         fov_degrees = MYMIN(fov_degrees, 170.0);
261
262         // FOV and aspect ratio
263         m_aspect = (f32)screensize.X / (f32) screensize.Y;
264         m_fov_y = fov_degrees * PI / 180.0;
265         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
266         m_cameranode->setAspectRatio(m_aspect);
267         m_cameranode->setFOV(m_fov_y);
268
269         // Position the wielded item
270         v3f wield_position = v3f(45, -35, 65);
271         v3f wield_rotation = v3f(-100, 120, -100);
272         if (m_digging_button != -1)
273         {
274                 f32 digfrac = m_digging_anim;
275                 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
276                 wield_position.Y += 15 * sin(digfrac * 2 * PI);
277                 wield_position.Z += 5 * digfrac;
278
279                 // Euler angles are PURE EVIL, so why not use quaternions?
280                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
281                 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
282                 core::quaternion quat_slerp;
283                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
284                 quat_slerp.toEuler(wield_rotation);
285                 wield_rotation *= core::RADTODEG;
286         }
287         else {
288                 f32 bobfrac = my_modf(m_view_bobbing_anim);
289                 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
290                 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
291         }
292         m_wieldnode->setPosition(wield_position);
293         m_wieldnode->setRotation(wield_rotation);
294         m_wieldlight = player->light;
295
296         // Render distance feedback loop
297         updateViewingRange(frametime);
298
299         // If the player seems to be walking on solid ground,
300         // view bobbing is enabled and free_move is off,
301         // start (or continue) the view bobbing animation.
302         v3f speed = player->getSpeed();
303         if ((hypot(speed.X, speed.Z) > BS) &&
304                 (player->touching_ground) &&
305                 (g_settings->getBool("view_bobbing") == true) &&
306                 (g_settings->getBool("free_move") == false))
307         {
308                 // Start animation
309                 m_view_bobbing_state = 1;
310                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
311         }
312         else if (m_view_bobbing_state == 1)
313         {
314                 // Stop animation
315                 m_view_bobbing_state = 2;
316                 m_view_bobbing_speed = 60;
317         }
318 }
319
320 void Camera::updateViewingRange(f32 frametime_in)
321 {
322         if (m_draw_control.range_all)
323                 return;
324
325         m_added_frametime += frametime_in;
326         m_added_frames += 1;
327
328         // Actually this counter kind of sucks because frametime is busytime
329         m_frametime_counter -= frametime_in;
330         if (m_frametime_counter > 0)
331                 return;
332         m_frametime_counter = 0.2;
333
334         /*dstream<<__FUNCTION_NAME
335                         <<": Collected "<<m_added_frames<<" frames, total of "
336                         <<m_added_frametime<<"s."<<std::endl;
337
338         dstream<<"m_draw_control.blocks_drawn="
339                         <<m_draw_control.blocks_drawn
340                         <<", m_draw_control.blocks_would_have_drawn="
341                         <<m_draw_control.blocks_would_have_drawn
342                         <<std::endl;*/
343
344         // Get current viewing range and FPS settings
345         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
346         viewing_range_min = MYMAX(5.0, viewing_range_min);
347
348         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
349         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
350
351         f32 wanted_fps = g_settings->getFloat("wanted_fps");
352         wanted_fps = MYMAX(wanted_fps, 1.0);
353         f32 wanted_frametime = 1.0 / wanted_fps;
354
355         m_draw_control.wanted_min_range = viewing_range_min;
356         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
357         if (m_draw_control.wanted_max_blocks < 10)
358                 m_draw_control.wanted_max_blocks = 10;
359
360         f32 block_draw_ratio = 1.0;
361         if (m_draw_control.blocks_would_have_drawn != 0)
362         {
363                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
364                         / (f32)m_draw_control.blocks_would_have_drawn;
365         }
366
367         // Calculate the average frametime in the case that all wanted
368         // blocks had been drawn
369         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
370
371         m_added_frametime = 0.0;
372         m_added_frames = 0;
373
374         f32 wanted_frametime_change = wanted_frametime - frametime;
375         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
376
377         // If needed frametime change is small, just return
378         // This value was 0.4 for many months until 2011-10-18 by c55;
379         // Let's see how this works out.
380         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
381         {
382                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
383                 return;
384         }
385
386         f32 range = m_draw_control.wanted_range;
387         f32 new_range = range;
388
389         f32 d_range = range - m_range_old;
390         f32 d_frametime = frametime - m_frametime_old;
391         if (d_range != 0)
392         {
393                 m_time_per_range = d_frametime / d_range;
394         }
395
396         // The minimum allowed calculated frametime-range derivative:
397         // Practically this sets the maximum speed of changing the range.
398         // The lower this value, the higher the maximum changing speed.
399         // A low value here results in wobbly range (0.001)
400         // A high value here results in slow changing range (0.0025)
401         // SUGG: This could be dynamically adjusted so that when
402         //       the camera is turning, this is lower
403         //f32 min_time_per_range = 0.0015;
404         f32 min_time_per_range = 0.0010;
405         //f32 min_time_per_range = 0.05 / range;
406         if(m_time_per_range < min_time_per_range)
407         {
408                 m_time_per_range = min_time_per_range;
409                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
410         }
411         else
412         {
413                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
414         }
415
416         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
417         // Dampen the change a bit to kill oscillations
418         //wanted_range_change *= 0.9;
419         //wanted_range_change *= 0.75;
420         wanted_range_change *= 0.5;
421         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
422
423         // If needed range change is very small, just return
424         if(fabs(wanted_range_change) < 0.001)
425         {
426                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
427                 return;
428         }
429
430         new_range += wanted_range_change;
431         
432         //f32 new_range_unclamped = new_range;
433         new_range = MYMAX(new_range, viewing_range_min);
434         new_range = MYMIN(new_range, viewing_range_max);
435         /*dstream<<"new_range="<<new_range_unclamped
436                         <<", clamped to "<<new_range<<std::endl;*/
437
438         m_draw_control.wanted_range = new_range;
439
440         m_range_old = new_range;
441         m_frametime_old = frametime;
442
443         // Just so big a value that everything rendered is visible
444         // Some more allowance than viewing_range_max * BS because of active objects etc.
445         m_cameranode->setFarValue(viewing_range_max * BS * 10);
446
447 }
448
449 void Camera::setDigging(s32 button)
450 {
451         if (m_digging_button == -1)
452                 m_digging_button = button;
453 }
454
455 void Camera::wield(const ItemStack &item, IGameDef *gamedef)
456 {
457         IItemDefManager *idef = gamedef->idef();
458         scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
459         if(wield_mesh)
460         {
461                 m_wieldnode->setMesh(wield_mesh);
462                 m_wieldnode->setVisible(true);
463         }
464         else
465         {
466                 m_wieldnode->setVisible(false);
467         }
468 }
469
470 void Camera::drawWieldedTool()
471 {
472         // Set vertex colors of wield mesh according to light level
473         u8 li = decode_light(m_wieldlight);
474         video::SColor color(255,li,li,li);
475         setMeshColor(m_wieldnode->getMesh(), color);
476
477         // Clear Z buffer
478         m_wieldmgr->getVideoDriver()->clearZBuffer();
479
480         // Draw the wielded node (in a separate scene manager)
481         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
482         cam->setAspectRatio(m_cameranode->getAspectRatio());
483         cam->setFOV(m_cameranode->getFOV());
484         cam->setNearValue(0.1);
485         cam->setFarValue(100);
486         m_wieldmgr->drawAll();
487 }