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 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),
74 //dstream<<__FUNCTION_NAME<<std::endl;
76 // note: making the camera node a child of the player node
77 // would lead to unexpected behaviour, so we don't do that.
78 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
79 m_headnode = smgr->addEmptySceneNode(m_playernode);
80 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
81 m_cameranode->bindTargetAndRotation(true);
83 // This needs to be in its own scene manager. It is drawn after
84 // all other 3D scene nodes and before the GUI.
85 m_wieldmgr = smgr->createNewSceneManager();
86 m_wieldmgr->addCameraSceneNode();
87 m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
92 m_wieldnode->setMesh(NULL);
96 bool Camera::successfullyCreated(std::wstring& error_message)
98 if (m_playernode == NULL)
100 error_message = L"Failed to create the player scene node";
103 if (m_headnode == NULL)
105 error_message = L"Failed to create the head scene node";
108 if (m_cameranode == NULL)
110 error_message = L"Failed to create the camera scene node";
113 if (m_wieldmgr == NULL)
115 error_message = L"Failed to create the wielded item scene manager";
118 if (m_wieldnode == NULL)
120 error_message = L"Failed to create the wielded item scene node";
126 // Returns the fractional part of x
127 inline f32 my_modf(f32 x)
130 return modf(x, &dummy);
133 void Camera::step(f32 dtime)
135 if (m_view_bobbing_state != 0)
137 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
138 f32 offset = dtime * m_view_bobbing_speed * 0.030;
139 if (m_view_bobbing_state == 2)
142 // Animation is getting turned off
143 if (m_view_bobbing_anim < 0.5)
144 m_view_bobbing_anim -= offset;
146 m_view_bobbing_anim += offset;
147 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
149 m_view_bobbing_anim = 0;
150 m_view_bobbing_state = 0;
154 // Animation is getting turned off
155 if(m_view_bobbing_anim < 0.25){
156 m_view_bobbing_anim -= offset;
157 } else if(m_view_bobbing_anim > 0.75){
158 m_view_bobbing_anim += offset;
159 } if(m_view_bobbing_anim < 0.5){
160 m_view_bobbing_anim += offset;
161 if(m_view_bobbing_anim > 0.5)
162 m_view_bobbing_anim = 0.5;
164 m_view_bobbing_anim -= offset;
165 if(m_view_bobbing_anim < 0.5)
166 m_view_bobbing_anim = 0.5;
168 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
169 fabs(m_view_bobbing_anim - 0.5) < 0.01)
171 m_view_bobbing_anim = 0;
172 m_view_bobbing_state = 0;
178 float was = m_view_bobbing_anim;
179 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
180 bool step = (was == 0 ||
181 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
182 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
184 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
185 m_gamedef->event()->put(e);
190 if (m_digging_button != -1)
192 f32 offset = dtime * 3.5;
193 float m_digging_anim_was = m_digging_anim;
194 m_digging_anim += offset;
195 if (m_digging_anim >= 1)
198 m_digging_button = -1;
201 if(m_digging_anim_was < lim && m_digging_anim >= lim)
203 if(m_digging_button == 0){
204 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
205 m_gamedef->event()->put(e);
206 } else if(m_digging_button == 1){
207 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
208 m_gamedef->event()->put(e);
214 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
215 f32 tool_reload_ratio)
217 // Get player position
218 // Smooth the movement when walking up stairs
219 v3f old_player_position = m_playernode->getPosition();
220 v3f player_position = player->getPosition();
221 //if(player->touching_ground && player_position.Y > old_player_position.Y)
222 if(player->touching_ground &&
223 player_position.Y > old_player_position.Y)
225 f32 oldy = old_player_position.Y;
226 f32 newy = player_position.Y;
227 f32 t = exp(-23*frametime);
228 player_position.Y = oldy * t + newy * (1-t);
231 // Set player node transformation
232 m_playernode->setPosition(player_position);
233 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
234 m_playernode->updateAbsolutePosition();
236 // Set head node transformation
237 m_headnode->setPosition(player->getEyeOffset());
238 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
239 m_headnode->updateAbsolutePosition();
241 // Compute relative camera position and target
242 v3f rel_cam_pos = v3f(0,0,0);
243 v3f rel_cam_target = v3f(0,0,1);
244 v3f rel_cam_up = v3f(0,1,0);
246 if (m_view_bobbing_anim != 0)
248 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
249 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
253 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
254 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
257 0.3 * bobdir * sin(bobfrac * M_PI),
258 -0.28 * bobtmp * bobtmp,
261 //rel_cam_pos += 0.2 * bobvec;
262 //rel_cam_target += 0.03 * bobvec;
263 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
265 f *= g_settings->getFloat("view_bobbing_amount");
266 rel_cam_pos += bobvec * f;
267 //rel_cam_target += 0.995 * bobvec * f;
268 rel_cam_target += bobvec * f;
269 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
270 //rel_cam_target.X -= 0.005 * bobvec.X * f;
271 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
272 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
274 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
275 f32 angle_rad = angle_deg * M_PI / 180;
279 r * (cos(angle_rad) - 1),
282 //rel_cam_target += off;
283 rel_cam_up.rotateXYBy(angle_deg);
288 // Compute absolute camera position and target
289 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
290 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
293 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
295 // Set camera node transformation
296 m_cameranode->setPosition(m_camera_position);
297 m_cameranode->setUpVector(abs_cam_up);
298 // *100.0 helps in large map coordinates
299 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
302 f32 fov_degrees = g_settings->getFloat("fov");
303 fov_degrees = MYMAX(fov_degrees, 10.0);
304 fov_degrees = MYMIN(fov_degrees, 170.0);
306 // FOV and aspect ratio
307 m_aspect = (f32)screensize.X / (f32) screensize.Y;
308 m_fov_y = fov_degrees * M_PI / 180.0;
309 // Increase vertical FOV on lower aspect ratios (<16:10)
310 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
311 // WTF is this? It can't be right
312 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
313 m_cameranode->setAspectRatio(m_aspect);
314 m_cameranode->setFOV(m_fov_y);
316 // Position the wielded item
317 //v3f wield_position = v3f(45, -35, 65);
318 v3f wield_position = v3f(55, -35, 65);
319 //v3f wield_rotation = v3f(-100, 120, -100);
320 v3f wield_rotation = v3f(-100, 120, -100);
321 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
323 if(m_digging_anim > 0.5)
324 frac = 2.0 * (m_digging_anim - 0.5);
325 // This value starts from 1 and settles to 0
326 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
327 //f32 ratiothing2 = pow(ratiothing, 0.5f);
328 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
329 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
330 //wield_position.Z += frac * 5.0 * ratiothing2;
331 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
332 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
333 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
334 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
336 if (m_digging_button != -1)
338 f32 digfrac = m_digging_anim;
339 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
340 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
341 wield_position.Z += 25 * 0.5;
343 // Euler angles are PURE EVIL, so why not use quaternions?
344 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
345 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
346 core::quaternion quat_slerp;
347 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
348 quat_slerp.toEuler(wield_rotation);
349 wield_rotation *= core::RADTODEG;
352 f32 bobfrac = my_modf(m_view_bobbing_anim);
353 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
354 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
356 m_wieldnode->setPosition(wield_position);
357 m_wieldnode->setRotation(wield_rotation);
358 m_wieldlight = player->light;
360 // Render distance feedback loop
361 updateViewingRange(frametime);
363 // If the player seems to be walking on solid ground,
364 // view bobbing is enabled and free_move is off,
365 // start (or continue) the view bobbing animation.
366 v3f speed = player->getSpeed();
367 if ((hypot(speed.X, speed.Z) > BS) &&
368 (player->touching_ground) &&
369 (g_settings->getBool("view_bobbing") == true) &&
370 (g_settings->getBool("free_move") == false ||
371 !m_gamedef->checkLocalPrivilege("fly")))
374 m_view_bobbing_state = 1;
375 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
377 else if (m_view_bobbing_state == 1)
380 m_view_bobbing_state = 2;
381 m_view_bobbing_speed = 60;
385 void Camera::updateViewingRange(f32 frametime_in)
387 if (m_draw_control.range_all)
390 m_added_frametime += frametime_in;
393 // Actually this counter kind of sucks because frametime is busytime
394 m_frametime_counter -= frametime_in;
395 if (m_frametime_counter > 0)
397 m_frametime_counter = 0.2;
399 /*dstream<<__FUNCTION_NAME
400 <<": Collected "<<m_added_frames<<" frames, total of "
401 <<m_added_frametime<<"s."<<std::endl;
403 dstream<<"m_draw_control.blocks_drawn="
404 <<m_draw_control.blocks_drawn
405 <<", m_draw_control.blocks_would_have_drawn="
406 <<m_draw_control.blocks_would_have_drawn
409 // Get current viewing range and FPS settings
410 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
411 viewing_range_min = MYMAX(5.0, viewing_range_min);
413 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
414 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
416 // Immediately apply hard limits
417 if(m_draw_control.wanted_range < viewing_range_min)
418 m_draw_control.wanted_range = viewing_range_min;
419 if(m_draw_control.wanted_range > viewing_range_max)
420 m_draw_control.wanted_range = viewing_range_max;
422 // Just so big a value that everything rendered is visible
423 // Some more allowance than viewing_range_max * BS because of clouds,
424 // active objects, etc.
425 if(viewing_range_max < 200*BS)
426 m_cameranode->setFarValue(200 * BS * 10);
428 m_cameranode->setFarValue(viewing_range_max * BS * 10);
430 f32 wanted_fps = g_settings->getFloat("wanted_fps");
431 wanted_fps = MYMAX(wanted_fps, 1.0);
432 f32 wanted_frametime = 1.0 / wanted_fps;
434 m_draw_control.wanted_min_range = viewing_range_min;
435 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
436 if (m_draw_control.wanted_max_blocks < 10)
437 m_draw_control.wanted_max_blocks = 10;
439 f32 block_draw_ratio = 1.0;
440 if (m_draw_control.blocks_would_have_drawn != 0)
442 block_draw_ratio = (f32)m_draw_control.blocks_drawn
443 / (f32)m_draw_control.blocks_would_have_drawn;
446 // Calculate the average frametime in the case that all wanted
447 // blocks had been drawn
448 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
450 m_added_frametime = 0.0;
453 f32 wanted_frametime_change = wanted_frametime - frametime;
454 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
456 // If needed frametime change is small, just return
457 // This value was 0.4 for many months until 2011-10-18 by c55;
458 // Let's see how this works out.
459 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
461 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
465 f32 range = m_draw_control.wanted_range;
466 f32 new_range = range;
468 f32 d_range = range - m_range_old;
469 f32 d_frametime = frametime - m_frametime_old;
472 m_time_per_range = d_frametime / d_range;
475 // The minimum allowed calculated frametime-range derivative:
476 // Practically this sets the maximum speed of changing the range.
477 // The lower this value, the higher the maximum changing speed.
478 // A low value here results in wobbly range (0.001)
479 // A high value here results in slow changing range (0.0025)
480 // SUGG: This could be dynamically adjusted so that when
481 // the camera is turning, this is lower
482 //f32 min_time_per_range = 0.0015;
483 f32 min_time_per_range = 0.0010;
484 //f32 min_time_per_range = 0.05 / range;
485 if(m_time_per_range < min_time_per_range)
487 m_time_per_range = min_time_per_range;
488 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
492 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
495 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
496 // Dampen the change a bit to kill oscillations
497 //wanted_range_change *= 0.9;
498 //wanted_range_change *= 0.75;
499 wanted_range_change *= 0.5;
500 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
502 // If needed range change is very small, just return
503 if(fabs(wanted_range_change) < 0.001)
505 //dstream<<"ignoring small wanted_range_change"<<std::endl;
509 new_range += wanted_range_change;
511 //f32 new_range_unclamped = new_range;
512 new_range = MYMAX(new_range, viewing_range_min);
513 new_range = MYMIN(new_range, viewing_range_max);
514 /*dstream<<"new_range="<<new_range_unclamped
515 <<", clamped to "<<new_range<<std::endl;*/
517 m_draw_control.wanted_range = new_range;
519 m_range_old = new_range;
520 m_frametime_old = frametime;
523 void Camera::setDigging(s32 button)
525 if (m_digging_button == -1)
526 m_digging_button = button;
529 void Camera::wield(const ItemStack &item)
531 IItemDefManager *idef = m_gamedef->idef();
532 scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
535 m_wieldnode->setMesh(wield_mesh);
536 m_wieldnode->setVisible(true);
540 m_wieldnode->setVisible(false);
544 void Camera::drawWieldedTool()
546 // Set vertex colors of wield mesh according to light level
547 u8 li = decode_light(m_wieldlight);
548 video::SColor color(255,li,li,li);
549 setMeshColor(m_wieldnode->getMesh(), color);
552 m_wieldmgr->getVideoDriver()->clearZBuffer();
554 // Draw the wielded node (in a separate scene manager)
555 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
556 cam->setAspectRatio(m_cameranode->getAspectRatio());
557 cam->setFOV(72.0*M_PI/180.0);
558 cam->setNearValue(0.1);
559 cam->setFarValue(100);
560 m_wieldmgr->drawAll();