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,
44 m_draw_control(draw_control),
47 //dstream<<FUNCTION_NAME<<std::endl;
49 m_driver = smgr->getVideoDriver();
50 // note: making the camera node a child of the player node
51 // would lead to unexpected behaviour, so we don't do that.
52 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
53 m_headnode = smgr->addEmptySceneNode(m_playernode);
54 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
55 m_cameranode->bindTargetAndRotation(true);
57 // This needs to be in its own scene manager. It is drawn after
58 // all other 3D scene nodes and before the GUI.
59 m_wieldmgr = smgr->createNewSceneManager();
60 m_wieldmgr->addCameraSceneNode();
61 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
62 m_wieldnode->setItem(ItemStack(), m_client);
63 m_wieldnode->drop(); // m_wieldmgr grabbed it
65 /* TODO: Add a callback function so these can be updated when a setting
66 * changes. At this point in time it doesn't matter (e.g. /set
67 * is documented to change server settings only)
69 * TODO: Local caching of settings is not optimal and should at some stage
70 * be updated to use a global settings object for getting thse values
71 * (as opposed to the this local caching). This can be addressed in
74 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
75 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
76 m_cache_fov = g_settings->getFloat("fov");
77 m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
86 bool Camera::successfullyCreated(std::string &error_message)
89 error_message = "Failed to create the player scene node";
90 } else if (!m_headnode) {
91 error_message = "Failed to create the head scene node";
92 } else if (!m_cameranode) {
93 error_message = "Failed to create the camera scene node";
94 } else if (!m_wieldmgr) {
95 error_message = "Failed to create the wielded item scene manager";
96 } else if (!m_wieldnode) {
97 error_message = "Failed to create the wielded item scene node";
99 error_message.clear();
102 if (g_settings->getBool("enable_client_modding")) {
103 m_client->getScript()->on_camera_ready(this);
105 return error_message.empty();
108 // Returns the fractional part of x
109 inline f32 my_modf(f32 x)
112 return modf(x, &dummy);
115 void Camera::step(f32 dtime)
117 if(m_view_bobbing_fall > 0)
119 m_view_bobbing_fall -= 3 * dtime;
120 if(m_view_bobbing_fall <= 0)
121 m_view_bobbing_fall = -1; // Mark the effect as finished
124 bool was_under_zero = m_wield_change_timer < 0;
125 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
127 if (m_wield_change_timer >= 0 && was_under_zero)
128 m_wieldnode->setItem(m_wield_item_next, m_client);
130 if (m_view_bobbing_state != 0)
132 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
133 f32 offset = dtime * m_view_bobbing_speed * 0.030;
134 if (m_view_bobbing_state == 2) {
135 // Animation is getting turned off
136 if (m_view_bobbing_anim < 0.25) {
137 m_view_bobbing_anim -= offset;
138 } else if (m_view_bobbing_anim > 0.75) {
139 m_view_bobbing_anim += offset;
142 if (m_view_bobbing_anim < 0.5) {
143 m_view_bobbing_anim += offset;
144 if (m_view_bobbing_anim > 0.5)
145 m_view_bobbing_anim = 0.5;
147 m_view_bobbing_anim -= offset;
148 if (m_view_bobbing_anim < 0.5)
149 m_view_bobbing_anim = 0.5;
152 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
153 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
154 m_view_bobbing_anim = 0;
155 m_view_bobbing_state = 0;
159 float was = m_view_bobbing_anim;
160 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
161 bool step = (was == 0 ||
162 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
163 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
165 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
166 m_client->event()->put(e);
171 if (m_digging_button != -1)
173 f32 offset = dtime * 3.5;
174 float m_digging_anim_was = m_digging_anim;
175 m_digging_anim += offset;
176 if (m_digging_anim >= 1)
179 m_digging_button = -1;
182 if(m_digging_anim_was < lim && m_digging_anim >= lim)
184 if(m_digging_button == 0)
186 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
187 m_client->event()->put(e);
188 } else if(m_digging_button == 1) {
189 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
190 m_client->event()->put(e);
196 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
197 f32 tool_reload_ratio, ClientEnvironment &c_env)
199 // Get player position
200 // Smooth the movement when walking up stairs
201 v3f old_player_position = m_playernode->getPosition();
202 v3f player_position = player->getPosition();
203 if (player->isAttached && player->parent)
204 player_position = player->parent->getPosition();
205 //if(player->touching_ground && player_position.Y > old_player_position.Y)
206 if(player->touching_ground &&
207 player_position.Y > old_player_position.Y)
209 f32 oldy = old_player_position.Y;
210 f32 newy = player_position.Y;
211 f32 t = exp(-23*frametime);
212 player_position.Y = oldy * t + newy * (1-t);
215 // Set player node transformation
216 m_playernode->setPosition(player_position);
217 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
218 m_playernode->updateAbsolutePosition();
220 // Get camera tilt timer (hurt animation)
221 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
223 // Fall bobbing animation
224 float fall_bobbing = 0;
225 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
227 if(m_view_bobbing_fall == -1) // Effect took place and has finished
228 player->camera_impact = m_view_bobbing_fall = 0;
229 else if(m_view_bobbing_fall == 0) // Initialize effect
230 m_view_bobbing_fall = 1;
232 // Convert 0 -> 1 to 0 -> 1 -> 0
233 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
234 // Smoothen and invert the above
235 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
236 // Amplify according to the intensity of the impact
237 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
239 fall_bobbing *= m_cache_fall_bobbing_amount;
242 // Calculate players eye offset for different camera modes
243 v3f PlayerEyeOffset = player->getEyeOffset();
244 if (m_camera_mode == CAMERA_MODE_FIRST)
245 PlayerEyeOffset += player->eye_offset_first;
247 PlayerEyeOffset += player->eye_offset_third;
249 // Set head node transformation
250 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
251 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
252 m_headnode->updateAbsolutePosition();
254 // Compute relative camera position and target
255 v3f rel_cam_pos = v3f(0,0,0);
256 v3f rel_cam_target = v3f(0,0,1);
257 v3f rel_cam_up = v3f(0,1,0);
259 if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
260 m_camera_mode < CAMERA_MODE_THIRD) {
261 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
262 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
266 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
267 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
270 0.3 * bobdir * sin(bobfrac * M_PI),
271 -0.28 * bobtmp * bobtmp,
274 //rel_cam_pos += 0.2 * bobvec;
275 //rel_cam_target += 0.03 * bobvec;
276 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
278 f *= m_cache_view_bobbing_amount;
279 rel_cam_pos += bobvec * f;
280 //rel_cam_target += 0.995 * bobvec * f;
281 rel_cam_target += bobvec * f;
282 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
283 //rel_cam_target.X -= 0.005 * bobvec.X * f;
284 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
285 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
287 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
288 f32 angle_rad = angle_deg * M_PI / 180;
292 r * (cos(angle_rad) - 1),
295 //rel_cam_target += off;
296 rel_cam_up.rotateXYBy(angle_deg);
301 // Compute absolute camera position and target
302 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
303 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
306 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
308 // Seperate camera position for calculation
309 v3f my_cp = m_camera_position;
311 // Reposition the camera for third person view
312 if (m_camera_mode > CAMERA_MODE_FIRST)
314 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
315 m_camera_direction *= -1;
319 // Calculate new position
321 for (int i = BS; i <= BS*2.75; i++)
323 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
324 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
326 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
328 // Prevent camera positioned inside nodes
329 INodeDefManager *nodemgr = m_client->ndef();
330 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
331 const ContentFeatures& features = nodemgr->get(n);
332 if(features.walkable)
334 my_cp.X += m_camera_direction.X*-1*-BS/2;
335 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
336 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
342 // If node blocks camera position don't move y to heigh
343 if (abort && my_cp.Y > player_position.Y+BS*2)
344 my_cp.Y = player_position.Y+BS*2;
347 // Update offset if too far away from the center of the map
348 m_camera_offset.X += CAMERA_OFFSET_STEP*
349 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
350 m_camera_offset.Y += CAMERA_OFFSET_STEP*
351 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
352 m_camera_offset.Z += CAMERA_OFFSET_STEP*
353 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
355 // Set camera node transformation
356 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
357 m_cameranode->setUpVector(abs_cam_up);
358 // *100.0 helps in large map coordinates
359 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
361 // update the camera position in front-view mode to render blocks behind player
362 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
363 m_camera_position = my_cp;
367 if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
368 fov_degrees = m_cache_zoom_fov;
370 fov_degrees = m_cache_fov;
372 fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
374 // FOV and aspect ratio
375 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
376 m_fov_y = fov_degrees * M_PI / 180.0;
377 // Increase vertical FOV on lower aspect ratios (<16:10)
378 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
379 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
380 m_cameranode->setAspectRatio(m_aspect);
381 m_cameranode->setFOV(m_fov_y);
383 float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
384 wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
386 // Position the wielded item
387 //v3f wield_position = v3f(45, -35, 65);
388 v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
389 //v3f wield_rotation = v3f(-100, 120, -100);
390 v3f wield_rotation = v3f(-100, 120, -100);
391 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
392 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
395 if(m_digging_anim > 0.5)
396 frac = 2.0 * (m_digging_anim - 0.5);
397 // This value starts from 1 and settles to 0
398 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
399 //f32 ratiothing2 = pow(ratiothing, 0.5f);
400 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
401 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
402 //wield_position.Z += frac * 5.0 * ratiothing2;
403 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
404 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
405 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
406 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
408 if (m_digging_button != -1)
410 f32 digfrac = m_digging_anim;
411 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
412 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
413 wield_position.Z += 25 * 0.5;
415 // Euler angles are PURE EVIL, so why not use quaternions?
416 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
417 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
418 core::quaternion quat_slerp;
419 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
420 quat_slerp.toEuler(wield_rotation);
421 wield_rotation *= core::RADTODEG;
423 f32 bobfrac = my_modf(m_view_bobbing_anim);
424 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
425 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
427 m_wieldnode->setPosition(wield_position);
428 m_wieldnode->setRotation(wield_rotation);
430 m_wieldnode->setColor(player->light_color);
432 // Set render distance
433 updateViewingRange();
435 // If the player is walking, swimming, or climbing,
436 // view bobbing is enabled and free_move is off,
437 // start (or continue) the view bobbing animation.
438 v3f speed = player->getSpeed();
439 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
440 const bool movement_Y = fabs(speed.Y) > BS;
442 const bool walking = movement_XZ && player->touching_ground;
443 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
444 const bool climbing = movement_Y && player->is_climbing;
445 if ((walking || swimming || climbing) &&
446 (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
448 m_view_bobbing_state = 1;
449 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
451 else if (m_view_bobbing_state == 1)
454 m_view_bobbing_state = 2;
455 m_view_bobbing_speed = 60;
459 void Camera::updateViewingRange()
461 f32 viewing_range = g_settings->getFloat("viewing_range");
462 m_draw_control.wanted_range = viewing_range;
463 if (m_draw_control.range_all) {
464 m_cameranode->setFarValue(100000.0);
467 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
470 void Camera::setDigging(s32 button)
472 if (m_digging_button == -1)
473 m_digging_button = button;
476 void Camera::wield(const ItemStack &item)
478 if (item.name != m_wield_item_next.name ||
479 item.metadata != m_wield_item_next.metadata) {
480 m_wield_item_next = item;
481 if (m_wield_change_timer > 0)
482 m_wield_change_timer = -m_wield_change_timer;
483 else if (m_wield_change_timer == 0)
484 m_wield_change_timer = -0.001;
488 void Camera::drawWieldedTool(irr::core::matrix4* translation)
490 // Clear Z buffer so that the wielded tool stay in front of world geometry
491 m_wieldmgr->getVideoDriver()->clearZBuffer();
493 // Draw the wielded node (in a separate scene manager)
494 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
495 cam->setAspectRatio(m_cameranode->getAspectRatio());
496 cam->setFOV(72.0*M_PI/180.0);
497 cam->setNearValue(10);
498 cam->setFarValue(1000);
499 if (translation != NULL)
501 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
502 irr::core::vector3df focusPoint = (cam->getTarget()
503 - cam->getAbsolutePosition()).setLength(1)
504 + cam->getAbsolutePosition();
506 irr::core::vector3df camera_pos =
507 (startMatrix * *translation).getTranslation();
508 cam->setPosition(camera_pos);
509 cam->setTarget(focusPoint);
511 m_wieldmgr->drawAll();
514 void Camera::drawNametags()
516 core::matrix4 trans = m_cameranode->getProjectionMatrix();
517 trans *= m_cameranode->getViewMatrix();
519 for (std::list<Nametag *>::const_iterator
520 i = m_nametags.begin();
521 i != m_nametags.end(); ++i) {
522 Nametag *nametag = *i;
523 if (nametag->nametag_color.getAlpha() == 0) {
524 // Enforce hiding nametag,
525 // because if freetype is enabled, a grey
526 // shadow can remain.
529 v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
530 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
531 trans.multiplyWith1x4Matrix(transformed_pos);
532 if (transformed_pos[3] > 0) {
533 std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
534 core::dimension2d<u32> textsize =
535 g_fontengine->getFont()->getDimension(
536 utf8_to_wide(nametag_colorless).c_str());
537 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
538 core::reciprocal(transformed_pos[3]);
539 v2u32 screensize = m_driver->getScreenSize();
541 screen_pos.X = screensize.X *
542 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
543 screen_pos.Y = screensize.Y *
544 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
545 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
546 g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
547 size + screen_pos, nametag->nametag_color);
552 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
553 std::string nametag_text, video::SColor nametag_color)
555 Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
556 m_nametags.push_back(nametag);
560 void Camera::removeNametag(Nametag *nametag)
562 m_nametags.remove(nametag);