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 m_wield_change_timer(0.125),
77 m_wield_mesh_next(NULL),
78 m_previous_playeritem(-1),
79 m_previous_itemname("")
81 //dstream<<__FUNCTION_NAME<<std::endl;
83 // note: making the camera node a child of the player node
84 // would lead to unexpected behaviour, so we don't do that.
85 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
86 m_headnode = smgr->addEmptySceneNode(m_playernode);
87 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
88 m_cameranode->bindTargetAndRotation(true);
90 // This needs to be in its own scene manager. It is drawn after
91 // all other 3D scene nodes and before the GUI.
92 m_wieldmgr = smgr->createNewSceneManager();
93 m_wieldmgr->addCameraSceneNode();
94 m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
104 bool Camera::successfullyCreated(std::wstring& error_message)
106 if (m_playernode == NULL)
108 error_message = L"Failed to create the player scene node";
111 if (m_headnode == NULL)
113 error_message = L"Failed to create the head scene node";
116 if (m_cameranode == NULL)
118 error_message = L"Failed to create the camera scene node";
121 if (m_wieldmgr == NULL)
123 error_message = L"Failed to create the wielded item scene manager";
126 if (m_wieldnode == NULL)
128 error_message = L"Failed to create the wielded item scene node";
134 // Returns the fractional part of x
135 inline f32 my_modf(f32 x)
138 return modf(x, &dummy);
141 void Camera::step(f32 dtime)
143 if(m_view_bobbing_fall > 0)
145 m_view_bobbing_fall -= 3 * dtime;
146 if(m_view_bobbing_fall <= 0)
147 m_view_bobbing_fall = -1; // Mark the effect as finished
150 if(m_wield_change_timer < 0.125)
151 m_wield_change_timer += dtime;
152 if(m_wield_change_timer > 0.125)
153 m_wield_change_timer = 0.125;
155 if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) {
156 if(m_wield_mesh_next) {
157 m_wieldnode->setMesh(m_wield_mesh_next);
158 m_wieldnode->setVisible(true);
160 m_wieldnode->setVisible(false);
162 m_wield_mesh_next = NULL;
165 if (m_view_bobbing_state != 0)
167 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
168 f32 offset = dtime * m_view_bobbing_speed * 0.030;
169 if (m_view_bobbing_state == 2)
172 // Animation is getting turned off
173 if (m_view_bobbing_anim < 0.5)
174 m_view_bobbing_anim -= offset;
176 m_view_bobbing_anim += offset;
177 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
179 m_view_bobbing_anim = 0;
180 m_view_bobbing_state = 0;
184 // Animation is getting turned off
185 if(m_view_bobbing_anim < 0.25){
186 m_view_bobbing_anim -= offset;
187 } else if(m_view_bobbing_anim > 0.75){
188 m_view_bobbing_anim += offset;
189 } if(m_view_bobbing_anim < 0.5){
190 m_view_bobbing_anim += offset;
191 if(m_view_bobbing_anim > 0.5)
192 m_view_bobbing_anim = 0.5;
194 m_view_bobbing_anim -= offset;
195 if(m_view_bobbing_anim < 0.5)
196 m_view_bobbing_anim = 0.5;
198 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
199 fabs(m_view_bobbing_anim - 0.5) < 0.01)
201 m_view_bobbing_anim = 0;
202 m_view_bobbing_state = 0;
208 float was = m_view_bobbing_anim;
209 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
210 bool step = (was == 0 ||
211 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
212 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
214 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
215 m_gamedef->event()->put(e);
220 if (m_digging_button != -1)
222 f32 offset = dtime * 3.5;
223 float m_digging_anim_was = m_digging_anim;
224 m_digging_anim += offset;
225 if (m_digging_anim >= 1)
228 m_digging_button = -1;
231 if(m_digging_anim_was < lim && m_digging_anim >= lim)
233 if(m_digging_button == 0){
234 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
235 m_gamedef->event()->put(e);
236 } else if(m_digging_button == 1){
237 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
238 m_gamedef->event()->put(e);
244 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
245 f32 tool_reload_ratio)
247 // Get player position
248 // Smooth the movement when walking up stairs
249 v3f old_player_position = m_playernode->getPosition();
250 v3f player_position = player->getPosition();
251 if (player->isAttached && player->parent)
252 player_position = player->parent->getPosition();
253 //if(player->touching_ground && player_position.Y > old_player_position.Y)
254 if(player->touching_ground &&
255 player_position.Y > old_player_position.Y)
257 f32 oldy = old_player_position.Y;
258 f32 newy = player_position.Y;
259 f32 t = exp(-23*frametime);
260 player_position.Y = oldy * t + newy * (1-t);
263 // Set player node transformation
264 m_playernode->setPosition(player_position);
265 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
266 m_playernode->updateAbsolutePosition();
268 // Get camera tilt timer (hurt animation)
269 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
271 // Fall bobbing animation
272 float fall_bobbing = 0;
273 if(player->camera_impact >= 1)
275 if(m_view_bobbing_fall == -1) // Effect took place and has finished
276 player->camera_impact = m_view_bobbing_fall = 0;
277 else if(m_view_bobbing_fall == 0) // Initialize effect
278 m_view_bobbing_fall = 1;
280 // Convert 0 -> 1 to 0 -> 1 -> 0
281 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
282 // Smoothen and invert the above
283 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
284 // Amplify according to the intensity of the impact
285 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
287 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
290 // Set head node transformation
291 m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
292 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
293 m_headnode->updateAbsolutePosition();
295 // Compute relative camera position and target
296 v3f rel_cam_pos = v3f(0,0,0);
297 v3f rel_cam_target = v3f(0,0,1);
298 v3f rel_cam_up = v3f(0,1,0);
300 if (m_view_bobbing_anim != 0)
302 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
303 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
307 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
308 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
311 0.3 * bobdir * sin(bobfrac * M_PI),
312 -0.28 * bobtmp * bobtmp,
315 //rel_cam_pos += 0.2 * bobvec;
316 //rel_cam_target += 0.03 * bobvec;
317 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
319 f *= g_settings->getFloat("view_bobbing_amount");
320 rel_cam_pos += bobvec * f;
321 //rel_cam_target += 0.995 * bobvec * f;
322 rel_cam_target += bobvec * f;
323 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
324 //rel_cam_target.X -= 0.005 * bobvec.X * f;
325 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
326 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
328 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
329 f32 angle_rad = angle_deg * M_PI / 180;
333 r * (cos(angle_rad) - 1),
336 //rel_cam_target += off;
337 rel_cam_up.rotateXYBy(angle_deg);
342 // Compute absolute camera position and target
343 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
344 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
347 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
349 // Set camera node transformation
350 m_cameranode->setPosition(m_camera_position);
351 m_cameranode->setUpVector(abs_cam_up);
352 // *100.0 helps in large map coordinates
353 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
356 f32 fov_degrees = g_settings->getFloat("fov");
357 fov_degrees = MYMAX(fov_degrees, 10.0);
358 fov_degrees = MYMIN(fov_degrees, 170.0);
360 // FOV and aspect ratio
361 m_aspect = (f32)screensize.X / (f32) screensize.Y;
362 m_fov_y = fov_degrees * M_PI / 180.0;
363 // Increase vertical FOV on lower aspect ratios (<16:10)
364 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
365 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
366 m_cameranode->setAspectRatio(m_aspect);
367 m_cameranode->setFOV(m_fov_y);
369 // Position the wielded item
370 //v3f wield_position = v3f(45, -35, 65);
371 v3f wield_position = v3f(55, -35, 65);
372 //v3f wield_rotation = v3f(-100, 120, -100);
373 v3f wield_rotation = v3f(-100, 120, -100);
374 if(m_wield_change_timer < 0)
375 wield_position.Y -= 40 + m_wield_change_timer*320;
377 wield_position.Y -= 40 - m_wield_change_timer*320;
378 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
380 if(m_digging_anim > 0.5)
381 frac = 2.0 * (m_digging_anim - 0.5);
382 // This value starts from 1 and settles to 0
383 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
384 //f32 ratiothing2 = pow(ratiothing, 0.5f);
385 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
386 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
387 //wield_position.Z += frac * 5.0 * ratiothing2;
388 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
389 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
390 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
391 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
393 if (m_digging_button != -1)
395 f32 digfrac = m_digging_anim;
396 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
397 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
398 wield_position.Z += 25 * 0.5;
400 // Euler angles are PURE EVIL, so why not use quaternions?
401 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
402 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
403 core::quaternion quat_slerp;
404 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
405 quat_slerp.toEuler(wield_rotation);
406 wield_rotation *= core::RADTODEG;
409 f32 bobfrac = my_modf(m_view_bobbing_anim);
410 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
411 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
413 m_wieldnode->setPosition(wield_position);
414 m_wieldnode->setRotation(wield_rotation);
415 m_wieldlight = player->light;
417 // Render distance feedback loop
418 updateViewingRange(frametime);
420 // If the player seems to be walking on solid ground,
421 // view bobbing is enabled and free_move is off,
422 // start (or continue) the view bobbing animation.
423 v3f speed = player->getSpeed();
424 if ((hypot(speed.X, speed.Z) > BS) &&
425 (player->touching_ground) &&
426 (g_settings->getBool("view_bobbing") == true) &&
427 (g_settings->getBool("free_move") == false ||
428 !m_gamedef->checkLocalPrivilege("fly")))
431 m_view_bobbing_state = 1;
432 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
434 else if (m_view_bobbing_state == 1)
437 m_view_bobbing_state = 2;
438 m_view_bobbing_speed = 60;
442 void Camera::updateViewingRange(f32 frametime_in)
444 if (m_draw_control.range_all)
447 m_added_frametime += frametime_in;
450 // Actually this counter kind of sucks because frametime is busytime
451 m_frametime_counter -= frametime_in;
452 if (m_frametime_counter > 0)
454 m_frametime_counter = 0.2;
456 /*dstream<<__FUNCTION_NAME
457 <<": Collected "<<m_added_frames<<" frames, total of "
458 <<m_added_frametime<<"s."<<std::endl;
460 dstream<<"m_draw_control.blocks_drawn="
461 <<m_draw_control.blocks_drawn
462 <<", m_draw_control.blocks_would_have_drawn="
463 <<m_draw_control.blocks_would_have_drawn
466 // Get current viewing range and FPS settings
467 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
468 viewing_range_min = MYMAX(5.0, viewing_range_min);
470 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
471 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
473 // Immediately apply hard limits
474 if(m_draw_control.wanted_range < viewing_range_min)
475 m_draw_control.wanted_range = viewing_range_min;
476 if(m_draw_control.wanted_range > viewing_range_max)
477 m_draw_control.wanted_range = viewing_range_max;
479 // Just so big a value that everything rendered is visible
480 // Some more allowance than viewing_range_max * BS because of clouds,
481 // active objects, etc.
482 if(viewing_range_max < 200*BS)
483 m_cameranode->setFarValue(200 * BS * 10);
485 m_cameranode->setFarValue(viewing_range_max * BS * 10);
487 f32 wanted_fps = g_settings->getFloat("wanted_fps");
488 wanted_fps = MYMAX(wanted_fps, 1.0);
489 f32 wanted_frametime = 1.0 / wanted_fps;
491 m_draw_control.wanted_min_range = viewing_range_min;
492 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
493 if (m_draw_control.wanted_max_blocks < 10)
494 m_draw_control.wanted_max_blocks = 10;
496 f32 block_draw_ratio = 1.0;
497 if (m_draw_control.blocks_would_have_drawn != 0)
499 block_draw_ratio = (f32)m_draw_control.blocks_drawn
500 / (f32)m_draw_control.blocks_would_have_drawn;
503 // Calculate the average frametime in the case that all wanted
504 // blocks had been drawn
505 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
507 m_added_frametime = 0.0;
510 f32 wanted_frametime_change = wanted_frametime - frametime;
511 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
513 // If needed frametime change is small, just return
514 // This value was 0.4 for many months until 2011-10-18 by c55;
515 // Let's see how this works out.
516 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
518 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
522 f32 range = m_draw_control.wanted_range;
523 f32 new_range = range;
525 f32 d_range = range - m_range_old;
526 f32 d_frametime = frametime - m_frametime_old;
529 m_time_per_range = d_frametime / d_range;
532 // The minimum allowed calculated frametime-range derivative:
533 // Practically this sets the maximum speed of changing the range.
534 // The lower this value, the higher the maximum changing speed.
535 // A low value here results in wobbly range (0.001)
536 // A high value here results in slow changing range (0.0025)
537 // SUGG: This could be dynamically adjusted so that when
538 // the camera is turning, this is lower
539 //f32 min_time_per_range = 0.0015;
540 f32 min_time_per_range = 0.0010;
541 //f32 min_time_per_range = 0.05 / range;
542 if(m_time_per_range < min_time_per_range)
544 m_time_per_range = min_time_per_range;
545 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
549 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
552 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
553 // Dampen the change a bit to kill oscillations
554 //wanted_range_change *= 0.9;
555 //wanted_range_change *= 0.75;
556 wanted_range_change *= 0.5;
557 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
559 // If needed range change is very small, just return
560 if(fabs(wanted_range_change) < 0.001)
562 //dstream<<"ignoring small wanted_range_change"<<std::endl;
566 new_range += wanted_range_change;
568 //f32 new_range_unclamped = new_range;
569 new_range = MYMAX(new_range, viewing_range_min);
570 new_range = MYMIN(new_range, viewing_range_max);
571 /*dstream<<"new_range="<<new_range_unclamped
572 <<", clamped to "<<new_range<<std::endl;*/
574 m_draw_control.wanted_range = new_range;
576 m_range_old = new_range;
577 m_frametime_old = frametime;
580 void Camera::setDigging(s32 button)
582 if (m_digging_button == -1)
583 m_digging_button = button;
586 void Camera::wield(const ItemStack &item, u16 playeritem)
588 IItemDefManager *idef = m_gamedef->idef();
589 std::string itemname = item.getDefinition(idef).name;
590 m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
591 if(playeritem != m_previous_playeritem) {
592 m_previous_playeritem = playeritem;
593 m_previous_itemname = itemname;
594 if(m_wield_change_timer >= 0.125)
595 m_wield_change_timer = -0.125;
596 else if(m_wield_change_timer > 0) {
597 m_wield_change_timer = -m_wield_change_timer;
600 if(m_wield_mesh_next) {
601 m_wieldnode->setMesh(m_wield_mesh_next);
602 m_wieldnode->setVisible(true);
604 m_wieldnode->setVisible(false);
606 m_wield_mesh_next = NULL;
607 if(m_previous_itemname != itemname) {
608 m_previous_itemname = itemname;
609 m_wield_change_timer = 0;
612 m_wield_change_timer = 0.125;
616 void Camera::drawWieldedTool()
618 // Set vertex colors of wield mesh according to light level
619 u8 li = m_wieldlight;
620 video::SColor color(255,li,li,li);
621 setMeshColor(m_wieldnode->getMesh(), color);
624 m_wieldmgr->getVideoDriver()->clearZBuffer();
626 // Draw the wielded node (in a separate scene manager)
627 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
628 cam->setAspectRatio(m_cameranode->getAspectRatio());
629 cam->setFOV(72.0*M_PI/180.0);
630 cam->setNearValue(0.1);
631 cam->setFarValue(100);
632 m_wieldmgr->drawAll();