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 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.
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.
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.
23 #include "main.h" // for g_settings
30 #include "itemdef.h" // For wield visualization
32 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
42 m_draw_control(draw_control),
44 m_camera_position(0,0,0),
45 m_camera_direction(0,0,0),
55 m_frametime_counter(0),
56 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
58 m_view_bobbing_anim(0),
59 m_view_bobbing_state(0),
60 m_view_bobbing_speed(0),
65 //dstream<<__FUNCTION_NAME<<std::endl;
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);
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
83 m_wieldnode->setMesh(NULL);
87 bool Camera::successfullyCreated(std::wstring& error_message)
89 if (m_playernode == NULL)
91 error_message = L"Failed to create the player scene node";
94 if (m_headnode == NULL)
96 error_message = L"Failed to create the head scene node";
99 if (m_cameranode == NULL)
101 error_message = L"Failed to create the camera scene node";
104 if (m_wieldmgr == NULL)
106 error_message = L"Failed to create the wielded item scene manager";
109 if (m_wieldnode == NULL)
111 error_message = L"Failed to create the wielded item scene node";
117 // Returns the fractional part of x
118 inline f32 my_modf(f32 x)
121 return modf(x, &dummy);
124 void Camera::step(f32 dtime)
126 if (m_view_bobbing_state != 0)
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)
133 // Animation is getting turned off
134 if (m_view_bobbing_anim < 0.5)
135 m_view_bobbing_anim -= offset;
137 m_view_bobbing_anim += offset;
138 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
140 m_view_bobbing_anim = 0;
141 m_view_bobbing_state = 0;
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;
155 m_view_bobbing_anim -= offset;
156 if(m_view_bobbing_anim < 0.5)
157 m_view_bobbing_anim = 0.5;
159 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
160 fabs(m_view_bobbing_anim - 0.5) < 0.01)
162 m_view_bobbing_anim = 0;
163 m_view_bobbing_state = 0;
169 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
173 if (m_digging_button != -1)
175 f32 offset = dtime * 3.5;
176 m_digging_anim += offset;
177 if (m_digging_anim >= 1)
180 m_digging_button = -1;
185 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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();
192 // Set head node transformation
193 m_headnode->setPosition(player->getEyeOffset());
194 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
195 m_headnode->updateAbsolutePosition();
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);
202 if (m_view_bobbing_anim != 0)
204 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
205 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
209 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
210 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
213 0.3 * bobdir * sin(bobfrac * PI),
214 -0.28 * bobtmp * bobtmp,
217 //rel_cam_pos += 0.2 * bobvec;
218 //rel_cam_target += 0.03 * bobvec;
219 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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);
230 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
231 f32 angle_rad = angle_deg * PI / 180;
235 r * (cos(angle_rad) - 1),
238 //rel_cam_target += off;
239 rel_cam_up.rotateXYBy(angle_deg);
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);
249 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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);
258 f32 fov_degrees = g_settings->getFloat("fov");
259 fov_degrees = MYMAX(fov_degrees, 10.0);
260 fov_degrees = MYMIN(fov_degrees, 170.0);
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);
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)
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;
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;
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;
292 m_wieldnode->setPosition(wield_position);
293 m_wieldnode->setRotation(wield_rotation);
294 m_wieldlight = player->light;
296 // Render distance feedback loop
297 updateViewingRange(frametime);
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))
309 m_view_bobbing_state = 1;
310 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
312 else if (m_view_bobbing_state == 1)
315 m_view_bobbing_state = 2;
316 m_view_bobbing_speed = 60;
320 void Camera::updateViewingRange(f32 frametime_in)
322 if (m_draw_control.range_all)
325 m_added_frametime += frametime_in;
328 // Actually this counter kind of sucks because frametime is busytime
329 m_frametime_counter -= frametime_in;
330 if (m_frametime_counter > 0)
332 m_frametime_counter = 0.2;
334 /*dstream<<__FUNCTION_NAME
335 <<": Collected "<<m_added_frames<<" frames, total of "
336 <<m_added_frametime<<"s."<<std::endl;
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
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);
348 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
349 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
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;
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;
360 f32 block_draw_ratio = 1.0;
361 if (m_draw_control.blocks_would_have_drawn != 0)
363 block_draw_ratio = (f32)m_draw_control.blocks_drawn
364 / (f32)m_draw_control.blocks_would_have_drawn;
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;
371 m_added_frametime = 0.0;
374 f32 wanted_frametime_change = wanted_frametime - frametime;
375 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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)
382 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
386 f32 range = m_draw_control.wanted_range;
387 f32 new_range = range;
389 f32 d_range = range - m_range_old;
390 f32 d_frametime = frametime - m_frametime_old;
393 m_time_per_range = d_frametime / d_range;
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)
408 m_time_per_range = min_time_per_range;
409 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
413 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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;
423 // If needed range change is very small, just return
424 if(fabs(wanted_range_change) < 0.001)
426 //dstream<<"ignoring small wanted_range_change"<<std::endl;
430 new_range += wanted_range_change;
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;*/
438 m_draw_control.wanted_range = new_range;
440 m_range_old = new_range;
441 m_frametime_old = frametime;
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);
449 void Camera::setDigging(s32 button)
451 if (m_digging_button == -1)
452 m_digging_button = button;
455 void Camera::wield(const ItemStack &item, IGameDef *gamedef)
457 IItemDefManager *idef = gamedef->idef();
458 scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
461 m_wieldnode->setMesh(wield_mesh);
462 m_wieldnode->setVisible(true);
466 m_wieldnode->setVisible(false);
470 void Camera::drawWieldedTool()
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);
478 m_wieldmgr->getVideoDriver()->clearZBuffer();
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();