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
28 const s32 BOBFRAMES = 0x1000000; // must be a power of two
30 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
35 m_draw_control(draw_control),
36 m_viewing_range_min(5.0),
37 m_viewing_range_max(5.0),
39 m_camera_position(0,0,0),
40 m_camera_direction(0,0,0),
46 m_wanted_frametime(0.0),
51 m_frametime_counter(0),
52 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
54 m_view_bobbing_anim(0),
55 m_view_bobbing_state(0),
56 m_view_bobbing_speed(0)
58 //dstream<<__FUNCTION_NAME<<std::endl;
60 // note: making the camera node a child of the player node
61 // would lead to unexpected behaviour, so we don't do that.
62 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
63 m_headnode = smgr->addEmptySceneNode(m_playernode);
64 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
65 m_cameranode->bindTargetAndRotation(true);
74 bool Camera::successfullyCreated(std::wstring& error_message)
76 if (m_playernode == NULL)
78 error_message = L"Failed to create the player scene node";
81 if (m_headnode == NULL)
83 error_message = L"Failed to create the head scene node";
86 if (m_cameranode == NULL)
88 error_message = L"Failed to create the camera scene node";
94 void Camera::step(f32 dtime)
96 if (m_view_bobbing_state != 0)
98 s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
99 if (m_view_bobbing_state == 2)
101 // Animation is getting turned off
102 s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
103 if (subanim < BOBFRAMES/4)
104 offset = -1 * MYMIN(offset, subanim);
106 offset = MYMIN(offset, BOBFRAMES/2 - subanim);
108 m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
112 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
114 // Set player node transformation
115 m_playernode->setPosition(player->getPosition());
116 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
117 m_playernode->updateAbsolutePosition();
119 // Set head node transformation
120 v3f eye_offset = player->getEyePosition() - player->getPosition();
121 m_headnode->setPosition(eye_offset);
122 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
123 m_headnode->updateAbsolutePosition();
125 // Compute relative camera position and target
126 v3f rel_cam_pos = v3f(0,0,0);
127 v3f rel_cam_target = v3f(0,0,1);
128 v3f rel_cam_up = v3f(0,1,0);
130 s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
133 f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
134 f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
138 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
141 bobdir * sin(bobfrac * PI),
142 0.8 * bobtmp * bobtmp,
145 rel_cam_pos += 0.03 * bobvec;
146 rel_cam_target += 0.045 * bobvec;
147 rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
149 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
150 f32 angle_rad = angle_deg * PI / 180;
154 r * (cos(angle_rad) - 1),
157 //rel_cam_target += off;
158 rel_cam_up.rotateXYBy(angle_deg);
163 // Compute absolute camera position and target
164 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
165 m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
166 m_camera_direction -= m_camera_position;
169 m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
170 abs_cam_up -= m_camera_position;
172 // Set camera node transformation
173 m_cameranode->setPosition(m_camera_position);
174 m_cameranode->setUpVector(abs_cam_up);
175 m_cameranode->setTarget(m_camera_position + m_camera_direction);
177 // FOV and and aspect ratio
178 m_aspect = (f32)screensize.X / (f32) screensize.Y;
179 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
180 m_cameranode->setAspectRatio(m_aspect);
181 m_cameranode->setFOV(m_fov_y);
182 // Just so big a value that everything rendered is visible
183 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
184 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
186 // Render distance feedback loop
187 updateViewingRange(frametime);
189 // If the player seems to be walking on solid ground,
190 // view bobbing is enabled and free_move is off,
191 // start (or continue) the view bobbing animation.
192 v3f speed = player->getSpeed();
193 if ((hypot(speed.X, speed.Z) > BS) &&
194 (player->touching_ground) &&
195 (g_settings.getBool("view_bobbing") == true) &&
196 (g_settings.getBool("free_move") == false))
199 m_view_bobbing_state = 1;
200 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
202 else if (m_view_bobbing_state == 1)
205 m_view_bobbing_state = 2;
206 m_view_bobbing_speed = 100;
208 else if (m_view_bobbing_state == 2 && bobframe == 0)
210 // Stop animation completed
211 m_view_bobbing_state = 0;
215 void Camera::updateViewingRange(f32 frametime_in)
217 if (m_draw_control.range_all)
220 m_added_frametime += frametime_in;
223 // Actually this counter kind of sucks because frametime is busytime
224 m_frametime_counter -= frametime_in;
225 if (m_frametime_counter > 0)
227 m_frametime_counter = 0.2;
229 /*dstream<<__FUNCTION_NAME
230 <<": Collected "<<m_added_frames<<" frames, total of "
231 <<m_added_frametime<<"s."<<std::endl;
233 dstream<<"m_draw_control.blocks_drawn="
234 <<m_draw_control.blocks_drawn
235 <<", m_draw_control.blocks_would_have_drawn="
236 <<m_draw_control.blocks_would_have_drawn
239 m_draw_control.wanted_min_range = m_viewing_range_min;
240 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
241 if (m_draw_control.wanted_max_blocks < 10)
242 m_draw_control.wanted_max_blocks = 10;
244 f32 block_draw_ratio = 1.0;
245 if (m_draw_control.blocks_would_have_drawn != 0)
247 block_draw_ratio = (f32)m_draw_control.blocks_drawn
248 / (f32)m_draw_control.blocks_would_have_drawn;
251 // Calculate the average frametime in the case that all wanted
252 // blocks had been drawn
253 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
255 m_added_frametime = 0.0;
258 f32 wanted_frametime_change = m_wanted_frametime - frametime;
259 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
261 // If needed frametime change is small, just return
262 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
264 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
268 f32 range = m_draw_control.wanted_range;
269 f32 new_range = range;
271 f32 d_range = range - m_range_old;
272 f32 d_frametime = frametime - m_frametime_old;
275 m_time_per_range = d_frametime / d_range;
278 // The minimum allowed calculated frametime-range derivative:
279 // Practically this sets the maximum speed of changing the range.
280 // The lower this value, the higher the maximum changing speed.
281 // A low value here results in wobbly range (0.001)
282 // A high value here results in slow changing range (0.0025)
283 // SUGG: This could be dynamically adjusted so that when
284 // the camera is turning, this is lower
285 //f32 min_time_per_range = 0.0015;
286 f32 min_time_per_range = 0.0010;
287 //f32 min_time_per_range = 0.05 / range;
288 if(m_time_per_range < min_time_per_range)
290 m_time_per_range = min_time_per_range;
291 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
295 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
298 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
299 // Dampen the change a bit to kill oscillations
300 //wanted_range_change *= 0.9;
301 //wanted_range_change *= 0.75;
302 wanted_range_change *= 0.5;
303 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
305 // If needed range change is very small, just return
306 if(fabs(wanted_range_change) < 0.001)
308 //dstream<<"ignoring small wanted_range_change"<<std::endl;
312 new_range += wanted_range_change;
314 //f32 new_range_unclamped = new_range;
315 new_range = MYMAX(new_range, m_viewing_range_min);
316 new_range = MYMIN(new_range, m_viewing_range_max);
317 /*dstream<<"new_range="<<new_range_unclamped
318 <<", clamped to "<<new_range<<std::endl;*/
320 m_draw_control.wanted_range = new_range;
322 m_range_old = new_range;
323 m_frametime_old = frametime;
326 void Camera::updateSettings()
328 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
329 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
331 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
332 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
334 f32 fov_degrees = g_settings.getFloat("fov");
335 fov_degrees = MYMAX(fov_degrees, 10.0);
336 fov_degrees = MYMIN(fov_degrees, 170.0);
337 m_fov_y = fov_degrees * PI / 180.0;
339 f32 wanted_fps = g_settings.getFloat("wanted_fps");
340 wanted_fps = MYMAX(wanted_fps, 1.0);
341 m_wanted_frametime = 1.0 / wanted_fps;