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.
22 #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):
34 m_draw_control(draw_control),
35 m_viewing_range_min(5.0),
36 m_viewing_range_max(5.0),
38 m_camera_position(0,0,0),
39 m_camera_direction(0,0,0),
45 m_wanted_frametime(0.0),
50 m_frametime_counter(0),
51 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
53 m_view_bobbing_anim(0),
54 m_view_bobbing_state(0)
56 //dstream<<__FUNCTION_NAME<<std::endl;
58 // note: making the camera node a child of the player node
59 // would lead to unexpected behaviour, so we don't do that.
60 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
61 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
62 m_cameranode->bindTargetAndRotation(true);
71 void Camera::step(f32 dtime)
73 if (m_view_bobbing_state != 0)
75 s32 offset = MYMAX(dtime * BOBFRAMES, 1);
76 if (m_view_bobbing_state == 2)
78 // Animation is getting turned off
79 s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
80 if (subanim < BOBFRAMES/4)
81 offset = -1 * MYMIN(offset, subanim);
83 offset = MYMIN(offset, BOBFRAMES/2 - subanim);
85 m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
89 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
91 if (m_playernode == NULL || m_cameranode == NULL)
94 // Set player node transformation
95 m_playernode->setPosition(player->getPosition());
96 //m_playernode->setRotation(v3f(player->getPitch(), -1 * player->getYaw(), 0));
97 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
98 m_playernode->updateAbsolutePosition();
100 // Compute relative camera position and target
101 v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
102 v3f relative_cam_target = v3f(0,0,1);
103 relative_cam_target.rotateYZBy(player->getPitch());
104 relative_cam_target += relative_cam_pos;
106 if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
108 f32 bobamount = cos(player->getPitch() * PI / 180);
109 bobamount = 2 * MYMIN(bobamount, 0.5);
111 f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
112 f32 bobangle_s = sin(bobangle);
113 f32 bobangle_c = cos(bobangle);
114 f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
115 f32 bobheight = 1.5 * bobwidth;
117 relative_cam_pos.X += bobwidth * bobangle_s;
118 relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
121 // Compute absolute camera position and target
122 m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
123 m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
124 m_camera_direction -= m_camera_position;
126 // Set camera node transformation
127 m_cameranode->setPosition(m_camera_position);
128 // *100.0 helps in large map coordinates
129 m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
131 // FOV and and aspect ratio
132 m_aspect = (f32)screensize.X / (f32) screensize.Y;
133 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
134 m_cameranode->setAspectRatio(m_aspect);
135 m_cameranode->setFOV(m_fov_y);
136 // Just so big a value that everything rendered is visible
137 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
138 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
140 // Render distance feedback loop
141 updateViewingRange(frametime);
143 // If the player seems to be walking on solid ground,
144 // view bobbing is enabled and free_move is off,
145 // start (or continue) the view bobbing animation.
146 v3f speed = player->getSpeed();
147 //dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
148 if ((hypot(speed.X, speed.Z) > BS) &&
149 (fabs(speed.Y) < BS/10) &&
150 (g_settings.getBool("view_bobbing") == true) &&
151 (g_settings.getBool("free_move") == false))
154 m_view_bobbing_state = 1;
156 else if (m_view_bobbing_state == 1)
159 m_view_bobbing_state = 2;
163 void Camera::updateViewingRange(f32 frametime_in)
165 if (m_draw_control.range_all)
168 m_added_frametime += frametime_in;
171 // Actually this counter kind of sucks because frametime is busytime
172 m_frametime_counter -= frametime_in;
173 if (m_frametime_counter > 0)
175 m_frametime_counter = 0.2;
177 /*dstream<<__FUNCTION_NAME
178 <<": Collected "<<m_added_frames<<" frames, total of "
179 <<m_added_frametime<<"s."<<std::endl;
181 dstream<<"m_draw_control.blocks_drawn="
182 <<m_draw_control.blocks_drawn
183 <<", m_draw_control.blocks_would_have_drawn="
184 <<m_draw_control.blocks_would_have_drawn
187 m_draw_control.wanted_min_range = m_viewing_range_min;
188 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
189 if (m_draw_control.wanted_max_blocks < 10)
190 m_draw_control.wanted_max_blocks = 10;
192 f32 block_draw_ratio = 1.0;
193 if (m_draw_control.blocks_would_have_drawn != 0)
195 block_draw_ratio = (f32)m_draw_control.blocks_drawn
196 / (f32)m_draw_control.blocks_would_have_drawn;
199 // Calculate the average frametime in the case that all wanted
200 // blocks had been drawn
201 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
203 m_added_frametime = 0.0;
206 f32 wanted_frametime_change = m_wanted_frametime - frametime;
207 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
209 // If needed frametime change is small, just return
210 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
212 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
216 f32 range = m_draw_control.wanted_range;
217 f32 new_range = range;
219 f32 d_range = range - m_range_old;
220 f32 d_frametime = frametime - m_frametime_old;
223 m_time_per_range = d_frametime / d_range;
226 // The minimum allowed calculated frametime-range derivative:
227 // Practically this sets the maximum speed of changing the range.
228 // The lower this value, the higher the maximum changing speed.
229 // A low value here results in wobbly range (0.001)
230 // A high value here results in slow changing range (0.0025)
231 // SUGG: This could be dynamically adjusted so that when
232 // the camera is turning, this is lower
233 //f32 min_time_per_range = 0.0015;
234 f32 min_time_per_range = 0.0010;
235 //f32 min_time_per_range = 0.05 / range;
236 if(m_time_per_range < min_time_per_range)
238 m_time_per_range = min_time_per_range;
239 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
243 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
246 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
247 // Dampen the change a bit to kill oscillations
248 //wanted_range_change *= 0.9;
249 //wanted_range_change *= 0.75;
250 wanted_range_change *= 0.5;
251 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
253 // If needed range change is very small, just return
254 if(fabs(wanted_range_change) < 0.001)
256 //dstream<<"ignoring small wanted_range_change"<<std::endl;
260 new_range += wanted_range_change;
262 //f32 new_range_unclamped = new_range;
263 new_range = MYMAX(new_range, m_viewing_range_min);
264 new_range = MYMIN(new_range, m_viewing_range_max);
265 /*dstream<<"new_range="<<new_range_unclamped
266 <<", clamped to "<<new_range<<std::endl;*/
268 m_draw_control.wanted_range = new_range;
270 m_range_old = new_range;
271 m_frametime_old = frametime;
274 void Camera::updateSettings()
276 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
277 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
279 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
280 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
282 f32 fov_degrees = g_settings.getFloat("fov");
283 fov_degrees = MYMAX(fov_degrees, 10.0);
284 fov_degrees = MYMIN(fov_degrees, 170.0);
285 m_fov_y = fov_degrees * PI / 180.0;
287 f32 wanted_fps = g_settings.getFloat("wanted_fps");
288 wanted_fps = MYMAX(wanted_fps, 1.0);
289 m_wanted_frametime = 1.0 / wanted_fps;