Tune caves
[oweals/minetest.git] / src / camera.cpp
index 066208569b1702cedaed7efbff1bc5f12714e6c1..ba05329e58c651be2b88196abf766c067761d15a 100644 (file)
@@ -22,14 +22,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client.h"
 #include "main.h" // for g_settings
 #include "map.h"
+#include "clientmap.h" // MapDrawControl
 #include "mesh.h"
 #include "player.h"
 #include "tile.h"
 #include <cmath>
 #include "settings.h"
 #include "itemdef.h" // For wield visualization
+#include "noise.h" // easeCurve
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
 
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+               IGameDef *gamedef):
        m_smgr(smgr),
        m_playernode(NULL),
        m_headnode(NULL),
@@ -40,8 +46,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_wieldlight(0),
 
        m_draw_control(draw_control),
-       m_viewing_range_min(5.0),
-       m_viewing_range_max(5.0),
+       m_gamedef(gamedef),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
@@ -50,7 +55,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_fov_x(1.0),
        m_fov_y(1.0),
 
-       m_wanted_frametime(0.0),
        m_added_frametime(0),
        m_added_frames(0),
        m_range_old(0),
@@ -79,8 +83,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
        m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
-
-       updateSettings();
 }
 
 Camera::~Camera()
@@ -171,23 +173,44 @@ void Camera::step(f32 dtime)
                }
                else
                {
+                       float was = m_view_bobbing_anim;
                        m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+                       bool step = (was == 0 ||
+                                       (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
+                                       (was > 0.5f && m_view_bobbing_anim <= 0.5f));
+                       if(step){
+                               MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+                               m_gamedef->event()->put(e);
+                       }
                }
        }
 
        if (m_digging_button != -1)
        {
                f32 offset = dtime * 3.5;
+               float m_digging_anim_was = m_digging_anim;
                m_digging_anim += offset;
                if (m_digging_anim >= 1)
                {
                        m_digging_anim = 0;
                        m_digging_button = -1;
                }
+               float lim = 0.15;
+               if(m_digging_anim_was < lim && m_digging_anim >= lim)
+               {
+                       if(m_digging_button == 0){
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+                               m_gamedef->event()->put(e);
+                       } else if(m_digging_button == 1){
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+                               m_gamedef->event()->put(e);
+                       }
+               }
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
+               f32 tool_reload_ratio)
 {
        // Set player node transformation
        m_playernode->setPosition(player->getPosition());
@@ -259,18 +282,41 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        // *100.0 helps in large map coordinates
        m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
 
-       // FOV and and aspect ratio
+       // Get FOV setting
+       f32 fov_degrees = g_settings->getFloat("fov");
+       fov_degrees = MYMAX(fov_degrees, 10.0);
+       fov_degrees = MYMIN(fov_degrees, 170.0);
+
+       // FOV and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       m_fov_y = fov_degrees * PI / 180.0;
+       // Increase vertical FOV on lower aspect ratios (<16:10)
+       m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
+       // WTF is this? It can't be right
        m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
-       // Just so big a value that everything rendered is visible
-       // Some more allowance that m_viewing_range_max * BS because of active objects etc.
-       m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
 
        // Position the wielded item
-       v3f wield_position = v3f(45, -35, 65);
+       //v3f wield_position = v3f(45, -35, 65);
+       v3f wield_position = v3f(55, -35, 65);
+       //v3f wield_rotation = v3f(-100, 120, -100);
        v3f wield_rotation = v3f(-100, 120, -100);
+       if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+               f32 frac = 1.0;
+               if(m_digging_anim > 0.5)
+                       frac = 2.0 * (m_digging_anim - 0.5);
+               // This value starts from 1 and settles to 0
+               f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+               //f32 ratiothing2 = pow(ratiothing, 0.5f);
+               f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+               wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+               //wield_position.Z += frac * 5.0 * ratiothing2;
+               wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+               wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+       }
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
@@ -343,7 +389,32 @@ void Camera::updateViewingRange(f32 frametime_in)
                        <<m_draw_control.blocks_would_have_drawn
                        <<std::endl;*/
 
-       m_draw_control.wanted_min_range = m_viewing_range_min;
+       // Get current viewing range and FPS settings
+       f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+       viewing_range_min = MYMAX(5.0, viewing_range_min);
+
+       f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+       viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+       
+       // Immediately apply hard limits
+       if(m_draw_control.wanted_range < viewing_range_min)
+               m_draw_control.wanted_range = viewing_range_min;
+       if(m_draw_control.wanted_range > viewing_range_max)
+               m_draw_control.wanted_range = viewing_range_max;
+
+       // Just so big a value that everything rendered is visible
+       // Some more allowance than viewing_range_max * BS because of clouds,
+       // active objects, etc.
+       if(viewing_range_max < 200*BS)
+               m_cameranode->setFarValue(200 * BS * 10);
+       else
+               m_cameranode->setFarValue(viewing_range_max * BS * 10);
+
+       f32 wanted_fps = g_settings->getFloat("wanted_fps");
+       wanted_fps = MYMAX(wanted_fps, 1.0);
+       f32 wanted_frametime = 1.0 / wanted_fps;
+
+       m_draw_control.wanted_min_range = viewing_range_min;
        m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
        if (m_draw_control.wanted_max_blocks < 10)
                m_draw_control.wanted_max_blocks = 10;
@@ -362,13 +433,13 @@ void Camera::updateViewingRange(f32 frametime_in)
        m_added_frametime = 0.0;
        m_added_frames = 0;
 
-       f32 wanted_frametime_change = m_wanted_frametime - frametime;
+       f32 wanted_frametime_change = wanted_frametime - frametime;
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
 
        // If needed frametime change is small, just return
        // This value was 0.4 for many months until 2011-10-18 by c55;
        // Let's see how this works out.
-       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
+       if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
        {
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
                return;
@@ -421,8 +492,8 @@ void Camera::updateViewingRange(f32 frametime_in)
        new_range += wanted_range_change;
        
        //f32 new_range_unclamped = new_range;
-       new_range = MYMAX(new_range, m_viewing_range_min);
-       new_range = MYMIN(new_range, m_viewing_range_max);
+       new_range = MYMAX(new_range, viewing_range_min);
+       new_range = MYMIN(new_range, viewing_range_max);
        /*dstream<<"new_range="<<new_range_unclamped
                        <<", clamped to "<<new_range<<std::endl;*/
 
@@ -432,33 +503,15 @@ void Camera::updateViewingRange(f32 frametime_in)
        m_frametime_old = frametime;
 }
 
-void Camera::updateSettings()
-{
-       m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
-       m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
-
-       m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
-       m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
-       f32 fov_degrees = g_settings->getFloat("fov");
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
-       m_fov_y = fov_degrees * PI / 180.0;
-
-       f32 wanted_fps = g_settings->getFloat("wanted_fps");
-       wanted_fps = MYMAX(wanted_fps, 1.0);
-       m_wanted_frametime = 1.0 / wanted_fps;
-}
-
 void Camera::setDigging(s32 button)
 {
        if (m_digging_button == -1)
                m_digging_button = button;
 }
 
-void Camera::wield(const ItemStack &item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item)
 {
-       IItemDefManager *idef = gamedef->idef();
+       IItemDefManager *idef = m_gamedef->idef();
        scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
        if(wield_mesh)
        {
@@ -484,7 +537,7 @@ void Camera::drawWieldedTool()
        // Draw the wielded node (in a separate scene manager)
        scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
        cam->setAspectRatio(m_cameranode->getAspectRatio());
-       cam->setFOV(m_cameranode->getFOV());
+       cam->setFOV(72.0*PI/180.0);
        cam->setNearValue(0.1);
        cam->setFarValue(100);
        m_wieldmgr->drawAll();