Tune caves
[oweals/minetest.git] / src / camera.cpp
index c0e1714681122dd01ff31bc48dd6f03734298f23..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 "nodedef.h" // For wield visualization
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+#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,
+               IGameDef *gamedef):
        m_smgr(smgr),
        m_playernode(NULL),
        m_headnode(NULL),
@@ -37,10 +43,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
 
        m_wieldmgr(NULL),
        m_wieldnode(NULL),
+       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),
@@ -49,7 +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),
@@ -77,15 +82,13 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
-
-       updateSettings();
+       m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
 }
 
 Camera::~Camera()
 {
+       m_wieldnode->setMesh(NULL);
        m_wieldmgr->drop();
-       m_wieldnode->drop();
 }
 
 bool Camera::successfullyCreated(std::wstring& error_message)
@@ -170,23 +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());
@@ -258,18 +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;
@@ -292,7 +339,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
-       m_wieldnode->updateLight(player->light);
+       m_wieldlight = player->light;
 
        // Render distance feedback loop
        updateViewingRange(frametime);
@@ -342,7 +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;
@@ -361,13 +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;
@@ -420,8 +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;*/
 
@@ -431,226 +503,42 @@ void Camera::updateViewingRange(f32 frametime_in)
        m_frametime_old = frametime;
 }
 
-void Camera::updateSettings()
+void Camera::setDigging(s32 button)
 {
-       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;
+       if (m_digging_button == -1)
+               m_digging_button = button;
 }
 
-void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item)
 {
-       //ITextureSource *tsrc = gamedef->tsrc();
-       INodeDefManager *ndef = gamedef->ndef();
-
-       if (item != NULL)
+       IItemDefManager *idef = m_gamedef->idef();
+       scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+       if(wield_mesh)
        {
-               bool isCube = false;
-
-               // Try to make a MaterialItem cube.
-               if (std::string(item->getName()) == "MaterialItem")
-               {
-                       // A block-type material
-                       MaterialItem* mat_item = (MaterialItem*) item;
-                       content_t content = mat_item->getMaterial();
-                       switch(ndef->get(content).drawtype){
-                       case NDT_NORMAL:
-                       case NDT_LIQUID:
-                       case NDT_FLOWINGLIQUID:
-                       case NDT_GLASSLIKE:
-                       case NDT_ALLFACES:
-                       case NDT_ALLFACES_OPTIONAL:
-                               m_wieldnode->setCube(ndef->get(content).tiles);
-                               isCube = true;
-                               break;
-                       default:
-                               break;
-                       }
-               }
-
-               // If that failed, make an extruded sprite.
-               if (!isCube)
-               {
-                       m_wieldnode->setSprite(item->getImageRaw());
-               }
-
+               m_wieldnode->setMesh(wield_mesh);
                m_wieldnode->setVisible(true);
        }
        else
        {
-               // Bare hands
-               m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
-               m_wieldnode->setVisible(true);
+               m_wieldnode->setVisible(false);
        }
 }
 
-void Camera::setDigging(s32 button)
-{
-       if (m_digging_button == -1)
-               m_digging_button = button;
-}
-
 void Camera::drawWieldedTool()
 {
+       // Set vertex colors of wield mesh according to light level
+       u8 li = decode_light(m_wieldlight);
+       video::SColor color(255,li,li,li);
+       setMeshColor(m_wieldnode->getMesh(), color);
+
+       // Clear Z buffer
        m_wieldmgr->getVideoDriver()->clearZBuffer();
 
+       // 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();
 }
-
-
-ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
-       scene::ISceneNode* parent,
-       scene::ISceneManager* mgr,
-       s32 id,
-       const v3f& position,
-       const v3f& rotation,
-       const v3f& scale
-):
-       ISceneNode(parent, mgr, id, position, rotation, scale)
-{
-       m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
-       m_cubemesh = NULL;
-       m_is_cube = false;
-       m_light = LIGHT_MAX;
-}
-
-ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
-{
-       removeChild(m_meshnode);
-       if (m_cubemesh)
-               m_cubemesh->drop();
-}
-
-void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
-{
-       const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
-
-       if (texture == NULL)
-       {
-               m_meshnode->setVisible(false);
-               return;
-       }
-
-       io::path name = getExtrudedName(texture);
-       scene::IMeshCache* cache = SceneManager->getMeshCache();
-       scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
-       if (mesh != NULL)
-       {
-               // Extruded texture has been found in cache.
-               m_meshnode->setMesh(mesh);
-       }
-       else
-       {
-               // Texture was not yet extruded, do it now and save in cache
-               mesh = createExtrudedMesh(texture,
-                               SceneManager->getVideoDriver(),
-                               sprite_scale);
-               if (mesh == NULL)
-               {
-                       dstream << "Warning: failed to extrude sprite" << std::endl;
-                       m_meshnode->setVisible(false);
-                       return;
-               }
-               cache->addMesh(name, mesh);
-               m_meshnode->setMesh(mesh);
-               mesh->drop();
-       }
-
-       m_meshnode->getMaterial(0).setTexture(0, texture);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       m_meshnode->setVisible(true);
-       m_is_cube = false;
-       updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
-{
-       const v3f cube_scale(30.0, 30.0, 30.0);
-
-       if (m_cubemesh == NULL)
-       {
-               m_cubemesh = createCubeMesh(cube_scale);
-       }
-
-       m_meshnode->setMesh(m_cubemesh);
-       for (int i = 0; i < 6; ++i)
-       {
-               // Get the tile texture and atlas transformation
-               video::ITexture* atlas = tiles[i].texture.atlas;
-               v2f pos = tiles[i].texture.pos;
-               v2f size = tiles[i].texture.size;
-
-               // Set material flags and texture
-               video::SMaterial& material = m_meshnode->getMaterial(i);
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               tiles[i].applyMaterialOptions(material);
-               material.setTexture(0, atlas);
-               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
-               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
-       }
-       m_meshnode->setVisible(true);
-       m_is_cube = true;
-       updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::updateLight(u8 light)
-{
-       m_light = light;
-
-       u8 li = decode_light(light);
-       // Set brightness one lower than incoming light
-       diminish_light(li);
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_meshnode->getMesh(), color);
-}
-
-void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
-{
-       scene::IMeshCache* cache = SceneManager->getMeshCache();
-       scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
-       if (mesh != NULL)
-               cache->removeMesh(mesh);
-}
-
-const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
-{
-       return m_meshnode->getBoundingBox();
-}
-
-void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
-{
-       if (IsVisible)
-               SceneManager->registerNodeForRendering(this);
-       ISceneNode::OnRegisterSceneNode();
-}
-
-void ExtrudedSpriteSceneNode::render()
-{
-       // do nothing
-}
-
-io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
-{
-       io::path path = texture->getName();
-       path.append("/[extruded]");
-       return path;
-}