Collected and moved existing camera infrastructure from game.cpp to camera.cpp and...
authorKahrl <kahrl@gmx.net>
Wed, 7 Sep 2011 23:08:47 +0000 (01:08 +0200)
committerKahrl <kahrl@gmx.net>
Wed, 7 Sep 2011 23:08:47 +0000 (01:08 +0200)
13 files changed:
src/CMakeLists.txt
src/camera.cpp [new file with mode: 0644]
src/camera.h [new file with mode: 0644]
src/client.cpp
src/client.h
src/constants.h
src/defaultsettings.cpp
src/game.cpp
src/map.cpp
src/map.h
src/server.cpp
src/utility.cpp
src/utility.h

index 9c3b0960adbd7a62b0fd28d88dd6a502d409cfef..80ee0fc649fe4399a1a808b85cb34c9932b876a8 100644 (file)
@@ -142,6 +142,7 @@ set(minetest_SRCS
        mapblock_mesh.cpp
        farmesh.cpp
        keycode.cpp
+       camera.cpp
        clouds.cpp
        clientobject.cpp
        guiMainMenu.cpp
diff --git a/src/camera.cpp b/src/camera.cpp
new file mode 100644 (file)
index 0000000..30df439
--- /dev/null
@@ -0,0 +1,243 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "camera.h"
+#include "debug.h"
+#include "main.h" // for g_settings
+#include "map.h"
+#include "player.h"
+#include "utility.h"
+#include <cmath>
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+       m_smgr(smgr),
+       m_playernode(NULL),
+       m_cameranode(NULL),
+       m_draw_control(draw_control),
+       m_viewing_range_min(5.0),
+       m_viewing_range_max(5.0),
+
+       m_camera_position(0,0,0),
+       m_camera_direction(0,0,0),
+
+       m_aspect(1.0),
+       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),
+       m_frametime_old(0),
+       m_frametime_counter(0),
+       m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
+
+       m_view_bobbing_anim(0),
+       m_view_bobbing_anim_left(0)
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+
+       m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
+       m_cameranode = smgr->addCameraSceneNode(m_playernode);
+
+       updateSettings();
+}
+
+Camera::~Camera()
+{
+}
+
+void Camera::step(f32 dtime)
+{
+}
+
+void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+{
+       if (m_playernode == NULL || m_cameranode == NULL)
+               return;
+
+       // FOV and and aspect ratio
+       m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       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);
+
+       m_camera_position = player->getEyePosition();  // TODO bobbing
+       m_cameranode->setPosition(m_camera_position);
+
+       m_camera_direction = v3f(0,0,1);
+       m_camera_direction.rotateYZBy(player->getPitch());
+       m_camera_direction.rotateXZBy(player->getYaw());
+       // *100.0 helps in large map coordinates
+       m_cameranode->setTarget(m_camera_position + m_camera_direction * 100.0);
+
+       // Render distance feedback loop
+       updateViewingRange(frametime);
+
+       // Check if view bobbing is active
+       v3f speed = player->getSpeed();
+       f32 epsilon = BS / 1000.0;
+       if (speed.X * speed.X + speed.Z * speed.Z > epsilon*epsilon &&
+                       speed.Y < epsilon &&
+                       g_settings.getBool("view_bobbing") == true &&
+                       g_settings.getBool("free_move") == false)
+       {
+               // The player seems to be walking on solid ground.
+               // Enable view bobbing.
+               //dstream << "View bobbing active" << std::endl;
+       }
+       else
+       {
+               //dstream << "View bobbing inactive" << std::endl;
+       }
+}
+
+void Camera::updateViewingRange(f32 frametime_in)
+{
+       if (m_draw_control.range_all)
+               return;
+
+       m_added_frametime += frametime_in;
+       m_added_frames += 1;
+
+       // Actually this counter kind of sucks because frametime is busytime
+       m_frametime_counter -= frametime_in;
+       if (m_frametime_counter > 0)
+               return;
+       m_frametime_counter = 0.2;
+
+       dstream<<__FUNCTION_NAME
+                       <<": Collected "<<m_added_frames<<" frames, total of "
+                       <<m_added_frametime<<"s."<<std::endl;
+
+       dstream<<"m_draw_control.blocks_drawn="
+                       <<m_draw_control.blocks_drawn
+                       <<", m_draw_control.blocks_would_have_drawn="
+                       <<m_draw_control.blocks_would_have_drawn
+                       <<std::endl;
+
+       m_draw_control.wanted_min_range = m_viewing_range_min;
+       m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+       if (m_draw_control.wanted_max_blocks < 10)
+               m_draw_control.wanted_max_blocks = 10;
+
+       f32 block_draw_ratio = 1.0;
+       if (m_draw_control.blocks_would_have_drawn != 0)
+       {
+               block_draw_ratio = (f32)m_draw_control.blocks_drawn
+                       / (f32)m_draw_control.blocks_would_have_drawn;
+       }
+
+       // Calculate the average frametime in the case that all wanted
+       // blocks had been drawn
+       f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
+
+       m_added_frametime = 0.0;
+       m_added_frames = 0;
+
+       f32 wanted_frametime_change = m_wanted_frametime - frametime;
+       dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
+
+       // If needed frametime change is small, just return
+       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+       {
+               dstream<<"ignoring small wanted_frametime_change"<<std::endl;
+               return;
+       }
+
+       f32 range = m_draw_control.wanted_range;
+       f32 new_range = range;
+
+       f32 d_range = range - m_range_old;
+       f32 d_frametime = frametime - m_frametime_old;
+       if (d_range != 0)
+       {
+               m_time_per_range = d_frametime / d_range;
+       }
+
+       // The minimum allowed calculated frametime-range derivative:
+       // Practically this sets the maximum speed of changing the range.
+       // The lower this value, the higher the maximum changing speed.
+       // A low value here results in wobbly range (0.001)
+       // A high value here results in slow changing range (0.0025)
+       // SUGG: This could be dynamically adjusted so that when
+       //       the camera is turning, this is lower
+       //f32 min_time_per_range = 0.0015;
+       f32 min_time_per_range = 0.0010;
+       //f32 min_time_per_range = 0.05 / range;
+       if(m_time_per_range < min_time_per_range)
+       {
+               m_time_per_range = min_time_per_range;
+               dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
+       }
+       else
+       {
+               dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
+       }
+
+       f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
+       // Dampen the change a bit to kill oscillations
+       //wanted_range_change *= 0.9;
+       //wanted_range_change *= 0.75;
+       wanted_range_change *= 0.5;
+       dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
+
+       // If needed range change is very small, just return
+       if(fabs(wanted_range_change) < 0.001)
+       {
+               dstream<<"ignoring small wanted_range_change"<<std::endl;
+               return;
+       }
+
+       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);
+       dstream<<"new_range="<<new_range_unclamped
+                       <<", clamped to "<<new_range<<std::endl;
+
+       m_draw_control.wanted_range = new_range;
+
+       m_range_old = new_range;
+       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 * M_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;
+}
+
diff --git a/src/camera.h b/src/camera.h
new file mode 100644 (file)
index 0000000..88f03e6
--- /dev/null
@@ -0,0 +1,141 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#ifndef CAMERA_HEADER
+#define CAMERA_HEADER
+
+#include "common_irrlicht.h"
+#include "utility.h"
+
+class LocalPlayer;
+class MapDrawControl;
+
+/*
+       Client camera class, manages the player and camera scene nodes, the viewing distance
+       and performs view bobbing etc.
+*/
+class Camera
+{
+public:
+       Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
+       ~Camera();
+
+       // Get player scene node.
+       // This node is positioned at the player's torso (without any view bobbing),
+       // as given by Player::m_position, Player::m_pitch and Player::m_yaw.
+       // Things like wielded tools should be positioned relative to this node.
+       inline scene::ISceneNode* getPlayerNode() const
+       {
+               return m_playernode;
+       }
+
+       // Get camera scene node.
+       // The camera node is a child of the player node.
+       // It has the eye transformation and view bobbing applied.
+       inline scene::ICameraSceneNode* getCameraNode() const
+       {
+               return m_cameranode;
+       }
+
+       // Get the camera position (in absolute scene coordinates).
+       // This has view bobbing applied.
+       inline v3f getPosition() const
+       {
+               return m_camera_position;
+       }
+
+       // Get the camera direction (in absolute camera coordinates).
+       // This has view bobbing applied.
+       inline v3f getDirection() const
+       {
+               return m_camera_direction;
+       }
+
+       // Horizontal field of view
+       inline f32 getFovX() const
+       {
+               return m_fov_x;
+       }
+
+       // Vertical field of view
+       inline f32 getFovY() const
+       {
+               return m_fov_y;
+       }
+
+       // Get maximum of getFovX() and getFovY()
+       inline f32 getFovMax() const
+       {
+               return MYMAX(m_fov_x, m_fov_y);
+       }
+
+       // Step the camera: updates the viewing range and view bobbing.
+       void step(f32 dtime);
+
+       // Update the camera from the local player's position.
+       // frametime is used to adjust the viewing range.
+       void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
+
+       // Render distance feedback loop
+       void updateViewingRange(f32 frametime_in);
+
+       // Update settings from g_settings
+       void updateSettings();
+
+private:
+       // Scene manager and nodes
+       scene::ISceneManager* m_smgr;
+       scene::ISceneNode* m_playernode;
+       scene::ICameraSceneNode* m_cameranode;
+
+       // draw control
+       MapDrawControl& m_draw_control;
+
+       // viewing_range_min_nodes setting
+       f32 m_viewing_range_min;
+       // viewing_range_max_nodes setting
+       f32 m_viewing_range_max;
+
+       // Absolute camera position
+       v3f m_camera_position;
+       // Absolute camera direction
+       v3f m_camera_direction;
+
+       // Field of view and aspect ratio stuff
+       f32 m_aspect;
+       f32 m_fov_x;
+       f32 m_fov_y;
+
+       // Stuff for viewing range calculations
+       f32 m_wanted_frametime;
+       f32 m_added_frametime;
+       s16 m_added_frames;
+       f32 m_range_old;
+       f32 m_frametime_old;
+       f32 m_frametime_counter;
+       f32 m_time_per_range;
+
+       // View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
+       u32 m_view_bobbing_anim;
+       // Number of frames to continue the view bobbing animation.
+       u32 m_view_bobbing_anim_left;
+};
+
+#endif
+
index df792d116e616049bb8c4fc389c839b2c5583c24..81dedd1446336f3b3fe0263ee49addd63b2e39fd 100644 (file)
@@ -1978,9 +1978,9 @@ void Client::addNode(v3s16 p, MapNode n)
        }
 }
        
-void Client::updateCamera(v3f pos, v3f dir)
+void Client::updateCamera(v3f pos, v3f dir, f32 fov)
 {
-       m_env.getClientMap().updateCamera(pos, dir);
+       m_env.getClientMap().updateCamera(pos, dir, fov);
 }
 
 void Client::renderPostFx()
@@ -2004,16 +2004,6 @@ LocalPlayer* Client::getLocalPlayer()
        return m_env.getLocalPlayer();
 }
 
-v3f Client::getPlayerPosition(v3f *eye_position)
-{
-       //JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
-       LocalPlayer *player = m_env.getLocalPlayer();
-       assert(player != NULL);
-       if (eye_position)
-               *eye_position = player->getEyePosition();
-       return player->getPosition();
-}
-
 void Client::setPlayerControl(PlayerControl &control)
 {
        //JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
index 9c942ff9ac150c1a67f0a417fe6bfac52511df4f..930987c02e7f676f1289626c4ad44bdb85dc5aef 100644 (file)
@@ -199,7 +199,7 @@ public:
        // locks envlock
        void addNode(v3s16 p, MapNode n);
        
-       void updateCamera(v3f pos, v3f dir);
+       void updateCamera(v3f pos, v3f dir, f32 fov);
        
        void renderPostFx();
        
@@ -210,8 +210,6 @@ public:
 
        LocalPlayer* getLocalPlayer();
 
-       v3f getPlayerPosition(v3f *eye_position);
-
        void setPlayerControl(PlayerControl &control);
 
        void selectPlayerItem(u16 item);
index 1af5f1f1b2a9e55d4cbe5d1806e11cc6e75fd85f..9ba10b51c6b0ec8560e7360adf8aea5435944c6f 100644 (file)
@@ -44,9 +44,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define PI 3.14159
 
-// This is the same as in minecraft and everything else
-#define FOV_ANGLE (PI/2.5)
-
 // The absolute working limit is (2^15 - viewing_range).
 // I really don't want to make every algorithm to check if it's 
 // going near the limit or not, so this is lower.
index 1e17f2f3ac36922abc2b6d0e2937a38e9d0ebd4a..163ed0884ca3bf48a17e2ffd498c51bce42ec34e 100644 (file)
@@ -59,6 +59,8 @@ void set_default_settings()
        g_settings.setDefault("random_input", "false");
        g_settings.setDefault("client_unload_unused_data_timeout", "600");
        g_settings.setDefault("enable_fog", "true");
+       g_settings.setDefault("fov", "72");
+       g_settings.setDefault("view_bobbing", "true");
        g_settings.setDefault("new_style_water", "false");
        g_settings.setDefault("new_style_leaves", "true");
        g_settings.setDefault("smooth_lighting", "true");
index afe1ce80f7c23fc0e88a47799a0049b8c21c0707..fc1486b737197c6ffdfc387208c943376a90b978 100644 (file)
@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "materials.h"
 #include "config.h"
 #include "clouds.h"
+#include "camera.h"
 #include "farmesh.h"
 #include "mapblock.h"
 
@@ -49,8 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define FIELD_OF_VIEW_TEST 0
 
 
-MapDrawControl draw_control;
-
 // Chat data
 struct ChatLine
 {
@@ -143,144 +142,6 @@ struct TextDestSignNode : public TextDest
        Client *m_client;
 };
 
-/*
-       Render distance feedback loop
-*/
-void updateViewingRange(f32 frametime_in, Client *client)
-{
-       if(draw_control.range_all == true)
-               return;
-       
-       static f32 added_frametime = 0;
-       static s16 added_frames = 0;
-
-       added_frametime += frametime_in;
-       added_frames += 1;
-
-       // Actually this counter kind of sucks because frametime is busytime
-       static f32 counter = 0;
-       counter -= frametime_in;
-       if(counter > 0)
-               return;
-       //counter = 0.1;
-       counter = 0.2;
-
-       /*dstream<<__FUNCTION_NAME
-                       <<": Collected "<<added_frames<<" frames, total of "
-                       <<added_frametime<<"s."<<std::endl;*/
-       
-       /*dstream<<"draw_control.blocks_drawn="
-                       <<draw_control.blocks_drawn
-                       <<", draw_control.blocks_would_have_drawn="
-                       <<draw_control.blocks_would_have_drawn
-                       <<std::endl;*/
-       
-       float range_min = g_settings.getS16("viewing_range_nodes_min");
-       float range_max = g_settings.getS16("viewing_range_nodes_max");
-       
-       // Limit minimum to keep the feedback loop stable
-       if(range_min < 5)
-               range_min = 5;
-       
-       draw_control.wanted_min_range = range_min;
-       //draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
-       draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
-       if(draw_control.wanted_max_blocks < 10)
-               draw_control.wanted_max_blocks = 10;
-       
-       float block_draw_ratio = 1.0;
-       if(draw_control.blocks_would_have_drawn != 0)
-       {
-               block_draw_ratio = (float)draw_control.blocks_drawn
-                       / (float)draw_control.blocks_would_have_drawn;
-       }
-
-       // Calculate the average frametime in the case that all wanted
-       // blocks had been drawn
-       f32 frametime = added_frametime / added_frames / block_draw_ratio;
-       
-       added_frametime = 0.0;
-       added_frames = 0;
-       
-       float wanted_fps = g_settings.getFloat("wanted_fps");
-       float wanted_frametime = 1.0 / wanted_fps;
-       
-       f32 wanted_frametime_change = wanted_frametime - frametime;
-       //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-       
-       // If needed frametime change is small, just return
-       if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
-       {
-               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
-               return;
-       }
-
-       float range = draw_control.wanted_range;
-       float new_range = range;
-
-       static s16 range_old = 0;
-       static f32 frametime_old = 0;
-       
-       float d_range = range - range_old;
-       f32 d_frametime = frametime - frametime_old;
-       // A sane default of 30ms per 50 nodes of range
-       static f32 time_per_range = 30. / 50;
-       if(d_range != 0)
-       {
-               time_per_range = d_frametime / d_range;
-       }
-       
-       // The minimum allowed calculated frametime-range derivative:
-       // Practically this sets the maximum speed of changing the range.
-       // The lower this value, the higher the maximum changing speed.
-       // A low value here results in wobbly range (0.001)
-       // A high value here results in slow changing range (0.0025)
-       // SUGG: This could be dynamically adjusted so that when
-       //       the camera is turning, this is lower
-       //float min_time_per_range = 0.0015;
-       float min_time_per_range = 0.0010;
-       //float min_time_per_range = 0.05 / range;
-       if(time_per_range < min_time_per_range)
-       {
-               time_per_range = min_time_per_range;
-               //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
-       }
-       else
-       {
-               //dstream<<"time_per_range="<<time_per_range<<std::endl;
-       }
-
-       f32 wanted_range_change = wanted_frametime_change / time_per_range;
-       // Dampen the change a bit to kill oscillations
-       //wanted_range_change *= 0.9;
-       //wanted_range_change *= 0.75;
-       wanted_range_change *= 0.5;
-       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
-       // If needed range change is very small, just return
-       if(fabs(wanted_range_change) < 0.001)
-       {
-               //dstream<<"ignoring small wanted_range_change"<<std::endl;
-               return;
-       }
-
-       new_range += wanted_range_change;
-       
-       //float new_range_unclamped = new_range;
-       if(new_range < range_min)
-               new_range = range_min;
-       if(new_range > range_max)
-               new_range = range_max;
-       
-       /*dstream<<"new_range="<<new_range_unclamped
-                       <<", clamped to "<<new_range<<std::endl;*/
-
-       draw_control.wanted_range = new_range;
-
-       range_old = new_range;
-       frametime_old = frametime;
-}
-
 /*
        Hotbar draw routine
 */
@@ -847,6 +708,7 @@ void the_game(
 
        draw_load_screen(L"Creating client...", driver, font);
        std::cout<<DTIME<<"Creating client"<<std::endl;
+       MapDrawControl draw_control;
        Client client(device, playername.c_str(), password, draw_control);
                        
        draw_load_screen(L"Resolving address...", driver, font);
@@ -950,25 +812,18 @@ void the_game(
        /*
                Create the camera node
        */
-
-       scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
-               0, // Camera parent
-               v3f(BS*100, BS*2, BS*100), // Look from
-               v3f(BS*100+1, BS*2, BS*100), // Look to
-               -1 // Camera ID
-       );
-
-       if(camera == NULL)
+       Camera camera(smgr, draw_control);
+       if (camera.getPlayerNode() == NULL)
+       {
+               error_message = L"Failed to create the player node";
+               return;
+       }
+       if (camera.getCameraNode() == NULL)
        {
                error_message = L"Failed to create the camera node";
                return;
        }
 
-       camera->setFOV(FOV_ANGLE);
-
-       // Just so big a value that everything rendered is visible
-       camera->setFarValue(100000*BS);
-       
        f32 camera_yaw = 0; // "right/left"
        f32 camera_pitch = 0; // "up/down"
 
@@ -1168,12 +1023,6 @@ void the_game(
                // Necessary for device->getTimer()->getTime()
                device->run();
 
-               /*
-                       Viewing range
-               */
-               
-               updateViewingRange(busytime, &client);
-               
                /*
                        FPS limiter
                */
@@ -1565,10 +1414,6 @@ void the_game(
                        }
                }
                
-               // Get player position
-               v3f camera_position;
-               v3f player_position = client.getPlayerPosition(&camera_position);
-
                //TimeTaker //timer2("//timer2");
 
                /*
@@ -1621,25 +1466,25 @@ void the_game(
                        first_loop_after_window_activation = true;
                }
 
-               camera_yaw = wrapDegrees(camera_yaw);
-               camera_pitch = wrapDegrees(camera_pitch);
-               
-               v3f camera_direction = v3f(0,0,1);
-               camera_direction.rotateYZBy(camera_pitch);
-               camera_direction.rotateXZBy(camera_yaw);
+               LocalPlayer* player = client.getLocalPlayer();
+               camera.update(player, busytime, screensize);
+               camera.step(dtime);
 
-               camera->setPosition(camera_position);
-               // *100.0 helps in large map coordinates
-               camera->setTarget(camera_position + camera_direction * 100.0);
+               v3f player_position = player->getPosition();
+               v3f camera_position = camera.getPosition();
+               v3f camera_direction = camera.getDirection();
+               f32 camera_fov = camera.getFovMax();
 
-               if(FIELD_OF_VIEW_TEST){
-                       client.updateCamera(v3f(0,0,0), v3f(0,0,1));
+               if(FIELD_OF_VIEW_TEST)
+               {
+                       client.updateCamera(v3f(0,0,0), v3f(0,0,1), M_PI);
                }
-               else{
-                       //TimeTaker timer("client.updateCamera");
-                       client.updateCamera(camera_position, camera_direction);
+               else
+               {
+                       client.updateCamera(camera_position,
+                               camera_direction, camera_fov);
                }
-               
+
                //timer2.stop();
                //TimeTaker //timer3("//timer3");
 
@@ -2010,8 +1855,6 @@ void the_game(
                        Calculate stuff for drawing
                */
 
-               camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
-               
                u32 daynight_ratio = client.getDayNightRatio();
                u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
                video::SColor bgcolor = video::SColor(
index 6f22498fede2173af16955ab133a9bc83af94206..b1908fe2ea4091b526e4dc98277413c8f1bce09d 100644 (file)
@@ -3604,7 +3604,8 @@ ClientMap::ClientMap(
        m_client(client),
        m_control(control),
        m_camera_position(0,0,0),
-       m_camera_direction(0,0,1)
+       m_camera_direction(0,0,1),
+       m_camera_fov(M_PI)
 {
        m_camera_mutex.Init();
        assert(m_camera_mutex.IsInitialized());
@@ -3713,6 +3714,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
        v3f camera_direction = m_camera_direction;
+       f32 camera_fov = m_camera_fov;
        m_camera_mutex.Unlock();
 
        /*
@@ -3805,7 +3807,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        
                        float d = 0.0;
                        if(isBlockInSight(block->getPos(), camera_position,
-                                       camera_direction, range, &d) == false)
+                                       camera_direction, camera_fov,
+                                       range, &d) == false)
                        {
                                continue;
                        }
index 5bea4a137c054dde6ef739732a048b95c1a978de..cb649addd009253c9f2c223326b910b2a47ff55f 100644 (file)
--- a/src/map.h
+++ b/src/map.h
@@ -518,11 +518,12 @@ public:
                ISceneNode::drop();
        }
 
-       void updateCamera(v3f pos, v3f dir)
+       void updateCamera(v3f pos, v3f dir, f32 fov)
        {
                JMutexAutoLock lock(m_camera_mutex);
                m_camera_position = pos;
                m_camera_direction = dir;
+               m_camera_fov = fov;
        }
 
        /*
@@ -603,6 +604,7 @@ private:
 
        v3f m_camera_position;
        v3f m_camera_direction;
+       f32 m_camera_fov;
        JMutex m_camera_mutex;
        
        core::map<v2s16, bool> m_last_drawn_sectors;
index 14d8942cb0cf6a4a4b5091b8c70923ae207e248a..fd93d7523b22f872fdbf8f2b9106c403a6382b21 100644 (file)
@@ -584,7 +584,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
                                Don't generate or send if not in sight
                        */
 
-                       if(isBlockInSight(p, camera_pos, camera_dir, 10000*BS) == false)
+                       if(isBlockInSight(p, camera_pos, camera_dir, M_PI, 10000*BS) == false)
                        {
                                continue;
                        }
index 0721100cb98e845871e033aaf5920fcb9a624a14..9c1edc8a95fa6c5ee3ce268718b56f2e7229c5f7 100644 (file)
@@ -162,8 +162,8 @@ void mysrand(unsigned seed)
        camera_dir: an unit vector pointing to camera direction
        range: viewing range
 */
-bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
-               f32 *distance_ptr)
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
+               f32 camera_fov, f32 range, f32 *distance_ptr)
 {
        v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
        
@@ -211,8 +211,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
                cosangle += block_max_radius / dforward;
 
                // If block is not in the field of view, skip it
-               //if(cosangle < cos(FOV_ANGLE/2))
-               if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
+               if(cosangle < cos(camera_fov / 2))
                        return false;
        }
 
index ea7c118460a14ccc4d1f5fd78a8bbbf8fbc3316f..d331bafbb2896020b90d49e39e1c36dcf57729e8 100644 (file)
@@ -1765,8 +1765,8 @@ inline int myrand_range(int min, int max)
        Miscellaneous functions
 */
 
-bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
-               f32 *distance_ptr=NULL);
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
+               f32 camera_fov, f32 range, f32 *distance_ptr=NULL);
 
 /*
        Queue with unique values with fast checking of value existence