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Fix memory leak in run_tests()
[dragonfireclient.git] / src / camera.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
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 Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser 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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "clientmap.h" // MapDrawControl
26 #include "mesh.h"
27 #include "player.h"
28 #include "tile.h"
29 #include <cmath>
30 #include "settings.h"
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
33 #include "gamedef.h"
34 #include "sound.h"
35 #include "event.h"
36 #include "util/numeric.h"
37 #include "util/mathconstants.h"
38
39 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
40                 IGameDef *gamedef):
41         m_smgr(smgr),
42         m_playernode(NULL),
43         m_headnode(NULL),
44         m_cameranode(NULL),
45
46         m_wieldmgr(NULL),
47         m_wieldnode(NULL),
48         m_wieldlight(0),
49
50         m_draw_control(draw_control),
51         m_gamedef(gamedef),
52
53         m_camera_position(0,0,0),
54         m_camera_direction(0,0,0),
55
56         m_aspect(1.0),
57         m_fov_x(1.0),
58         m_fov_y(1.0),
59
60         m_added_frametime(0),
61         m_added_frames(0),
62         m_range_old(0),
63         m_frametime_old(0),
64         m_frametime_counter(0),
65         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
66
67         m_view_bobbing_anim(0),
68         m_view_bobbing_state(0),
69         m_view_bobbing_speed(0),
70         m_view_bobbing_fall(0),
71
72         m_digging_anim(0),
73         m_digging_button(-1),
74         m_dummymesh(createCubeMesh(v3f(1,1,1)))
75 {
76         //dstream<<__FUNCTION_NAME<<std::endl;
77
78         // note: making the camera node a child of the player node
79         // would lead to unexpected behaviour, so we don't do that.
80         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
81         m_headnode = smgr->addEmptySceneNode(m_playernode);
82         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
83         m_cameranode->bindTargetAndRotation(true);
84
85         // This needs to be in its own scene manager. It is drawn after
86         // all other 3D scene nodes and before the GUI.
87         m_wieldmgr = smgr->createNewSceneManager();
88         m_wieldmgr->addCameraSceneNode();
89         m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
90 }
91
92 Camera::~Camera()
93 {
94         m_wieldmgr->drop();
95
96         delete m_dummymesh;
97 }
98
99 bool Camera::successfullyCreated(std::wstring& error_message)
100 {
101         if (m_playernode == NULL)
102         {
103                 error_message = L"Failed to create the player scene node";
104                 return false;
105         }
106         if (m_headnode == NULL)
107         {
108                 error_message = L"Failed to create the head scene node";
109                 return false;
110         }
111         if (m_cameranode == NULL)
112         {
113                 error_message = L"Failed to create the camera scene node";
114                 return false;
115         }
116         if (m_wieldmgr == NULL)
117         {
118                 error_message = L"Failed to create the wielded item scene manager";
119                 return false;
120         }
121         if (m_wieldnode == NULL)
122         {
123                 error_message = L"Failed to create the wielded item scene node";
124                 return false;
125         }
126         return true;
127 }
128
129 // Returns the fractional part of x
130 inline f32 my_modf(f32 x)
131 {
132         double dummy;
133         return modf(x, &dummy);
134 }
135
136 void Camera::step(f32 dtime)
137 {
138         if(m_view_bobbing_fall > 0)
139         {
140                 m_view_bobbing_fall -= 3 * dtime;
141                 if(m_view_bobbing_fall <= 0)
142                         m_view_bobbing_fall = -1; // Mark the effect as finished
143         }
144
145         if (m_view_bobbing_state != 0)
146         {
147                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
148                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
149                 if (m_view_bobbing_state == 2)
150                 {
151 #if 0
152                         // Animation is getting turned off
153                         if (m_view_bobbing_anim < 0.5)
154                                 m_view_bobbing_anim -= offset;
155                         else
156                                 m_view_bobbing_anim += offset;
157                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
158                         {
159                                 m_view_bobbing_anim = 0;
160                                 m_view_bobbing_state = 0;
161                         }
162 #endif
163 #if 1
164                         // Animation is getting turned off
165                         if(m_view_bobbing_anim < 0.25){
166                                 m_view_bobbing_anim -= offset;
167                         } else if(m_view_bobbing_anim > 0.75){
168                                 m_view_bobbing_anim += offset;
169                         } if(m_view_bobbing_anim < 0.5){
170                                 m_view_bobbing_anim += offset;
171                                 if(m_view_bobbing_anim > 0.5)
172                                         m_view_bobbing_anim = 0.5;
173                         } else {
174                                 m_view_bobbing_anim -= offset;
175                                 if(m_view_bobbing_anim < 0.5)
176                                         m_view_bobbing_anim = 0.5;
177                         }
178                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
179                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
180                         {
181                                 m_view_bobbing_anim = 0;
182                                 m_view_bobbing_state = 0;
183                         }
184 #endif
185                 }
186                 else
187                 {
188                         float was = m_view_bobbing_anim;
189                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
190                         bool step = (was == 0 ||
191                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
192                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
193                         if(step){
194                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
195                                 m_gamedef->event()->put(e);
196                         }
197                 }
198         }
199
200         if (m_digging_button != -1)
201         {
202                 f32 offset = dtime * 3.5;
203                 float m_digging_anim_was = m_digging_anim;
204                 m_digging_anim += offset;
205                 if (m_digging_anim >= 1)
206                 {
207                         m_digging_anim = 0;
208                         m_digging_button = -1;
209                 }
210                 float lim = 0.15;
211                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
212                 {
213                         if(m_digging_button == 0){
214                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
215                                 m_gamedef->event()->put(e);
216                         } else if(m_digging_button == 1){
217                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
218                                 m_gamedef->event()->put(e);
219                         }
220                 }
221         }
222 }
223
224 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
225                 f32 tool_reload_ratio)
226 {
227         // Get player position
228         // Smooth the movement when walking up stairs
229         v3f old_player_position = m_playernode->getPosition();
230         v3f player_position = player->getPosition();
231         if (player->isAttached && player->parent)
232                 player_position = player->parent->getPosition();
233         //if(player->touching_ground && player_position.Y > old_player_position.Y)
234         if(player->touching_ground &&
235                         player_position.Y > old_player_position.Y)
236         {
237                 f32 oldy = old_player_position.Y;
238                 f32 newy = player_position.Y;
239                 f32 t = exp(-23*frametime);
240                 player_position.Y = oldy * t + newy * (1-t);
241         }
242
243         // Set player node transformation
244         m_playernode->setPosition(player_position);
245         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
246         m_playernode->updateAbsolutePosition();
247
248         // Get camera tilt timer (hurt animation)
249         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
250
251         // Fall bobbing animation
252         float fall_bobbing = 0;
253         if(player->camera_impact >= 1)
254         {
255                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
256                         player->camera_impact = m_view_bobbing_fall = 0;
257                 else if(m_view_bobbing_fall == 0) // Initialize effect
258                         m_view_bobbing_fall = 1;
259
260                 // Convert 0 -> 1 to 0 -> 1 -> 0
261                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
262                 // Smoothen and invert the above
263                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
264                 // Amplify according to the intensity of the impact
265                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
266
267                 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
268         }
269
270         // Set head node transformation
271         m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
272         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
273         m_headnode->updateAbsolutePosition();
274
275         // Compute relative camera position and target
276         v3f rel_cam_pos = v3f(0,0,0);
277         v3f rel_cam_target = v3f(0,0,1);
278         v3f rel_cam_up = v3f(0,1,0);
279
280         if (m_view_bobbing_anim != 0)
281         {
282                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
283                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
284
285                 #if 1
286                 f32 bobknob = 1.2;
287                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
288                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
289
290                 v3f bobvec = v3f(
291                         0.3 * bobdir * sin(bobfrac * M_PI),
292                         -0.28 * bobtmp * bobtmp,
293                         0.);
294
295                 //rel_cam_pos += 0.2 * bobvec;
296                 //rel_cam_target += 0.03 * bobvec;
297                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
298                 float f = 1.0;
299                 f *= g_settings->getFloat("view_bobbing_amount");
300                 rel_cam_pos += bobvec * f;
301                 //rel_cam_target += 0.995 * bobvec * f;
302                 rel_cam_target += bobvec * f;
303                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
304                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
305                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
306                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
307                 #else
308                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
309                 f32 angle_rad = angle_deg * M_PI / 180;
310                 f32 r = 0.05;
311                 v3f off = v3f(
312                         r * sin(angle_rad),
313                         r * (cos(angle_rad) - 1),
314                         0);
315                 rel_cam_pos += off;
316                 //rel_cam_target += off;
317                 rel_cam_up.rotateXYBy(angle_deg);
318                 #endif
319
320         }
321
322         // Compute absolute camera position and target
323         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
324         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
325
326         v3f abs_cam_up;
327         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
328
329         // Set camera node transformation
330         m_cameranode->setPosition(m_camera_position);
331         m_cameranode->setUpVector(abs_cam_up);
332         // *100.0 helps in large map coordinates
333         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
334
335         // Get FOV setting
336         f32 fov_degrees = g_settings->getFloat("fov");
337         fov_degrees = MYMAX(fov_degrees, 10.0);
338         fov_degrees = MYMIN(fov_degrees, 170.0);
339
340         // FOV and aspect ratio
341         m_aspect = (f32)screensize.X / (f32) screensize.Y;
342         m_fov_y = fov_degrees * M_PI / 180.0;
343         // Increase vertical FOV on lower aspect ratios (<16:10)
344         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
345         // WTF is this? It can't be right
346         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
347         m_cameranode->setAspectRatio(m_aspect);
348         m_cameranode->setFOV(m_fov_y);
349
350         // Position the wielded item
351         //v3f wield_position = v3f(45, -35, 65);
352         v3f wield_position = v3f(55, -35, 65);
353         //v3f wield_rotation = v3f(-100, 120, -100);
354         v3f wield_rotation = v3f(-100, 120, -100);
355         if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
356                 f32 frac = 1.0;
357                 if(m_digging_anim > 0.5)
358                         frac = 2.0 * (m_digging_anim - 0.5);
359                 // This value starts from 1 and settles to 0
360                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
361                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
362                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
363                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
364                 //wield_position.Z += frac * 5.0 * ratiothing2;
365                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
366                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
367                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
368                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
369         }
370         if (m_digging_button != -1)
371         {
372                 f32 digfrac = m_digging_anim;
373                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
374                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
375                 wield_position.Z += 25 * 0.5;
376         
377                 // Euler angles are PURE EVIL, so why not use quaternions?
378                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
379                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
380                 core::quaternion quat_slerp;
381                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
382                 quat_slerp.toEuler(wield_rotation);
383                 wield_rotation *= core::RADTODEG;
384         }
385         else {
386                 f32 bobfrac = my_modf(m_view_bobbing_anim);
387                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
388                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
389         }
390         m_wieldnode->setPosition(wield_position);
391         m_wieldnode->setRotation(wield_rotation);
392         m_wieldlight = player->light;
393
394         // Render distance feedback loop
395         updateViewingRange(frametime);
396
397         // If the player seems to be walking on solid ground,
398         // view bobbing is enabled and free_move is off,
399         // start (or continue) the view bobbing animation.
400         v3f speed = player->getSpeed();
401         if ((hypot(speed.X, speed.Z) > BS) &&
402                 (player->touching_ground) &&
403                 (g_settings->getBool("view_bobbing") == true) &&
404                 (g_settings->getBool("free_move") == false ||
405                                 !m_gamedef->checkLocalPrivilege("fly")))
406         {
407                 // Start animation
408                 m_view_bobbing_state = 1;
409                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
410         }
411         else if (m_view_bobbing_state == 1)
412         {
413                 // Stop animation
414                 m_view_bobbing_state = 2;
415                 m_view_bobbing_speed = 60;
416         }
417 }
418
419 void Camera::updateViewingRange(f32 frametime_in)
420 {
421         if (m_draw_control.range_all)
422                 return;
423
424         m_added_frametime += frametime_in;
425         m_added_frames += 1;
426
427         // Actually this counter kind of sucks because frametime is busytime
428         m_frametime_counter -= frametime_in;
429         if (m_frametime_counter > 0)
430                 return;
431         m_frametime_counter = 0.2;
432
433         /*dstream<<__FUNCTION_NAME
434                         <<": Collected "<<m_added_frames<<" frames, total of "
435                         <<m_added_frametime<<"s."<<std::endl;
436
437         dstream<<"m_draw_control.blocks_drawn="
438                         <<m_draw_control.blocks_drawn
439                         <<", m_draw_control.blocks_would_have_drawn="
440                         <<m_draw_control.blocks_would_have_drawn
441                         <<std::endl;*/
442
443         // Get current viewing range and FPS settings
444         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
445         viewing_range_min = MYMAX(5.0, viewing_range_min);
446
447         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
448         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
449         
450         // Immediately apply hard limits
451         if(m_draw_control.wanted_range < viewing_range_min)
452                 m_draw_control.wanted_range = viewing_range_min;
453         if(m_draw_control.wanted_range > viewing_range_max)
454                 m_draw_control.wanted_range = viewing_range_max;
455
456         // Just so big a value that everything rendered is visible
457         // Some more allowance than viewing_range_max * BS because of clouds,
458         // active objects, etc.
459         if(viewing_range_max < 200*BS)
460                 m_cameranode->setFarValue(200 * BS * 10);
461         else
462                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
463
464         f32 wanted_fps = g_settings->getFloat("wanted_fps");
465         wanted_fps = MYMAX(wanted_fps, 1.0);
466         f32 wanted_frametime = 1.0 / wanted_fps;
467
468         m_draw_control.wanted_min_range = viewing_range_min;
469         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
470         if (m_draw_control.wanted_max_blocks < 10)
471                 m_draw_control.wanted_max_blocks = 10;
472
473         f32 block_draw_ratio = 1.0;
474         if (m_draw_control.blocks_would_have_drawn != 0)
475         {
476                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
477                         / (f32)m_draw_control.blocks_would_have_drawn;
478         }
479
480         // Calculate the average frametime in the case that all wanted
481         // blocks had been drawn
482         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
483
484         m_added_frametime = 0.0;
485         m_added_frames = 0;
486
487         f32 wanted_frametime_change = wanted_frametime - frametime;
488         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
489
490         // If needed frametime change is small, just return
491         // This value was 0.4 for many months until 2011-10-18 by c55;
492         // Let's see how this works out.
493         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
494         {
495                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
496                 return;
497         }
498
499         f32 range = m_draw_control.wanted_range;
500         f32 new_range = range;
501
502         f32 d_range = range - m_range_old;
503         f32 d_frametime = frametime - m_frametime_old;
504         if (d_range != 0)
505         {
506                 m_time_per_range = d_frametime / d_range;
507         }
508
509         // The minimum allowed calculated frametime-range derivative:
510         // Practically this sets the maximum speed of changing the range.
511         // The lower this value, the higher the maximum changing speed.
512         // A low value here results in wobbly range (0.001)
513         // A high value here results in slow changing range (0.0025)
514         // SUGG: This could be dynamically adjusted so that when
515         //       the camera is turning, this is lower
516         //f32 min_time_per_range = 0.0015;
517         f32 min_time_per_range = 0.0010;
518         //f32 min_time_per_range = 0.05 / range;
519         if(m_time_per_range < min_time_per_range)
520         {
521                 m_time_per_range = min_time_per_range;
522                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
523         }
524         else
525         {
526                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
527         }
528
529         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
530         // Dampen the change a bit to kill oscillations
531         //wanted_range_change *= 0.9;
532         //wanted_range_change *= 0.75;
533         wanted_range_change *= 0.5;
534         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
535
536         // If needed range change is very small, just return
537         if(fabs(wanted_range_change) < 0.001)
538         {
539                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
540                 return;
541         }
542
543         new_range += wanted_range_change;
544         
545         //f32 new_range_unclamped = new_range;
546         new_range = MYMAX(new_range, viewing_range_min);
547         new_range = MYMIN(new_range, viewing_range_max);
548         /*dstream<<"new_range="<<new_range_unclamped
549                         <<", clamped to "<<new_range<<std::endl;*/
550
551         m_draw_control.wanted_range = new_range;
552
553         m_range_old = new_range;
554         m_frametime_old = frametime;
555 }
556
557 void Camera::setDigging(s32 button)
558 {
559         if (m_digging_button == -1)
560                 m_digging_button = button;
561 }
562
563 void Camera::wield(const ItemStack &item)
564 {
565         IItemDefManager *idef = m_gamedef->idef();
566         scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
567         if(wield_mesh)
568         {
569                 m_wieldnode->setMesh(wield_mesh);
570                 m_wieldnode->setVisible(true);
571         }
572         else
573         {
574                 m_wieldnode->setVisible(false);
575         }
576 }
577
578 void Camera::drawWieldedTool()
579 {
580         // Set vertex colors of wield mesh according to light level
581         u8 li = m_wieldlight;
582         video::SColor color(255,li,li,li);
583         setMeshColor(m_wieldnode->getMesh(), color);
584
585         // Clear Z buffer
586         m_wieldmgr->getVideoDriver()->clearZBuffer();
587
588         // Draw the wielded node (in a separate scene manager)
589         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
590         cam->setAspectRatio(m_cameranode->getAspectRatio());
591         cam->setFOV(72.0*M_PI/180.0);
592         cam->setNearValue(0.1);
593         cam->setFarValue(100);
594         m_wieldmgr->drawAll();
595 }