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