3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
23 #include "main.h" // for g_settings
25 #include "clientmap.h" // MapDrawControl
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
36 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
47 m_draw_control(draw_control),
50 m_camera_position(0,0,0),
51 m_camera_direction(0,0,0),
61 m_frametime_counter(0),
62 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
64 m_view_bobbing_anim(0),
65 m_view_bobbing_state(0),
66 m_view_bobbing_speed(0),
71 //dstream<<__FUNCTION_NAME<<std::endl;
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);
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
89 m_wieldnode->setMesh(NULL);
93 bool Camera::successfullyCreated(std::wstring& error_message)
95 if (m_playernode == NULL)
97 error_message = L"Failed to create the player scene node";
100 if (m_headnode == NULL)
102 error_message = L"Failed to create the head scene node";
105 if (m_cameranode == NULL)
107 error_message = L"Failed to create the camera scene node";
110 if (m_wieldmgr == NULL)
112 error_message = L"Failed to create the wielded item scene manager";
115 if (m_wieldnode == NULL)
117 error_message = L"Failed to create the wielded item scene node";
123 // Returns the fractional part of x
124 inline f32 my_modf(f32 x)
127 return modf(x, &dummy);
130 void Camera::step(f32 dtime)
132 if (m_view_bobbing_state != 0)
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)
139 // Animation is getting turned off
140 if (m_view_bobbing_anim < 0.5)
141 m_view_bobbing_anim -= offset;
143 m_view_bobbing_anim += offset;
144 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
146 m_view_bobbing_anim = 0;
147 m_view_bobbing_state = 0;
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;
161 m_view_bobbing_anim -= offset;
162 if(m_view_bobbing_anim < 0.5)
163 m_view_bobbing_anim = 0.5;
165 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
166 fabs(m_view_bobbing_anim - 0.5) < 0.01)
168 m_view_bobbing_anim = 0;
169 m_view_bobbing_state = 0;
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));
181 m_gamedef->sound()->playSound("default_grass_walk", false, 1.0);
185 if (m_digging_button != -1)
187 f32 offset = dtime * 3.5;
188 m_digging_anim += offset;
189 if (m_digging_anim >= 1)
192 m_digging_button = -1;
193 m_gamedef->sound()->playSound("dig", false, 1.0);
198 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
199 f32 tool_reload_ratio)
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();
206 // Set head node transformation
207 m_headnode->setPosition(player->getEyeOffset());
208 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
209 m_headnode->updateAbsolutePosition();
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);
216 if (m_view_bobbing_anim != 0)
218 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
219 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
223 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
224 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
227 0.3 * bobdir * sin(bobfrac * PI),
228 -0.28 * bobtmp * bobtmp,
231 //rel_cam_pos += 0.2 * bobvec;
232 //rel_cam_target += 0.03 * bobvec;
233 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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);
244 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
245 f32 angle_rad = angle_deg * PI / 180;
249 r * (cos(angle_rad) - 1),
252 //rel_cam_target += off;
253 rel_cam_up.rotateXYBy(angle_deg);
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);
263 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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);
272 f32 fov_degrees = g_settings->getFloat("fov");
273 fov_degrees = MYMAX(fov_degrees, 10.0);
274 fov_degrees = MYMIN(fov_degrees, 170.0);
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);
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){
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);
303 if (m_digging_button != -1)
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;
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;
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;
323 m_wieldnode->setPosition(wield_position);
324 m_wieldnode->setRotation(wield_rotation);
325 m_wieldlight = player->light;
327 // Render distance feedback loop
328 updateViewingRange(frametime);
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))
340 m_view_bobbing_state = 1;
341 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
343 else if (m_view_bobbing_state == 1)
346 m_view_bobbing_state = 2;
347 m_view_bobbing_speed = 60;
351 void Camera::updateViewingRange(f32 frametime_in)
353 if (m_draw_control.range_all)
356 m_added_frametime += frametime_in;
359 // Actually this counter kind of sucks because frametime is busytime
360 m_frametime_counter -= frametime_in;
361 if (m_frametime_counter > 0)
363 m_frametime_counter = 0.2;
365 /*dstream<<__FUNCTION_NAME
366 <<": Collected "<<m_added_frames<<" frames, total of "
367 <<m_added_frametime<<"s."<<std::endl;
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
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);
379 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
380 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
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;
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);
394 m_cameranode->setFarValue(viewing_range_max * BS * 10);
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;
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;
405 f32 block_draw_ratio = 1.0;
406 if (m_draw_control.blocks_would_have_drawn != 0)
408 block_draw_ratio = (f32)m_draw_control.blocks_drawn
409 / (f32)m_draw_control.blocks_would_have_drawn;
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;
416 m_added_frametime = 0.0;
419 f32 wanted_frametime_change = wanted_frametime - frametime;
420 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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)
427 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
431 f32 range = m_draw_control.wanted_range;
432 f32 new_range = range;
434 f32 d_range = range - m_range_old;
435 f32 d_frametime = frametime - m_frametime_old;
438 m_time_per_range = d_frametime / d_range;
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)
453 m_time_per_range = min_time_per_range;
454 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
458 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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;
468 // If needed range change is very small, just return
469 if(fabs(wanted_range_change) < 0.001)
471 //dstream<<"ignoring small wanted_range_change"<<std::endl;
475 new_range += wanted_range_change;
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;*/
483 m_draw_control.wanted_range = new_range;
485 m_range_old = new_range;
486 m_frametime_old = frametime;
489 void Camera::setDigging(s32 button)
491 if (m_digging_button == -1)
492 m_digging_button = button;
495 void Camera::wield(const ItemStack &item)
497 IItemDefManager *idef = m_gamedef->idef();
498 scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
501 m_wieldnode->setMesh(wield_mesh);
502 m_wieldnode->setVisible(true);
506 m_wieldnode->setVisible(false);
510 void Camera::drawWieldedTool()
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);
518 m_wieldmgr->getVideoDriver()->clearZBuffer();
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();