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