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