3 Copyright (C) 2010-2013 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 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.
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.
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.
24 #include "clientmap.h" // MapDrawControl
28 #include "wieldmesh.h"
29 #include "noise.h" // easeCurve
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
37 #include "fontengine.h"
39 #define CAMERA_OFFSET_STEP 200
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
52 m_draw_control(draw_control),
55 m_camera_position(0,0,0),
56 m_camera_direction(0,0,0),
57 m_camera_offset(0,0,0),
63 m_view_bobbing_anim(0),
64 m_view_bobbing_state(0),
65 m_view_bobbing_speed(0),
66 m_view_bobbing_fall(0),
71 m_wield_change_timer(0.125),
74 m_camera_mode(CAMERA_MODE_FIRST)
76 //dstream<<FUNCTION_NAME<<std::endl;
78 m_driver = smgr->getVideoDriver();
79 // note: making the camera node a child of the player node
80 // would lead to unexpected behaviour, so we don't do that.
81 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
82 m_headnode = smgr->addEmptySceneNode(m_playernode);
83 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
84 m_cameranode->bindTargetAndRotation(true);
86 // This needs to be in its own scene manager. It is drawn after
87 // all other 3D scene nodes and before the GUI.
88 m_wieldmgr = smgr->createNewSceneManager();
89 m_wieldmgr->addCameraSceneNode();
90 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
91 m_wieldnode->setItem(ItemStack(), m_gamedef);
92 m_wieldnode->drop(); // m_wieldmgr grabbed it
94 /* TODO: Add a callback function so these can be updated when a setting
95 * changes. At this point in time it doesn't matter (e.g. /set
96 * is documented to change server settings only)
98 * TODO: Local caching of settings is not optimal and should at some stage
99 * be updated to use a global settings object for getting thse values
100 * (as opposed to the this local caching). This can be addressed in
103 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
104 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
105 m_cache_fov = g_settings->getFloat("fov");
106 m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
107 m_cache_view_bobbing = g_settings->getBool("view_bobbing");
116 bool Camera::successfullyCreated(std::string &error_message)
119 error_message = "Failed to create the player scene node";
120 } else if (!m_headnode) {
121 error_message = "Failed to create the head scene node";
122 } else if (!m_cameranode) {
123 error_message = "Failed to create the camera scene node";
124 } else if (!m_wieldmgr) {
125 error_message = "Failed to create the wielded item scene manager";
126 } else if (!m_wieldnode) {
127 error_message = "Failed to create the wielded item scene node";
129 error_message.clear();
131 return error_message.empty();
134 // Returns the fractional part of x
135 inline f32 my_modf(f32 x)
138 return modf(x, &dummy);
141 void Camera::step(f32 dtime)
143 if(m_view_bobbing_fall > 0)
145 m_view_bobbing_fall -= 3 * dtime;
146 if(m_view_bobbing_fall <= 0)
147 m_view_bobbing_fall = -1; // Mark the effect as finished
150 bool was_under_zero = m_wield_change_timer < 0;
151 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
153 if (m_wield_change_timer >= 0 && was_under_zero)
154 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
156 if (m_view_bobbing_state != 0)
158 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
159 f32 offset = dtime * m_view_bobbing_speed * 0.030;
160 if (m_view_bobbing_state == 2) {
161 // Animation is getting turned off
162 if (m_view_bobbing_anim < 0.25) {
163 m_view_bobbing_anim -= offset;
164 } else if (m_view_bobbing_anim > 0.75) {
165 m_view_bobbing_anim += offset;
168 if (m_view_bobbing_anim < 0.5) {
169 m_view_bobbing_anim += offset;
170 if (m_view_bobbing_anim > 0.5)
171 m_view_bobbing_anim = 0.5;
173 m_view_bobbing_anim -= offset;
174 if (m_view_bobbing_anim < 0.5)
175 m_view_bobbing_anim = 0.5;
178 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
179 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
180 m_view_bobbing_anim = 0;
181 m_view_bobbing_state = 0;
185 float was = m_view_bobbing_anim;
186 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
187 bool step = (was == 0 ||
188 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
189 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
191 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
192 m_gamedef->event()->put(e);
197 if (m_digging_button != -1)
199 f32 offset = dtime * 3.5;
200 float m_digging_anim_was = m_digging_anim;
201 m_digging_anim += offset;
202 if (m_digging_anim >= 1)
205 m_digging_button = -1;
208 if(m_digging_anim_was < lim && m_digging_anim >= lim)
210 if(m_digging_button == 0)
212 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
213 m_gamedef->event()->put(e);
214 } else if(m_digging_button == 1) {
215 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
216 m_gamedef->event()->put(e);
222 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
223 f32 tool_reload_ratio, ClientEnvironment &c_env)
225 // Get player position
226 // Smooth the movement when walking up stairs
227 v3f old_player_position = m_playernode->getPosition();
228 v3f player_position = player->getPosition();
229 if (player->isAttached && player->parent)
230 player_position = player->parent->getPosition();
231 //if(player->touching_ground && player_position.Y > old_player_position.Y)
232 if(player->touching_ground &&
233 player_position.Y > old_player_position.Y)
235 f32 oldy = old_player_position.Y;
236 f32 newy = player_position.Y;
237 f32 t = exp(-23*frametime);
238 player_position.Y = oldy * t + newy * (1-t);
241 // Set player node transformation
242 m_playernode->setPosition(player_position);
243 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
244 m_playernode->updateAbsolutePosition();
246 // Get camera tilt timer (hurt animation)
247 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
249 // Fall bobbing animation
250 float fall_bobbing = 0;
251 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
253 if(m_view_bobbing_fall == -1) // Effect took place and has finished
254 player->camera_impact = m_view_bobbing_fall = 0;
255 else if(m_view_bobbing_fall == 0) // Initialize effect
256 m_view_bobbing_fall = 1;
258 // Convert 0 -> 1 to 0 -> 1 -> 0
259 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
260 // Smoothen and invert the above
261 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
262 // Amplify according to the intensity of the impact
263 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
265 fall_bobbing *= m_cache_fall_bobbing_amount;
268 // Calculate players eye offset for different camera modes
269 v3f PlayerEyeOffset = player->getEyeOffset();
270 if (m_camera_mode == CAMERA_MODE_FIRST)
271 PlayerEyeOffset += player->eye_offset_first;
273 PlayerEyeOffset += player->eye_offset_third;
275 // Set head node transformation
276 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
277 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
278 m_headnode->updateAbsolutePosition();
280 // Compute relative camera position and target
281 v3f rel_cam_pos = v3f(0,0,0);
282 v3f rel_cam_target = v3f(0,0,1);
283 v3f rel_cam_up = v3f(0,1,0);
285 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
287 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
288 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
292 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
293 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
296 0.3 * bobdir * sin(bobfrac * M_PI),
297 -0.28 * bobtmp * bobtmp,
300 //rel_cam_pos += 0.2 * bobvec;
301 //rel_cam_target += 0.03 * bobvec;
302 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
304 f *= m_cache_view_bobbing_amount;
305 rel_cam_pos += bobvec * f;
306 //rel_cam_target += 0.995 * bobvec * f;
307 rel_cam_target += bobvec * f;
308 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
309 //rel_cam_target.X -= 0.005 * bobvec.X * f;
310 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
311 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
313 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
314 f32 angle_rad = angle_deg * M_PI / 180;
318 r * (cos(angle_rad) - 1),
321 //rel_cam_target += off;
322 rel_cam_up.rotateXYBy(angle_deg);
327 // Compute absolute camera position and target
328 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
329 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
332 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
334 // Seperate camera position for calculation
335 v3f my_cp = m_camera_position;
337 // Reposition the camera for third person view
338 if (m_camera_mode > CAMERA_MODE_FIRST)
340 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
341 m_camera_direction *= -1;
345 // Calculate new position
347 for (int i = BS; i <= BS*2.75; i++)
349 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
350 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
352 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
354 // Prevent camera positioned inside nodes
355 INodeDefManager *nodemgr = m_gamedef->ndef();
356 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
357 const ContentFeatures& features = nodemgr->get(n);
358 if(features.walkable)
360 my_cp.X += m_camera_direction.X*-1*-BS/2;
361 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
362 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
368 // If node blocks camera position don't move y to heigh
369 if (abort && my_cp.Y > player_position.Y+BS*2)
370 my_cp.Y = player_position.Y+BS*2;
373 // Update offset if too far away from the center of the map
374 m_camera_offset.X += CAMERA_OFFSET_STEP*
375 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
376 m_camera_offset.Y += CAMERA_OFFSET_STEP*
377 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
378 m_camera_offset.Z += CAMERA_OFFSET_STEP*
379 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
381 // Set camera node transformation
382 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
383 m_cameranode->setUpVector(abs_cam_up);
384 // *100.0 helps in large map coordinates
385 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
387 // update the camera position in front-view mode to render blocks behind player
388 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
389 m_camera_position = my_cp;
393 if (player->getPlayerControl().zoom) {
394 fov_degrees = m_cache_zoom_fov;
396 fov_degrees = m_cache_fov;
398 fov_degrees = MYMAX(fov_degrees, 10.0);
399 fov_degrees = MYMIN(fov_degrees, 170.0);
401 // FOV and aspect ratio
402 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
403 m_fov_y = fov_degrees * M_PI / 180.0;
404 // Increase vertical FOV on lower aspect ratios (<16:10)
405 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
406 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
407 m_cameranode->setAspectRatio(m_aspect);
408 m_cameranode->setFOV(m_fov_y);
410 // Position the wielded item
411 //v3f wield_position = v3f(45, -35, 65);
412 v3f wield_position = v3f(55, -35, 65);
413 //v3f wield_rotation = v3f(-100, 120, -100);
414 v3f wield_rotation = v3f(-100, 120, -100);
415 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
416 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
419 if(m_digging_anim > 0.5)
420 frac = 2.0 * (m_digging_anim - 0.5);
421 // This value starts from 1 and settles to 0
422 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
423 //f32 ratiothing2 = pow(ratiothing, 0.5f);
424 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
425 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
426 //wield_position.Z += frac * 5.0 * ratiothing2;
427 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
428 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
429 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
430 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
432 if (m_digging_button != -1)
434 f32 digfrac = m_digging_anim;
435 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
436 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
437 wield_position.Z += 25 * 0.5;
439 // Euler angles are PURE EVIL, so why not use quaternions?
440 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
441 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
442 core::quaternion quat_slerp;
443 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
444 quat_slerp.toEuler(wield_rotation);
445 wield_rotation *= core::RADTODEG;
447 f32 bobfrac = my_modf(m_view_bobbing_anim);
448 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
449 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
451 m_wieldnode->setPosition(wield_position);
452 m_wieldnode->setRotation(wield_rotation);
454 m_wieldnode->setColor(player->light_color);
456 // Set render distance
457 updateViewingRange();
459 // If the player is walking, swimming, or climbing,
460 // view bobbing is enabled and free_move is off,
461 // start (or continue) the view bobbing animation.
462 v3f speed = player->getSpeed();
463 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
464 const bool movement_Y = fabs(speed.Y) > BS;
466 const bool walking = movement_XZ && player->touching_ground;
467 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
468 const bool climbing = movement_Y && player->is_climbing;
469 if ((walking || swimming || climbing) &&
470 m_cache_view_bobbing &&
471 (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
474 m_view_bobbing_state = 1;
475 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
477 else if (m_view_bobbing_state == 1)
480 m_view_bobbing_state = 2;
481 m_view_bobbing_speed = 60;
485 void Camera::updateViewingRange()
487 if (m_draw_control.range_all) {
488 m_cameranode->setFarValue(100000.0);
492 f32 viewing_range = g_settings->getFloat("viewing_range");
493 m_draw_control.wanted_range = viewing_range;
494 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
497 void Camera::setDigging(s32 button)
499 if (m_digging_button == -1)
500 m_digging_button = button;
503 void Camera::wield(const ItemStack &item)
505 if (item.name != m_wield_item_next.name) {
506 m_wield_item_next = item;
507 if (m_wield_change_timer > 0)
508 m_wield_change_timer = -m_wield_change_timer;
509 else if (m_wield_change_timer == 0)
510 m_wield_change_timer = -0.001;
514 void Camera::drawWieldedTool(irr::core::matrix4* translation)
516 // Clear Z buffer so that the wielded tool stay in front of world geometry
517 m_wieldmgr->getVideoDriver()->clearZBuffer();
519 // Draw the wielded node (in a separate scene manager)
520 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
521 cam->setAspectRatio(m_cameranode->getAspectRatio());
522 cam->setFOV(72.0*M_PI/180.0);
523 cam->setNearValue(10);
524 cam->setFarValue(1000);
525 if (translation != NULL)
527 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
528 irr::core::vector3df focusPoint = (cam->getTarget()
529 - cam->getAbsolutePosition()).setLength(1)
530 + cam->getAbsolutePosition();
532 irr::core::vector3df camera_pos =
533 (startMatrix * *translation).getTranslation();
534 cam->setPosition(camera_pos);
535 cam->setTarget(focusPoint);
537 m_wieldmgr->drawAll();
540 void Camera::drawNametags()
542 core::matrix4 trans = m_cameranode->getProjectionMatrix();
543 trans *= m_cameranode->getViewMatrix();
545 for (std::list<Nametag *>::const_iterator
546 i = m_nametags.begin();
547 i != m_nametags.end(); ++i) {
548 Nametag *nametag = *i;
549 if (nametag->nametag_color.getAlpha() == 0) {
550 // Enforce hiding nametag,
551 // because if freetype is enabled, a grey
552 // shadow can remain.
555 v3f pos = nametag->parent_node->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
556 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
557 trans.multiplyWith1x4Matrix(transformed_pos);
558 if (transformed_pos[3] > 0) {
559 core::dimension2d<u32> textsize =
560 g_fontengine->getFont()->getDimension(
561 utf8_to_wide(nametag->nametag_text).c_str());
562 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
563 core::reciprocal(transformed_pos[3]);
564 v2u32 screensize = m_driver->getScreenSize();
566 screen_pos.X = screensize.X *
567 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
568 screen_pos.Y = screensize.Y *
569 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
570 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
571 g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
572 size + screen_pos, nametag->nametag_color);
577 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
578 std::string nametag_text, video::SColor nametag_color)
580 Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
581 m_nametags.push_back(nametag);
585 void Camera::removeNametag(Nametag *nametag)
587 m_nametags.remove(nametag);