]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
Fix #5617 - respect message and reconnect parameters when shutting down immediately...
[dragonfireclient.git] / src / camera.cpp
index 0152f704112b63cbf6ca68c0589fa20428749b02..7e83dadebf949ef6010a24f197df51a493e373e4 100644 (file)
@@ -20,28 +20,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "camera.h"
 #include "debug.h"
 #include "client.h"
-#include "main.h" // for g_settings
 #include "map.h"
-#include "clientmap.h" // MapDrawControl
+#include "clientmap.h"     // MapDrawControl
 #include "player.h"
 #include <cmath>
 #include "settings.h"
 #include "wieldmesh.h"
-#include "noise.h" // easeCurve
-#include "gamedef.h"
+#include "noise.h"         // easeCurve
 #include "sound.h"
 #include "event.h"
 #include "profiler.h"
 #include "util/numeric.h"
-#include "util/mathconstants.h"
 #include "constants.h"
+#include "fontengine.h"
 
 #define CAMERA_OFFSET_STEP 200
 
 #include "nodedef.h"
 
 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
-               IGameDef *gamedef):
+               Client *client):
        m_playernode(NULL),
        m_headnode(NULL),
        m_cameranode(NULL),
@@ -50,7 +48,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        m_wieldnode(NULL),
 
        m_draw_control(draw_control),
-       m_gamedef(gamedef),
+       m_client(client),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
@@ -60,13 +58,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        m_fov_x(1.0),
        m_fov_y(1.0),
 
-       m_added_busytime(0),
-       m_added_frames(0),
-       m_range_old(0),
-       m_busytime_old(0),
-       m_frametime_counter(0),
-       m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
-
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
        m_view_bobbing_speed(0),
@@ -80,8 +71,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 
        m_camera_mode(CAMERA_MODE_FIRST)
 {
-       //dstream<<__FUNCTION_NAME<<std::endl;
+       //dstream<<FUNCTION_NAME<<std::endl;
 
+       m_driver = smgr->getVideoDriver();
        // note: making the camera node a child of the player node
        // would lead to unexpected behaviour, so we don't do that.
        m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
@@ -93,10 +85,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
-       m_wieldnode->setItem(ItemStack(), m_gamedef);
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
+       m_wieldnode->setItem(ItemStack(), m_client);
        m_wieldnode->drop(); // m_wieldmgr grabbed it
-       m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
 
        /* TODO: Add a callback function so these can be updated when a setting
         *       changes.  At this point in time it doesn't matter (e.g. /set
@@ -109,9 +100,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
         */
        m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
        m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
-       m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
        m_cache_fov                 = g_settings->getFloat("fov");
+       m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
        m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
+       m_nametags.clear();
 }
 
 Camera::~Camera()
@@ -157,63 +149,45 @@ void Camera::step(f32 dtime)
        m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
 
        if (m_wield_change_timer >= 0 && was_under_zero)
-               m_wieldnode->setItem(m_wield_item_next, m_gamedef);
+               m_wieldnode->setItem(m_wield_item_next, m_client);
 
        if (m_view_bobbing_state != 0)
        {
                //f32 offset = dtime * m_view_bobbing_speed * 0.035;
                f32 offset = dtime * m_view_bobbing_speed * 0.030;
-               if (m_view_bobbing_state == 2)
-               {
-#if 0
-                       // Animation is getting turned off
-                       if (m_view_bobbing_anim < 0.5)
-                               m_view_bobbing_anim -= offset;
-                       else
-                               m_view_bobbing_anim += offset;
-                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
-                       {
-                               m_view_bobbing_anim = 0;
-                               m_view_bobbing_state = 0;
-                       }
-#endif
-#if 1
+               if (m_view_bobbing_state == 2) {
                        // Animation is getting turned off
-                       if(m_view_bobbing_anim < 0.25)
-                       {
+                       if (m_view_bobbing_anim < 0.25) {
                                m_view_bobbing_anim -= offset;
-                       } else if(m_view_bobbing_anim > 0.75) {
+                       } else if (m_view_bobbing_anim > 0.75) {
                                m_view_bobbing_anim += offset;
                        }
-                       if(m_view_bobbing_anim < 0.5)
-                       {
+
+                       if (m_view_bobbing_anim < 0.5) {
                                m_view_bobbing_anim += offset;
-                               if(m_view_bobbing_anim > 0.5)
+                               if (m_view_bobbing_anim > 0.5)
                                        m_view_bobbing_anim = 0.5;
                        } else {
                                m_view_bobbing_anim -= offset;
-                               if(m_view_bobbing_anim < 0.5)
+                               if (m_view_bobbing_anim < 0.5)
                                        m_view_bobbing_anim = 0.5;
                        }
-                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
-                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
-                       {
+
+                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01) {
                                m_view_bobbing_anim = 0;
                                m_view_bobbing_state = 0;
                        }
-#endif
                }
-               else
-               {
+               else {
                        float was = m_view_bobbing_anim;
                        m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
                        bool step = (was == 0 ||
                                        (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
                                        (was > 0.5f && m_view_bobbing_anim <= 0.5f));
-                       if(step)
-                       {
+                       if(step) {
                                MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
        }
@@ -234,10 +208,10 @@ void Camera::step(f32 dtime)
                        if(m_digging_button == 0)
                        {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        } else if(m_digging_button == 1) {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
        }
@@ -376,7 +350,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                                my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
 
                        // Prevent camera positioned inside nodes
-                       INodeDefManager *nodemgr = m_gamedef->ndef();
+                       INodeDefManager *nodemgr = m_client->ndef();
                        MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
                        const ContentFeatures& features = nodemgr->get(n);
                        if(features.walkable)
@@ -412,10 +386,14 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
                m_camera_position = my_cp;
 
-       // Get FOV setting
-       f32 fov_degrees = m_cache_fov;
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
+       // Get FOV
+       f32 fov_degrees;
+       if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
+               fov_degrees = m_cache_zoom_fov;
+       } else {
+               fov_degrees = m_cache_fov;
+       }
+       fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
 
        // FOV and aspect ratio
        m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
@@ -426,9 +404,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
+       float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
+       wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
+
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
-       v3f wield_position = v3f(55, -35, 65);
+       v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
        //v3f wield_rotation = v3f(-100, 120, -100);
        v3f wield_rotation = v3f(-100, 120, -100);
        wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
@@ -470,32 +451,28 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
 
-       // Shine light upon the wield mesh
-       video::SColor black(255,0,0,0);
-       m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
-       m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
-       m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
+       m_wieldnode->setColor(player->light_color);
 
-       // Render distance feedback loop
-       updateViewingRange(frametime, busytime);
+       // Set render distance
+       updateViewingRange();
 
        // If the player is walking, swimming, or climbing,
        // view bobbing is enabled and free_move is off,
        // start (or continue) the view bobbing animation.
        v3f speed = player->getSpeed();
        const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
-       const bool movement_Y = abs(speed.Y) > BS;
+       const bool movement_Y = fabs(speed.Y) > BS;
 
        const bool walking = movement_XZ && player->touching_ground;
        const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
        const bool climbing = movement_Y && player->is_climbing;
        if ((walking || swimming || climbing) &&
                        m_cache_view_bobbing &&
-                       (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
+                       (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
-               m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
+               m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
        }
        else if (m_view_bobbing_state == 1)
        {
@@ -505,143 +482,15 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        }
 }
 
-void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
+void Camera::updateViewingRange()
 {
-       if (m_draw_control.range_all)
-               return;
-
-       m_added_busytime += busytime_in;
-       m_added_frames += 1;
-
-       m_frametime_counter -= frametime_in;
-       if (m_frametime_counter > 0)
-               return;
-       m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
-
-       /*dstream<<__FUNCTION_NAME
-                       <<": Collected "<<m_added_frames<<" frames, total of "
-                       <<m_added_busytime<<"s."<<std::endl;
-
-       dstream<<"m_draw_control.blocks_drawn="
-                       <<m_draw_control.blocks_drawn
-                       <<", m_draw_control.blocks_would_have_drawn="
-                       <<m_draw_control.blocks_would_have_drawn
-                       <<std::endl;*/
-
-       // Get current viewing range and FPS settings
-       f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
-       viewing_range_min = MYMAX(15.0, viewing_range_min);
-
-       f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
-       viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
-
-       // Immediately apply hard limits
-       if(m_draw_control.wanted_range < viewing_range_min)
-               m_draw_control.wanted_range = viewing_range_min;
-       if(m_draw_control.wanted_range > viewing_range_max)
-               m_draw_control.wanted_range = viewing_range_max;
-
-       // Just so big a value that everything rendered is visible
-       // Some more allowance than viewing_range_max * BS because of clouds,
-       // active objects, etc.
-       if(viewing_range_max < 200*BS)
-               m_cameranode->setFarValue(200 * BS * 10);
-       else
-               m_cameranode->setFarValue(viewing_range_max * BS * 10);
-
-       f32 wanted_fps = m_cache_wanted_fps;
-       wanted_fps = MYMAX(wanted_fps, 1.0);
-       f32 wanted_frametime = 1.0 / wanted_fps;
-
-       m_draw_control.wanted_min_range = viewing_range_min;
-       m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
-       if (m_draw_control.wanted_max_blocks < 10)
-               m_draw_control.wanted_max_blocks = 10;
-
-       f32 block_draw_ratio = 1.0;
-       if (m_draw_control.blocks_would_have_drawn != 0)
-       {
-               block_draw_ratio = (f32)m_draw_control.blocks_drawn
-                       / (f32)m_draw_control.blocks_would_have_drawn;
-       }
-
-       // Calculate the average frametime in the case that all wanted
-       // blocks had been drawn
-       f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
-
-       m_added_busytime = 0.0;
-       m_added_frames = 0;
-
-       f32 wanted_frametime_change = wanted_frametime - frametime;
-       //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-       g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
-
-       // If needed frametime change is small, just return
-       // This value was 0.4 for many months until 2011-10-18 by c55;
-       if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
-       {
-               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
-               return;
-       }
-
-       f32 range = m_draw_control.wanted_range;
-       f32 new_range = range;
-
-       f32 d_range = range - m_range_old;
-       f32 d_busytime = busytime_in - m_busytime_old;
-       if (d_range != 0)
-       {
-               m_time_per_range = d_busytime / d_range;
-       }
-       //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
-       g_profiler->avg("time_per_range", m_time_per_range);
-
-       // The minimum allowed calculated frametime-range derivative:
-       // Practically this sets the maximum speed of changing the range.
-       // The lower this value, the higher the maximum changing speed.
-       // A low value here results in wobbly range (0.001)
-       // A low value can cause oscillation in very nonlinear time/range curves.
-       // A high value here results in slow changing range (0.0025)
-       // SUGG: This could be dynamically adjusted so that when
-       //       the camera is turning, this is lower
-       //f32 min_time_per_range = 0.0010; // Up to 0.4.7
-       f32 min_time_per_range = 0.0005;
-       if(m_time_per_range < min_time_per_range)
-       {
-               m_time_per_range = min_time_per_range;
-               //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
-       }
-       else
-       {
-               //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
-       }
-
-       f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
-       // Dampen the change a bit to kill oscillations
-       //wanted_range_change *= 0.9;
-       //wanted_range_change *= 0.75;
-       wanted_range_change *= 0.5;
-       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
-       // If needed range change is very small, just return
-       if(fabs(wanted_range_change) < 0.001)
-       {
-               //dstream<<"ignoring small wanted_range_change"<<std::endl;
+       f32 viewing_range = g_settings->getFloat("viewing_range");
+       m_draw_control.wanted_range = viewing_range;
+       if (m_draw_control.range_all) {
+               m_cameranode->setFarValue(100000.0);
                return;
        }
-
-       new_range += wanted_range_change;
-
-       //f32 new_range_unclamped = new_range;
-       new_range = MYMAX(new_range, viewing_range_min);
-       new_range = MYMIN(new_range, viewing_range_max);
-       /*dstream<<"new_range="<<new_range_unclamped
-                       <<", clamped to "<<new_range<<std::endl;*/
-
-       m_range_old = m_draw_control.wanted_range;
-       m_busytime_old = busytime_in;
-
-       m_draw_control.wanted_range = new_range;
+       m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
 }
 
 void Camera::setDigging(s32 button)
@@ -652,7 +501,8 @@ void Camera::setDigging(s32 button)
 
 void Camera::wield(const ItemStack &item)
 {
-       if (item.name != m_wield_item_next.name) {
+       if (item.name != m_wield_item_next.name ||
+                       item.metadata != m_wield_item_next.metadata) {
                m_wield_item_next = item;
                if (m_wield_change_timer > 0)
                        m_wield_change_timer = -m_wield_change_timer;
@@ -670,7 +520,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation)
        scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
        cam->setAspectRatio(m_cameranode->getAspectRatio());
        cam->setFOV(72.0*M_PI/180.0);
-       cam->setNearValue(0.1);
+       cam->setNearValue(10);
        cam->setFarValue(1000);
        if (translation != NULL)
        {
@@ -686,3 +536,54 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation)
        }
        m_wieldmgr->drawAll();
 }
+
+void Camera::drawNametags()
+{
+       core::matrix4 trans = m_cameranode->getProjectionMatrix();
+       trans *= m_cameranode->getViewMatrix();
+
+       for (std::list<Nametag *>::const_iterator
+                       i = m_nametags.begin();
+                       i != m_nametags.end(); ++i) {
+               Nametag *nametag = *i;
+               if (nametag->nametag_color.getAlpha() == 0) {
+                       // Enforce hiding nametag,
+                       // because if freetype is enabled, a grey
+                       // shadow can remain.
+                       continue;
+               }
+               v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
+               f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
+               trans.multiplyWith1x4Matrix(transformed_pos);
+               if (transformed_pos[3] > 0) {
+                       core::dimension2d<u32> textsize =
+                               g_fontengine->getFont()->getDimension(
+                               utf8_to_wide(nametag->nametag_text).c_str());
+                       f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
+                               core::reciprocal(transformed_pos[3]);
+                       v2u32 screensize = m_driver->getScreenSize();
+                       v2s32 screen_pos;
+                       screen_pos.X = screensize.X *
+                               (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
+                       screen_pos.Y = screensize.Y *
+                               (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
+                       core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
+                       g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
+                                       size + screen_pos, nametag->nametag_color);
+               }
+       }
+}
+
+Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
+               std::string nametag_text, video::SColor nametag_color)
+{
+       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
+       m_nametags.push_back(nametag);
+       return nametag;
+}
+
+void Camera::removeNametag(Nametag *nametag)
+{
+       m_nametags.remove(nametag);
+       delete nametag;
+}