/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "client.h"
#include "main.h" // for g_settings
#include "map.h"
+#include "clientmap.h" // MapDrawControl
#include "mesh.h"
#include "player.h"
#include "tile.h"
#include "settings.h"
#include "itemdef.h" // For wield visualization
#include "noise.h" // easeCurve
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
+#include "profiler.h"
+#include "util/numeric.h"
+#include "util/mathconstants.h"
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ IGameDef *gamedef):
m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_wieldlight(0),
m_draw_control(draw_control),
+ m_gamedef(gamedef),
m_camera_position(0,0,0),
m_camera_direction(0,0,0),
m_fov_x(1.0),
m_fov_y(1.0),
- m_added_frametime(0),
+ m_added_busytime(0),
m_added_frames(0),
m_range_old(0),
- m_frametime_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),
+ m_view_bobbing_fall(0),
m_digging_anim(0),
- m_digging_button(-1)
+ m_digging_button(-1),
+ m_dummymesh(createCubeMesh(v3f(1,1,1))),
+
+ m_wield_change_timer(0.125),
+ m_wield_mesh_next(NULL),
+ m_previous_playeritem(-1),
+ m_previous_itemname("")
{
//dstream<<__FUNCTION_NAME<<std::endl;
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh
+ m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
}
Camera::~Camera()
{
- m_wieldnode->setMesh(NULL);
m_wieldmgr->drop();
+
+ delete m_dummymesh;
}
bool Camera::successfullyCreated(std::wstring& error_message)
void Camera::step(f32 dtime)
{
+ if(m_view_bobbing_fall > 0)
+ {
+ m_view_bobbing_fall -= 3 * dtime;
+ if(m_view_bobbing_fall <= 0)
+ m_view_bobbing_fall = -1; // Mark the effect as finished
+ }
+
+ bool was_under_zero = m_wield_change_timer < 0;
+ if(m_wield_change_timer < 0.125)
+ m_wield_change_timer += dtime;
+ if(m_wield_change_timer > 0.125)
+ m_wield_change_timer = 0.125;
+
+ if(m_wield_change_timer >= 0 && was_under_zero) {
+ if(m_wield_mesh_next) {
+ m_wieldnode->setMesh(m_wield_mesh_next);
+ m_wieldnode->setVisible(true);
+ } else {
+ m_wieldnode->setVisible(false);
+ }
+ m_wield_mesh_next = NULL;
+ }
+
if (m_view_bobbing_state != 0)
{
//f32 offset = dtime * m_view_bobbing_speed * 0.035;
}
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){
+ MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+ m_gamedef->event()->put(e);
+ }
}
}
if (m_digging_button != -1)
{
f32 offset = dtime * 3.5;
+ float m_digging_anim_was = m_digging_anim;
m_digging_anim += offset;
if (m_digging_anim >= 1)
{
m_digging_anim = 0;
m_digging_button = -1;
}
+ float lim = 0.15;
+ if(m_digging_anim_was < lim && m_digging_anim >= lim)
+ {
+ if(m_digging_button == 0){
+ MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+ m_gamedef->event()->put(e);
+ } else if(m_digging_button == 1){
+ MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+ m_gamedef->event()->put(e);
+ }
+ }
}
}
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
- f32 tool_reload_ratio)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
+ v2u32 screensize, f32 tool_reload_ratio)
{
+ // Get player position
+ // Smooth the movement when walking up stairs
+ v3f old_player_position = m_playernode->getPosition();
+ v3f player_position = player->getPosition();
+ if (player->isAttached && player->parent)
+ player_position = player->parent->getPosition();
+ //if(player->touching_ground && player_position.Y > old_player_position.Y)
+ if(player->touching_ground &&
+ player_position.Y > old_player_position.Y)
+ {
+ f32 oldy = old_player_position.Y;
+ f32 newy = player_position.Y;
+ f32 t = exp(-23*frametime);
+ player_position.Y = oldy * t + newy * (1-t);
+ }
+
// Set player node transformation
- m_playernode->setPosition(player->getPosition());
+ m_playernode->setPosition(player_position);
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
+ // Get camera tilt timer (hurt animation)
+ float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+
+ // Fall bobbing animation
+ float fall_bobbing = 0;
+ if(player->camera_impact >= 1)
+ {
+ if(m_view_bobbing_fall == -1) // Effect took place and has finished
+ player->camera_impact = m_view_bobbing_fall = 0;
+ else if(m_view_bobbing_fall == 0) // Initialize effect
+ m_view_bobbing_fall = 1;
+
+ // Convert 0 -> 1 to 0 -> 1 -> 0
+ fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+ // Smoothen and invert the above
+ fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+ // Amplify according to the intensity of the impact
+ fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+
+ fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
+ }
+
// Set head node transformation
- m_headnode->setPosition(player->getEyeOffset());
- m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+ m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+ m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
// Compute relative camera position and target
#if 1
f32 bobknob = 1.2;
- f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
- //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
+ f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
+ //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
v3f bobvec = v3f(
- 0.3 * bobdir * sin(bobfrac * PI),
+ 0.3 * bobdir * sin(bobfrac * M_PI),
-0.28 * bobtmp * bobtmp,
0.);
//rel_cam_pos += 0.2 * bobvec;
//rel_cam_target += 0.03 * bobvec;
- //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+ //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
float f = 1.0;
f *= g_settings->getFloat("view_bobbing_amount");
rel_cam_pos += bobvec * f;
rel_cam_target.Z -= 0.005 * bobvec.Z * f;
//rel_cam_target.X -= 0.005 * bobvec.X * f;
//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
- rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
+ rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
#else
- f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
- f32 angle_rad = angle_deg * PI / 180;
+ f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
+ f32 angle_rad = angle_deg * M_PI / 180;
f32 r = 0.05;
v3f off = v3f(
r * sin(angle_rad),
// FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
- m_fov_y = fov_degrees * PI / 180.0;
- m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+ m_fov_y = fov_degrees * M_PI / 180.0;
+ // Increase vertical FOV on lower aspect ratios (<16:10)
+ m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
+ m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
v3f wield_position = v3f(55, -35, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
+ if(m_wield_change_timer < 0)
+ wield_position.Y -= 40 + m_wield_change_timer*320;
+ else
+ wield_position.Y -= 40 - m_wield_change_timer*320;
if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
f32 frac = 1.0;
if(m_digging_anim > 0.5)
frac = 2.0 * (m_digging_anim - 0.5);
// This value starts from 1 and settles to 0
- f32 ratiothing = pow((1.0 - tool_reload_ratio), 0.5);
- //f32 ratiothing2 = pow(ratiothing, 0.5);
+ f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+ //f32 ratiothing2 = pow(ratiothing, 0.5f);
f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
- wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7);
+ wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
//wield_position.Z += frac * 5.0 * ratiothing2;
- wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1);
- wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4);
- //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4);
- //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0);
+ wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+ wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+ //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+ //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
}
if (m_digging_button != -1)
{
f32 digfrac = m_digging_anim;
- wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
- wield_position.Y += 15 * sin(digfrac * 2 * PI);
- wield_position.Z += 5 * digfrac;
-
+ wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+ wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+ wield_position.Z += 25 * 0.5;
+
// Euler angles are PURE EVIL, so why not use quaternions?
core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
- core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
+ core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
core::quaternion quat_slerp;
- quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+ quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
}
else {
f32 bobfrac = my_modf(m_view_bobbing_anim);
- wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
- wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+ wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
+ wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldlight = player->light;
// Render distance feedback loop
- updateViewingRange(frametime);
+ updateViewingRange(frametime, busytime);
// If the player seems to be walking on solid ground,
// view bobbing is enabled and free_move is off,
if ((hypot(speed.X, speed.Z) > BS) &&
(player->touching_ground) &&
(g_settings->getBool("view_bobbing") == true) &&
- (g_settings->getBool("free_move") == false))
+ (g_settings->getBool("free_move") == false ||
+ !m_gamedef->checkLocalPrivilege("fly")))
{
// Start animation
m_view_bobbing_state = 1;
}
}
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
{
if (m_draw_control.range_all)
return;
- m_added_frametime += frametime_in;
+ m_added_busytime += busytime_in;
m_added_frames += 1;
- // Actually this counter kind of sucks because frametime is busytime
m_frametime_counter -= frametime_in;
if (m_frametime_counter > 0)
return;
- m_frametime_counter = 0.2;
+ m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
/*dstream<<__FUNCTION_NAME
<<": Collected "<<m_added_frames<<" frames, total of "
- <<m_added_frametime<<"s."<<std::endl;
+ <<m_added_busytime<<"s."<<std::endl;
dstream<<"m_draw_control.blocks_drawn="
<<m_draw_control.blocks_drawn
// Get current viewing range and FPS settings
f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
- viewing_range_min = MYMAX(5.0, viewing_range_min);
+ viewing_range_min = MYMAX(15.0, viewing_range_min);
f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
viewing_range_max = MYMAX(viewing_range_min, 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 active objects etc.
- m_cameranode->setFarValue(viewing_range_max * BS * 10);
+ // 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 = g_settings->getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);
// Calculate the average frametime in the case that all wanted
// blocks had been drawn
- f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
+ f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
- m_added_frametime = 0.0;
+ 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;
- // Let's see how this works out.
if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
f32 new_range = range;
f32 d_range = range - m_range_old;
- f32 d_frametime = frametime - m_frametime_old;
+ f32 d_busytime = busytime_in - m_busytime_old;
if (d_range != 0)
{
- m_time_per_range = d_frametime / d_range;
+ 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 = 0.0015;
- f32 min_time_per_range = 0.0010;
- //f32 min_time_per_range = 0.05 / range;
+ //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<<"new_range="<<new_range_unclamped
<<", clamped to "<<new_range<<std::endl;*/
- m_draw_control.wanted_range = new_range;
+ m_range_old = m_draw_control.wanted_range;
+ m_busytime_old = busytime_in;
- m_range_old = new_range;
- m_frametime_old = frametime;
+ m_draw_control.wanted_range = new_range;
}
void Camera::setDigging(s32 button)
m_digging_button = button;
}
-void Camera::wield(const ItemStack &item, IGameDef *gamedef)
+void Camera::wield(const ItemStack &item, u16 playeritem)
{
- IItemDefManager *idef = gamedef->idef();
- scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
- if(wield_mesh)
- {
- m_wieldnode->setMesh(wield_mesh);
- m_wieldnode->setVisible(true);
- }
- else
- {
- m_wieldnode->setVisible(false);
+ IItemDefManager *idef = m_gamedef->idef();
+ std::string itemname = item.getDefinition(idef).name;
+ m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
+ if(playeritem != m_previous_playeritem &&
+ !(m_previous_itemname == "" && itemname == "")) {
+ m_previous_playeritem = playeritem;
+ m_previous_itemname = itemname;
+ if(m_wield_change_timer >= 0.125)
+ m_wield_change_timer = -0.125;
+ else if(m_wield_change_timer > 0) {
+ m_wield_change_timer = -m_wield_change_timer;
+ }
+ } else {
+ if(m_wield_mesh_next) {
+ m_wieldnode->setMesh(m_wield_mesh_next);
+ m_wieldnode->setVisible(true);
+ } else {
+ m_wieldnode->setVisible(false);
+ }
+ m_wield_mesh_next = NULL;
+ if(m_previous_itemname != itemname) {
+ m_previous_itemname = itemname;
+ m_wield_change_timer = 0;
+ }
+ else
+ m_wield_change_timer = 0.125;
}
}
void Camera::drawWieldedTool()
{
// Set vertex colors of wield mesh according to light level
- u8 li = decode_light(m_wieldlight);
+ u8 li = m_wieldlight;
video::SColor color(255,li,li,li);
setMeshColor(m_wieldnode->getMesh(), color);
// Draw the wielded node (in a separate scene manager)
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
- cam->setFOV(72.0*PI/180.0);
+ cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
m_wieldmgr->drawAll();