]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
Add propper client initialization
[dragonfireclient.git] / src / camera.cpp
index 0c391f10dc880daccac7fc2549720c6923ac05b1..937ba38af2ac065ed053b4d9bc580ab56278a7a8 100644 (file)
@@ -1,6 +1,6 @@
 /*
-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 Lesser General Public License as published by
@@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "gamedef.h"
 #include "sound.h"
 #include "event.h"
+#include "profiler.h"
 #include "util/numeric.h"
 #include "util/mathconstants.h"
 
@@ -57,19 +58,26 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        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;
 
@@ -84,13 +92,14 @@ 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 = 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)
@@ -132,6 +141,29 @@ inline f32 my_modf(f32 x)
 
 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;
@@ -189,7 +221,7 @@ void Camera::step(f32 dtime)
 
        if (m_digging_button != -1)
        {
-               f32 offset = dtime * 4.5;
+               f32 offset = dtime * 3.5;
                float m_digging_anim_was = m_digging_anim;
                m_digging_anim += offset;
                if (m_digging_anim >= 1)
@@ -211,13 +243,15 @@ void Camera::step(f32 dtime)
        }
 }
 
-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)
@@ -233,9 +267,31 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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
@@ -308,8 +364,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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)));
-       // WTF is this? It can't be right
-       m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+       m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
@@ -318,6 +373,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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)
@@ -358,7 +417,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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,
@@ -382,23 +441,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        }
 }
 
-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
@@ -408,7 +466,7 @@ void Camera::updateViewingRange(f32 frametime_in)
 
        // 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);
@@ -445,17 +503,17 @@ void Camera::updateViewingRange(f32 frametime_in)
 
        // 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;
@@ -466,22 +524,24 @@ void Camera::updateViewingRange(f32 frametime_in)
        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;
@@ -514,10 +574,10 @@ void Camera::updateViewingRange(f32 frametime_in)
        /*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)
@@ -526,25 +586,41 @@ void Camera::setDigging(s32 button)
                m_digging_button = button;
 }
 
-void Camera::wield(const ItemStack &item)
+void Camera::wield(const ItemStack &item, u16 playeritem)
 {
        IItemDefManager *idef = m_gamedef->idef();
-       scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-       if(wield_mesh)
-       {
-               m_wieldnode->setMesh(wield_mesh);
-               m_wieldnode->setVisible(true);
-       }
-       else
-       {
-               m_wieldnode->setVisible(false);
+       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);