]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Fix naming conventions of noise userdata
[minetest.git] / src / camera.cpp
index 7e83dadebf949ef6010a24f197df51a493e373e4..a64b903aea136528352d5b6f1358d2fecbd3b4b6 100644 (file)
@@ -24,56 +24,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "clientmap.h"     // MapDrawControl
 #include "player.h"
 #include <cmath>
+#include "client/renderingengine.h"
 #include "settings.h"
 #include "wieldmesh.h"
 #include "noise.h"         // easeCurve
 #include "sound.h"
 #include "event.h"
-#include "profiler.h"
+#include "nodedef.h"
 #include "util/numeric.h"
 #include "constants.h"
 #include "fontengine.h"
+#include "script/scripting_client.h"
 
 #define CAMERA_OFFSET_STEP 200
+#define WIELDMESH_OFFSET_X 55.0f
+#define WIELDMESH_OFFSET_Y -35.0f
 
-#include "nodedef.h"
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
-               Client *client):
-       m_playernode(NULL),
-       m_headnode(NULL),
-       m_cameranode(NULL),
-
-       m_wieldmgr(NULL),
-       m_wieldnode(NULL),
-
+Camera::Camera(MapDrawControl &draw_control, Client *client):
        m_draw_control(draw_control),
-       m_client(client),
-
-       m_camera_position(0,0,0),
-       m_camera_direction(0,0,0),
-       m_camera_offset(0,0,0),
-
-       m_aspect(1.0),
-       m_fov_x(1.0),
-       m_fov_y(1.0),
-
-       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_wield_change_timer(0.125),
-       m_wield_item_next(),
-
-       m_camera_mode(CAMERA_MODE_FIRST)
+       m_client(client)
 {
-       //dstream<<FUNCTION_NAME<<std::endl;
-
-       m_driver = smgr->getVideoDriver();
+       scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
        // 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());
@@ -85,7 +56,7 @@ 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, false);
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
        m_wieldnode->setItem(ItemStack(), m_client);
        m_wieldnode->drop(); // m_wieldmgr grabbed it
 
@@ -101,8 +72,7 @@ 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_fov                 = g_settings->getFloat("fov");
-       m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
-       m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
+       m_arm_inertia               = g_settings->getBool("arm_inertia");
        m_nametags.clear();
 }
 
@@ -126,6 +96,10 @@ bool Camera::successfullyCreated(std::string &error_message)
        } else {
                error_message.clear();
        }
+
+       if (g_settings->getBool("enable_client_modding")) {
+               m_client->getScript()->on_camera_ready(this);
+       }
        return error_message.empty();
 }
 
@@ -217,8 +191,98 @@ void Camera::step(f32 dtime)
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
-               f32 tool_reload_ratio, ClientEnvironment &c_env)
+static inline v2f dir(const v2f &pos_dist)
+{
+       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
+       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
+
+       f32 x_abs = std::fabs(x);
+       f32 y_abs = std::fabs(y);
+
+       if (x_abs >= y_abs) {
+               y *= (1.0f / x_abs);
+               x /= x_abs;
+       }
+
+       if (y_abs >= x_abs) {
+               x *= (1.0f / y_abs);
+               y /= y_abs;
+       }
+
+       return v2f(std::fabs(x), std::fabs(y));
+}
+
+void Camera::addArmInertia(f32 player_yaw)
+{
+       m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+               -100.0f, 100.0f) / 0.016f) * 0.01f;
+       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
+       f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
+       f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
+
+       if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
+               /*
+                   The arm moves relative to the camera speed,
+                   with an acceleration factor.
+               */
+
+               if (m_cam_vel.X > 1.0f) {
+                       if (m_cam_vel.X > m_cam_vel_old.X)
+                               m_cam_vel_old.X = m_cam_vel.X;
+
+                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
+                       m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
+
+                       if (m_last_cam_pos.X != player_yaw)
+                               m_last_cam_pos.X = player_yaw;
+
+                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
+                               WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
+               }
+
+               if (m_cam_vel.Y > 1.0f) {
+                       if (m_cam_vel.Y > m_cam_vel_old.Y)
+                               m_cam_vel_old.Y = m_cam_vel.Y;
+
+                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
+                       m_wieldmesh_offset.Y +=
+                               m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
+
+                       if (m_last_cam_pos.Y != m_camera_direction.Y)
+                               m_last_cam_pos.Y = m_camera_direction.Y;
+
+                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
+                               WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
+               }
+
+               m_arm_dir = dir(m_wieldmesh_offset);
+       } else {
+               /*
+                   Now the arm gets back to its default position when the camera stops,
+                   following a vector, with a smooth deceleration factor.
+               */
+
+               f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
+
+               f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
+                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
+
+               if (gap_X < 0.1f)
+                       m_cam_vel_old.X = 0.0f;
+
+               m_wieldmesh_offset.X -=
+                       m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
+
+               if (gap_Y < 0.1f)
+                       m_cam_vel_old.Y = 0.0f;
+
+               m_wieldmesh_offset.Y -=
+                       m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
+       }
+}
+
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
 {
        // Get player position
        // Smooth the movement when walking up stairs
@@ -280,8 +344,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
-       {
+       if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
+               m_camera_mode < CAMERA_MODE_THIRD) {
                f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
                f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
 
@@ -342,19 +406,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
                // Calculate new position
                bool abort = false;
-               for (int i = BS; i <= BS*2.75; i++)
-               {
-                       my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
-                       my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
+               for (int i = BS; i <= BS * 2.75; i++) {
+                       my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
+                       my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
                        if (i > 12)
-                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
+                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
 
                        // Prevent camera positioned inside nodes
                        INodeDefManager *nodemgr = m_client->ndef();
-                       MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
+                       MapNode n = m_client->getEnv().getClientMap()
+                               .getNodeNoEx(floatToInt(my_cp, BS));
+
                        const ContentFeatures& features = nodemgr->get(n);
-                       if(features.walkable)
-                       {
+                       if (features.walkable) {
                                my_cp.X += m_camera_direction.X*-1*-BS/2;
                                my_cp.Z += m_camera_direction.Z*-1*-BS/2;
                                my_cp.Y += m_camera_direction.Y*-1*-BS/2;
@@ -388,15 +452,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // Get FOV
        f32 fov_degrees;
-       if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
-               fov_degrees = m_cache_zoom_fov;
+       // Disable zoom with zoom FOV = 0
+       if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
+               fov_degrees = player->getZoomFOV();
        } else {
                fov_degrees = m_cache_fov;
        }
-       fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
+       fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
 
        // FOV and aspect ratio
-       m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
+       const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
+       m_aspect = (f32) window_size.X / (f32) window_size.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)));
@@ -404,12 +470,12 @@ 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);
+       if (m_arm_inertia)
+               addArmInertia(player->getYaw());
 
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
-       v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
+       v3f wield_position = v3f(m_wieldmesh_offset.X, m_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;
@@ -459,7 +525,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        // 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 v3f &speed = player->getSpeed();
        const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
        const bool movement_Y = fabs(speed.Y) > BS;
 
@@ -467,9 +533,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        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_client->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(), 70);
@@ -485,7 +549,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 void Camera::updateViewingRange()
 {
        f32 viewing_range = g_settings->getFloat("viewing_range");
-       m_draw_control.wanted_range = viewing_range;
+       f32 near_plane = g_settings->getFloat("near_plane");
+
+       m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
+       m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
        if (m_draw_control.range_all) {
                m_cameranode->setFarValue(100000.0);
                return;
@@ -552,32 +619,36 @@ void Camera::drawNametags()
                        // shadow can remain.
                        continue;
                }
-               v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
+               v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
                f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
                trans.multiplyWith1x4Matrix(transformed_pos);
                if (transformed_pos[3] > 0) {
+                       std::wstring nametag_colorless =
+                               unescape_translate(utf8_to_wide(nametag->nametag_text));
                        core::dimension2d<u32> textsize =
                                g_fontengine->getFont()->getDimension(
-                               utf8_to_wide(nametag->nametag_text).c_str());
+                               nametag_colorless.c_str());
                        f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
                                core::reciprocal(transformed_pos[3]);
-                       v2u32 screensize = m_driver->getScreenSize();
+                       v2u32 screensize = RenderingEngine::get_video_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);
+                       g_fontengine->getFont()->draw(
+                               translate_string(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)
+               const std::string &nametag_text, video::SColor nametag_color,
+               const v3f &pos)
 {
-       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
+       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
        m_nametags.push_back(nametag);
        return nametag;
 }