#include "gamedef.h"
#include "sound.h"
#include "event.h"
+#include "profiler.h"
#include "util/numeric.h"
#include "util/mathconstants.h"
+#include "constants.h"
+
+#define CAMERA_OFFSET_STEP 200
+
+#include "nodedef.h"
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
- m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
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_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_wield_change_timer(0.125),
m_wield_mesh_next(NULL),
m_previous_playeritem(-1),
- m_previous_itemname("")
+ m_previous_itemname(""),
+
+ m_camera_mode(CAMERA_MODE_FIRST)
{
//dstream<<__FUNCTION_NAME<<std::endl;
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) {
+ 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 {
#endif
#if 1
// 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)
m_view_bobbing_anim = 0.5;
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);
}
float lim = 0.15;
if(m_digging_anim_was < lim && m_digging_anim >= lim)
{
- if(m_digging_button == 0){
+ if(m_digging_button == 0)
+ {
MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
m_gamedef->event()->put(e);
- } else if(m_digging_button == 1){
+ } 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,
+ f32 tool_reload_ratio, ClientEnvironment &c_env)
{
// Get player position
// Smooth the movement when walking up stairs
// Fall bobbing animation
float fall_bobbing = 0;
- if(player->camera_impact >= 1)
+ if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
{
if(m_view_bobbing_fall == -1) // Effect took place and has finished
player->camera_impact = m_view_bobbing_fall = 0;
fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
}
+ // Calculate players eye offset for different camera modes
+ v3f PlayerEyeOffset = player->getEyeOffset();
+ if (m_camera_mode == CAMERA_MODE_FIRST)
+ PlayerEyeOffset += player->eye_offset_first;
+ else
+ PlayerEyeOffset += player->eye_offset_third;
+
// Set head node transformation
- m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+ m_headnode->setPosition(PlayerEyeOffset+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();
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
- if (m_view_bobbing_anim != 0)
+ if (m_view_bobbing_anim != 0 && 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;
v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
+ // Seperate camera position for calculation
+ v3f my_cp = m_camera_position;
+
+ // Reposition the camera for third person view
+ if (m_camera_mode > CAMERA_MODE_FIRST)
+ {
+ if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ m_camera_direction *= -1;
+
+ my_cp.Y += 2;
+
+ // Calculate new position
+ bool abort = false;
+ for (int i = BS; i <= BS*2; 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);
+
+ // Prevent camera positioned inside nodes
+ INodeDefManager *nodemgr = m_gamedef->ndef();
+ MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
+ const ContentFeatures& features = nodemgr->get(n);
+ 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;
+ abort = true;
+ break;
+ }
+ }
+
+ // If node blocks camera position don't move y to heigh
+ if (abort && my_cp.Y > player_position.Y+BS*2)
+ my_cp.Y = player_position.Y+BS*2;
+ }
+
+ // Update offset if too far away from the center of the map
+ m_camera_offset.X += CAMERA_OFFSET_STEP*
+ (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
+ m_camera_offset.Y += CAMERA_OFFSET_STEP*
+ (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
+ m_camera_offset.Z += CAMERA_OFFSET_STEP*
+ (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
+
// Set camera node transformation
- m_cameranode->setPosition(m_camera_position);
+ m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
m_cameranode->setUpVector(abs_cam_up);
// *100.0 helps in large map coordinates
- m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
+ m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+
+ // update the camera position in front-view mode to render blocks behind player
+ if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+ m_camera_position = my_cp;
// Get FOV setting
f32 fov_degrees = g_settings->getFloat("fov");
fov_degrees = MYMIN(fov_degrees, 170.0);
// FOV and aspect ratio
- m_aspect = (f32)screensize.X / (f32) screensize.Y;
+ m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().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)));
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){
+ 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);
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
- }
- else {
+ } else {
f32 bobfrac = my_modf(m_view_bobbing_anim);
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_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,
}
}
-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);
// 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)
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_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) {
+ else if(m_wield_change_timer > 0)
+ {
m_wield_change_timer = -m_wield_change_timer;
}
} else {
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
- if(m_previous_itemname != itemname) {
+ if(m_previous_itemname != itemname)
+ {
m_previous_itemname = itemname;
m_wield_change_timer = 0;
}
}
}
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Set vertex colors of wield mesh according to light level
u8 li = m_wieldlight;
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
+ if (translation != NULL)
+ {
+ irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+ irr::core::vector3df focusPoint = (cam->getTarget()
+ - cam->getAbsolutePosition()).setLength(1)
+ + cam->getAbsolutePosition();
+
+ irr::core::vector3df camera_pos =
+ (startMatrix * *translation).getTranslation();
+ cam->setPosition(camera_pos);
+ cam->setTarget(focusPoint);
+ }
m_wieldmgr->drawAll();
}