]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
Works for debian and a few other distributions but fails for even more so back to...
[minetest.git] / src / camera.cpp
index f227bd98ae1b7169c98a3da28d330634215dbbfc..d961d45b9c1450b9fbfe4a943b512f9791032367 100644 (file)
@@ -33,12 +33,17 @@ 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"
+#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),
@@ -52,15 +57,16 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 
        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
 
@@ -76,7 +82,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        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;
 
@@ -147,13 +155,16 @@ void Camera::step(f32 dtime)
                        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 && m_wield_change_timer - dtime < 0) {
-               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 {
@@ -182,11 +193,14 @@ void Camera::step(f32 dtime)
 #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;
@@ -210,7 +224,8 @@ void Camera::step(f32 dtime)
                        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);
                        }
@@ -230,10 +245,11 @@ void Camera::step(f32 dtime)
                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);
                        }
@@ -241,8 +257,8 @@ 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,
+               f32 tool_reload_ratio, ClientEnvironment &c_env)
 {
        // Get player position
        // Smooth the movement when walking up stairs
@@ -270,7 +286,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 
        // 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;
@@ -287,8 +303,15 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                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();
 
@@ -297,7 +320,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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;
@@ -346,11 +369,62 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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");
@@ -358,7 +432,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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)));
@@ -375,7 +449,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                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);
@@ -404,8 +479,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                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;
@@ -415,7 +489,7 @@ 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,
@@ -439,23 +513,22 @@ 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
@@ -465,7 +538,7 @@ 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);
@@ -502,17 +575,17 @@ 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;
@@ -523,22 +596,24 @@ 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;
@@ -571,10 +646,10 @@ 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)
@@ -588,12 +663,15 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
        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) {
+       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) {
+               else if(m_wield_change_timer > 0)
+               {
                        m_wield_change_timer = -m_wield_change_timer;
                }
        } else {
@@ -604,7 +682,8 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
                        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;
                }
@@ -613,7 +692,7 @@ void Camera::wield(const ItemStack &item, u16 playeritem)
        }
 }
 
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
        // Set vertex colors of wield mesh according to light level
        u8 li = m_wieldlight;
@@ -629,5 +708,17 @@ void Camera::drawWieldedTool()
        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();
 }