]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/camera.cpp
Remove unused ITextSceneNode header (#11476)
[dragonfireclient.git] / src / client / camera.cpp
index 1bbdb56eac7bd45836b57025989c712e438b35f5..2629a63590e4f3ad805d694d13cf15f607aa4c6d 100644 (file)
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "camera.h"
 #include "debug.h"
 #include "client.h"
+#include "config.h"
 #include "map.h"
 #include "clientmap.h"     // MapDrawControl
 #include "player.h"
@@ -29,7 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "wieldmesh.h"
 #include "noise.h"         // easeCurve
 #include "sound.h"
-#include "event.h"
+#include "mtevent.h"
 #include "nodedef.h"
 #include "util/numeric.h"
 #include "constants.h"
@@ -39,12 +40,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define CAMERA_OFFSET_STEP 200
 #define WIELDMESH_OFFSET_X 55.0f
 #define WIELDMESH_OFFSET_Y -35.0f
+#define WIELDMESH_AMPLITUDE_X 7.0f
+#define WIELDMESH_AMPLITUDE_Y 10.0f
 
-Camera::Camera(MapDrawControl &draw_control, Client *client):
+Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
        m_draw_control(draw_control),
        m_client(client)
 {
-       scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
+       auto smgr = rendering_engine->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());
@@ -76,6 +79,7 @@ Camera::Camera(MapDrawControl &draw_control, Client *client):
        m_cache_fov                 = std::fmax(g_settings->getFloat("fov"), 45.0f);
        m_arm_inertia               = g_settings->getBool("arm_inertia");
        m_nametags.clear();
+       m_show_nametag_backgrounds  = g_settings->getBool("show_nametag_backgrounds");
 }
 
 Camera::~Camera()
@@ -83,6 +87,51 @@ Camera::~Camera()
        m_wieldmgr->drop();
 }
 
+void Camera::notifyFovChange()
+{
+       LocalPlayer *player = m_client->getEnv().getLocalPlayer();
+       assert(player);
+
+       PlayerFovSpec spec = player->getFov();
+
+       /*
+        * Update m_old_fov_degrees first - it serves as the starting point of the
+        * upcoming transition.
+        *
+        * If an FOV transition is already active, mark current FOV as the start of
+        * the new transition. If not, set it to the previous transition's target FOV.
+        */
+       if (m_fov_transition_active)
+               m_old_fov_degrees = m_curr_fov_degrees;
+       else
+               m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
+
+       /*
+        * Update m_server_sent_fov next - it corresponds to the target FOV of the
+        * upcoming transition.
+        *
+        * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
+        * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
+        * of overriding.
+        */
+       if (spec.fov == 0.0f) {
+               m_server_sent_fov = false;
+               m_target_fov_degrees = m_cache_fov;
+       } else {
+               m_server_sent_fov = true;
+               m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
+       }
+
+       if (spec.transition_time > 0.0f)
+               m_fov_transition_active = true;
+
+       // If FOV smooth transition is active, initialize required variables
+       if (m_fov_transition_active) {
+               m_transition_time = spec.transition_time;
+               m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
+       }
+}
+
 bool Camera::successfullyCreated(std::string &error_message)
 {
        if (!m_playernode) {
@@ -99,9 +148,9 @@ bool Camera::successfullyCreated(std::string &error_message)
                error_message.clear();
        }
 
-       if (g_settings->getBool("enable_client_modding")) {
+       if (m_client->modsLoaded())
                m_client->getScript()->on_camera_ready(this);
-       }
+
        return error_message.empty();
 }
 
@@ -234,7 +283,8 @@ void Camera::addArmInertia(f32 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);
+                               WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
+                               WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
                }
 
                if (m_cam_vel.Y > 1.0f) {
@@ -249,7 +299,8 @@ void Camera::addArmInertia(f32 player_yaw)
                                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);
+                               WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
+                               WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
                }
 
                m_arm_dir = dir(m_wieldmesh_offset);
@@ -259,10 +310,10 @@ void Camera::addArmInertia(f32 player_yaw)
                    following a vector, with a smooth deceleration factor.
                */
 
-               f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+               f32 dec_X = 0.35f * (std::min(15.0f, 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 +
+               f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
                        (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
 
                if (gap_X < 0.1f)
@@ -285,12 +336,20 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        // 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)
-       {
+
+       // This is worse than `LocalPlayer::getPosition()` but
+       // mods expect the player head to be at the parent's position
+       // plus eye height.
+       if (player->getParent())
+               player_position = player->getParent()->getPosition();
+
+       // Smooth the camera movement when the player instantly moves upward due to stepheight.
+       // To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping
+       // or swimming (for when moving from liquid to land).
+       // Disable smoothing if climbing or flying, to avoid upwards offset of player model
+       // when seen in 3rd person view.
+       bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly");
+       if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) {
                f32 oldy = old_player_position.Y;
                f32 newy = player_position.Y;
                f32 t = std::exp(-23 * frametime);
@@ -324,17 +383,21 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
                fall_bobbing *= m_cache_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(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();
+       // Calculate and translate the head SceneNode offsets
+       {
+               v3f eye_offset = player->getEyeOffset();
+               if (m_camera_mode == CAMERA_MODE_FIRST)
+                       eye_offset += player->eye_offset_first;
+               else
+                       eye_offset += player->eye_offset_third;
+
+               // Set head node transformation
+               eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
+               m_headnode->setPosition(eye_offset);
+               m_headnode->setRotation(v3f(player->getPitch(), 0,
+                       cameratilt * player->hurt_tilt_strength));
+               m_headnode->updateAbsolutePosition();
+       }
 
        // Compute relative camera position and target
        v3f rel_cam_pos = v3f(0,0,0);
@@ -412,7 +475,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
                        // Prevent camera positioned inside nodes
                        const NodeDefManager *nodemgr = m_client->ndef();
                        MapNode n = m_client->getEnv().getClientMap()
-                               .getNodeNoEx(floatToInt(my_cp, BS));
+                               .getNode(floatToInt(my_cp, BS));
 
                        const ContentFeatures& features = nodemgr->get(n);
                        if (features.walkable) {
@@ -448,22 +511,41 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        if (m_camera_mode != CAMERA_MODE_FIRST)
                m_camera_position = my_cp;
 
-       // Get FOV
-       f32 fov_degrees;
-       // Disable zoom with zoom FOV = 0
-       if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
-               fov_degrees = player->getZoomFOV();
+       /*
+        * Apply server-sent FOV, instantaneous or smooth transition.
+        * If not, check for zoom and set to zoom FOV.
+        * Otherwise, default to m_cache_fov.
+        */
+       if (m_fov_transition_active) {
+               // Smooth FOV transition
+               // Dynamically calculate FOV delta based on frametimes
+               f32 delta = (frametime / m_transition_time) * m_fov_diff;
+               m_curr_fov_degrees += delta;
+
+               // Mark transition as complete if target FOV has been reached
+               if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
+                               (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
+                       m_fov_transition_active = false;
+                       m_curr_fov_degrees = m_target_fov_degrees;
+               }
+       } else if (m_server_sent_fov) {
+               // Instantaneous FOV change
+               m_curr_fov_degrees = m_target_fov_degrees;
+       } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
+               // Player requests zoom, apply zoom FOV
+               m_curr_fov_degrees = player->getZoomFOV();
        } else {
-               fov_degrees = m_cache_fov;
+               // Set to client's selected FOV
+               m_curr_fov_degrees = m_cache_fov;
        }
-       fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
+       m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
 
        // FOV and aspect ratio
-       const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
+       const v2u32 &window_size = RenderingEngine::getWindowSize();
        m_aspect = (f32) window_size.X / (f32) window_size.Y;
-       m_fov_y = fov_degrees * M_PI / 180.0;
+       m_fov_y = m_curr_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_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4);
        m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
@@ -515,7 +597,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
 
-       m_wieldnode->setColor(player->light_color);
+       m_wieldnode->setNodeLightColor(player->light_color);
 
        // Set render distance
        updateViewingRange();
@@ -530,14 +612,11 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
        const bool walking = movement_XZ && player->touching_ground;
        const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
        const bool climbing = movement_Y && player->is_climbing;
-       if ((walking || swimming || climbing) &&
-                       (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
+       if ((walking || swimming || climbing) && !flying) {
                // Start animation
                m_view_bobbing_state = 1;
                m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
-       }
-       else if (m_view_bobbing_state == 1)
-       {
+       } else if (m_view_bobbing_state == 1) {
                // Stop animation
                m_view_bobbing_state = 2;
                m_view_bobbing_speed = 60;
@@ -547,10 +626,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
 void Camera::updateViewingRange()
 {
        f32 viewing_range = g_settings->getFloat("viewing_range");
-       f32 near_plane = g_settings->getFloat("near_plane");
+
+       // Ignore near_plane setting on all other platforms to prevent abuse
+#if ENABLE_GLES
+       m_cameranode->setNearValue(rangelim(
+               g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
+#else
+       m_cameranode->setNearValue(0.1f * BS);
+#endif
 
        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;
@@ -578,8 +663,8 @@ void Camera::wield(const ItemStack &item)
 
 void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
-       // Clear Z buffer so that the wielded tool stay in front of world geometry
-       m_wieldmgr->getVideoDriver()->clearZBuffer();
+       // Clear Z buffer so that the wielded tool stays in front of world geometry
+       m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
 
        // Draw the wielded node (in a separate scene manager)
        scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
@@ -607,46 +692,47 @@ void Camera::drawNametags()
        core::matrix4 trans = m_cameranode->getProjectionMatrix();
        trans *= m_cameranode->getViewMatrix();
 
-       for (std::list<Nametag *>::const_iterator
-                       i = m_nametags.begin();
-                       i != m_nametags.end(); ++i) {
-               Nametag *nametag = *i;
-               if (nametag->nametag_color.getAlpha() == 0) {
-                       // Enforce hiding nametag,
-                       // because if freetype is enabled, a grey
-                       // shadow can remain.
-                       continue;
-               }
-               v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
+       gui::IGUIFont *font = g_fontengine->getFont();
+       video::IVideoDriver *driver = RenderingEngine::get_video_driver();
+       v2u32 screensize = driver->getScreenSize();
+
+       for (const Nametag *nametag : m_nametags) {
+               // Nametags are hidden in GenericCAO::updateNametag()
+
+               v3f pos = nametag->parent_node->getAbsolutePosition() + 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(
+                               unescape_translate(utf8_to_wide(nametag->text));
+                       core::dimension2d<u32> textsize = font->getDimension(
                                nametag_colorless.c_str());
                        f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
                                core::reciprocal(transformed_pos[3]);
-                       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(
-                               translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
-                               size + screen_pos, nametag->nametag_color);
+                       core::rect<s32> bg_size(-2, 0, textsize.Width+2, textsize.Height);
+
+                       auto bgcolor = nametag->getBgColor(m_show_nametag_backgrounds);
+                       if (bgcolor.getAlpha() != 0)
+                               driver->draw2DRectangle(bgcolor, bg_size + screen_pos);
+
+                       font->draw(
+                               translate_string(utf8_to_wide(nametag->text)).c_str(),
+                               size + screen_pos, nametag->textcolor);
                }
        }
 }
 
 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
-               const std::string &nametag_text, video::SColor nametag_color,
-               const v3f &pos)
+               const std::string &text, video::SColor textcolor,
+               Optional<video::SColor> bgcolor, const v3f &pos)
 {
-       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
+       Nametag *nametag = new Nametag(parent_node, text, textcolor, bgcolor, pos);
        m_nametags.push_back(nametag);
        return nametag;
 }