X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=ca28555d2e15daee9ff0484266bed0a2183d3801;hb=aa340fd857c151384873f2b29a9bad76e49e852a;hp=f227bd98ae1b7169c98a3da28d330634215dbbfc;hpb=3e2efdf18ab95d3c88f66c7a1f6caf6b1c7231e5;p=minetest.git diff --git a/src/camera.cpp b/src/camera.cpp index f227bd98a..ca28555d2 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -20,47 +20,49 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "camera.h" #include "debug.h" #include "client.h" -#include "main.h" // for g_settings #include "map.h" -#include "clientmap.h" // MapDrawControl -#include "mesh.h" +#include "clientmap.h" // MapDrawControl #include "player.h" -#include "tile.h" #include #include "settings.h" -#include "itemdef.h" // For wield visualization -#include "noise.h" // easeCurve +#include "wieldmesh.h" +#include "noise.h" // easeCurve #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_wieldmgr(NULL), m_wieldnode(NULL), - m_wieldlight(0), m_draw_control(draw_control), m_gamedef(gamedef), 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 @@ -71,12 +73,11 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_digging_anim(0), 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("") + m_wield_item_next(), + + m_camera_mode(CAMERA_MODE_FIRST) { //dstream<<__FUNCTION_NAME<createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); - m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh + m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true); + m_wieldnode->setItem(ItemStack(), m_gamedef); + m_wieldnode->drop(); // m_wieldmgr grabbed it + m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0)); + + /* TODO: Add a callback function so these can be updated when a setting + * changes. At this point in time it doesn't matter (e.g. /set + * is documented to change server settings only) + * + * TODO: Local caching of settings is not optimal and should at some stage + * be updated to use a global settings object for getting thse values + * (as opposed to the this local caching). This can be addressed in + * a later release. + */ + m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount"); + m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount"); + m_cache_wanted_fps = g_settings->getFloat("wanted_fps"); + m_cache_fov = g_settings->getFloat("fov"); + m_cache_view_bobbing = g_settings->getBool("view_bobbing"); } Camera::~Camera() { m_wieldmgr->drop(); - - delete m_dummymesh; } -bool Camera::successfullyCreated(std::wstring& error_message) +bool Camera::successfullyCreated(std::string &error_message) { - if (m_playernode == NULL) - { - error_message = L"Failed to create the player scene node"; - return false; - } - if (m_headnode == NULL) - { - error_message = L"Failed to create the head scene node"; - return false; - } - if (m_cameranode == NULL) - { - error_message = L"Failed to create the camera scene node"; - return false; - } - if (m_wieldmgr == NULL) - { - error_message = L"Failed to create the wielded item scene manager"; - return false; - } - if (m_wieldnode == NULL) - { - error_message = L"Failed to create the wielded item scene node"; - return false; + if (!m_playernode) { + error_message = "Failed to create the player scene node"; + } else if (!m_headnode) { + error_message = "Failed to create the head scene node"; + } else if (!m_cameranode) { + error_message = "Failed to create the camera scene node"; + } else if (!m_wieldmgr) { + error_message = "Failed to create the wielded item scene manager"; + } else if (!m_wieldnode) { + error_message = "Failed to create the wielded item scene node"; + } else { + error_message.clear(); } - return true; + return error_message.empty(); } // Returns the fractional part of x @@ -147,20 +152,11 @@ void Camera::step(f32 dtime) m_view_bobbing_fall = -1; // Mark the effect as finished } - 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) { - m_wieldnode->setMesh(m_wield_mesh_next); - m_wieldnode->setVisible(true); - } else { - m_wieldnode->setVisible(false); - } - m_wield_mesh_next = NULL; - } + bool was_under_zero = m_wield_change_timer < 0; + m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125); + + if (m_wield_change_timer >= 0 && was_under_zero) + m_wieldnode->setItem(m_wield_item_next, m_gamedef); if (m_view_bobbing_state != 0) { @@ -182,11 +178,14 @@ 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 +209,8 @@ 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 +230,11 @@ 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 +242,8 @@ 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 +271,7 @@ 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; @@ -284,11 +285,18 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, // 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"); + 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(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 +305,7 @@ 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; @@ -316,7 +324,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); float f = 1.0; - f *= g_settings->getFloat("view_bobbing_amount"); + f *= m_cache_view_bobbing_amount; rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; @@ -346,19 +354,70 @@ 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*2.75; 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); + + // 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"); + f32 fov_degrees = m_cache_fov; fov_degrees = MYMAX(fov_degrees, 10.0); 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))); @@ -371,11 +430,9 @@ 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){ + wield_position.Y += fabs(m_wield_change_timer)*320 - 40; + 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); @@ -396,7 +453,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); wield_position.Z += 25 * 0.5; - + // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); @@ -404,28 +461,36 @@ 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; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); - m_wieldlight = player->light; + + // Shine light upon the wield mesh + video::SColor black(255,0,0,0); + m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7)); + m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3); + m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0)); // Render distance feedback loop - updateViewingRange(frametime); + updateViewingRange(frametime, busytime); - // If the player seems to be walking on solid ground, + // 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(); - if ((hypot(speed.X, speed.Z) > BS) && - (player->touching_ground) && - (g_settings->getBool("view_bobbing") == true) && - (g_settings->getBool("free_move") == false || - !m_gamedef->checkLocalPrivilege("fly"))) + const bool movement_XZ = hypot(speed.X, speed.Z) > BS; + const bool movement_Y = abs(speed.Y) > BS; + + 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) && + m_cache_view_bobbing && + (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; @@ -439,23 +504,22 @@ 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 "<getFloat("viewing_range_nodes_min"); + viewing_range_min = MYMAX(15.0, viewing_range_min); - f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max"); + f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max"); viewing_range_max = MYMAX(viewing_range_min, viewing_range_max); - + // Immediately apply hard limits if(m_draw_control.wanted_range < viewing_range_min) m_draw_control.wanted_range = viewing_range_min; @@ -484,7 +548,7 @@ void Camera::updateViewingRange(f32 frametime_in) else m_cameranode->setFarValue(viewing_range_max * BS * 10); - f32 wanted_fps = g_settings->getFloat("wanted_fps"); + f32 wanted_fps = m_cache_wanted_fps; wanted_fps = MYMAX(wanted_fps, 1.0); f32 wanted_frametime = 1.0 / wanted_fps; @@ -502,17 +566,17 @@ 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="<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"<idef(); - std::string itemname = item.getDefinition(idef).name; - m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef); - if(playeritem != m_previous_playeritem) { - 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) { + if (item.name != m_wield_item_next.name) { + m_wield_item_next = item; + 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; + else if (m_wield_change_timer == 0) + m_wield_change_timer = -0.001; } } -void Camera::drawWieldedTool() +void Camera::drawWieldedTool(irr::core::matrix4* translation) { - // Set vertex colors of wield mesh according to light level - u8 li = m_wieldlight; - video::SColor color(255,li,li,li); - setMeshColor(m_wieldnode->getMesh(), color); - - // Clear Z buffer + // Clear Z buffer so that the wielded tool stay in front of world geometry m_wieldmgr->getVideoDriver()->clearZBuffer(); // Draw the wielded node (in a separate scene manager) @@ -628,6 +670,18 @@ void Camera::drawWieldedTool() cam->setAspectRatio(m_cameranode->getAspectRatio()); cam->setFOV(72.0*M_PI/180.0); cam->setNearValue(0.1); - cam->setFarValue(100); + cam->setFarValue(1000); + 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(); }