X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=d961d45b9c1450b9fbfe4a943b512f9791032367;hb=7fba341dbbffd21afa5476cd8bdf82b9d35cf83a;hp=2a15386d9e150df07a919c5e44b745e57a88d7ed;hpb=c54a40df0665b72c0d58641ce2e8fceecb8d2e22;p=minetest.git diff --git a/src/camera.cpp b/src/camera.cpp index 2a15386d9..d961d45b9 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -30,9 +30,20 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" #include "itemdef.h" // For wield visualization #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" -Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): - m_smgr(smgr), +#define CAMERA_OFFSET_STEP 200 + +#include "nodedef.h" + +Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, + IGameDef *gamedef): m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), @@ -42,27 +53,38 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): 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 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_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_camera_mode(CAMERA_MODE_FIRST) { //dstream<<__FUNCTION_NAME<createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); - m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh + m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh } Camera::~Camera() { - m_wieldnode->setMesh(NULL); m_wieldmgr->drop(); + + delete m_dummymesh; } bool Camera::successfullyCreated(std::wstring& error_message) @@ -125,6 +148,31 @@ inline f32 my_modf(f32 x) void Camera::step(f32 dtime) { + if(m_view_bobbing_fall > 0) + { + m_view_bobbing_fall -= 3 * dtime; + if(m_view_bobbing_fall <= 0) + 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 && was_under_zero) + { + 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_view_bobbing_state != 0) { //f32 offset = dtime * m_view_bobbing_speed * 0.035; @@ -145,11 +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; @@ -168,33 +219,100 @@ void Camera::step(f32 dtime) } else { + float was = m_view_bobbing_anim; m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset); + bool step = (was == 0 || + (was < 0.5f && m_view_bobbing_anim >= 0.5f) || + (was > 0.5f && m_view_bobbing_anim <= 0.5f)); + if(step) + { + MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); + m_gamedef->event()->put(e); + } } } if (m_digging_button != -1) { f32 offset = dtime * 3.5; + float m_digging_anim_was = m_digging_anim; m_digging_anim += offset; if (m_digging_anim >= 1) { m_digging_anim = 0; m_digging_button = -1; } + float lim = 0.15; + if(m_digging_anim_was < lim && m_digging_anim >= lim) + { + if(m_digging_button == 0) + { + MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); + m_gamedef->event()->put(e); + } 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 + 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) + { + f32 oldy = old_player_position.Y; + f32 newy = player_position.Y; + f32 t = exp(-23*frametime); + player_position.Y = oldy * t + newy * (1-t); + } + // Set player node transformation - m_playernode->setPosition(player->getPosition()); + m_playernode->setPosition(player_position); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); + // Get camera tilt timer (hurt animation) + float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); + + // Fall bobbing animation + float fall_bobbing = 0; + 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; + else if(m_view_bobbing_fall == 0) // Initialize effect + m_view_bobbing_fall = 1; + + // Convert 0 -> 1 to 0 -> 1 -> 0 + fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; + // Smoothen and invert the above + fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; + // 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"); + } + + // 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()); - m_headnode->setRotation(v3f(player->getPitch(), 0, 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(); // Compute relative camera position and target @@ -202,24 +320,24 @@ 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; #if 1 f32 bobknob = 1.2; - f32 bobtmp = sin(pow(bobfrac, bobknob) * PI); - //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI); + f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); + //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( - 0.3 * bobdir * sin(bobfrac * PI), + 0.3 * bobdir * sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; - //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI); + //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); float f = 1.0; f *= g_settings->getFloat("view_bobbing_amount"); rel_cam_pos += bobvec * f; @@ -228,10 +346,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; - rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f); + rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f); #else - f32 angle_deg = 1 * bobdir * sin(bobfrac * PI); - f32 angle_rad = angle_deg * PI / 180; + f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI); + f32 angle_rad = angle_deg * M_PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), @@ -251,11 +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"); @@ -263,9 +432,11 @@ 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_fov_y = fov_degrees * PI / 180.0; - m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_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))); + m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); @@ -274,7 +445,12 @@ 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_digging_anim < 0.05 || m_digging_anim > 0.5){ + 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) + { f32 frac = 1.0; if(m_digging_anim > 0.5) frac = 2.0 * (m_digging_anim - 0.5); @@ -292,29 +468,28 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, if (m_digging_button != -1) { f32 digfrac = m_digging_anim; - wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI); - wield_position.Y += 15 * sin(digfrac * 2 * PI); - wield_position.Z += 5 * digfrac; - + 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(90, -10, -130) * core::DEGTORAD); + core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); core::quaternion quat_slerp; - quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI)); + 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*PI*2.0) * 3.0; - wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0; + 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; // 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, @@ -323,7 +498,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, if ((hypot(speed.X, speed.Z) > BS) && (player->touching_ground) && (g_settings->getBool("view_bobbing") == true) && - (g_settings->getBool("free_move") == false)) + (g_settings->getBool("free_move") == false || + !m_gamedef->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; @@ -337,23 +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 "<getS16("viewing_range_nodes_max"); viewing_range_max = MYMAX(viewing_range_min, viewing_range_max); @@ -400,17 +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="<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(); - scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh; - if(wield_mesh) + 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 && + !(m_previous_itemname == "" && itemname == "")) { - m_wieldnode->setMesh(wield_mesh); - m_wieldnode->setVisible(true); - } - else - { - m_wieldnode->setVisible(false); + 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) + { + 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; } } -void Camera::drawWieldedTool() +void Camera::drawWieldedTool(irr::core::matrix4* translation) { // Set vertex colors of wield mesh according to light level - u8 li = decode_light(m_wieldlight); + u8 li = m_wieldlight; video::SColor color(255,li,li,li); setMeshColor(m_wieldnode->getMesh(), color); @@ -509,8 +705,20 @@ void Camera::drawWieldedTool() // Draw the wielded node (in a separate scene manager) scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); - cam->setFOV(72.0*PI/180.0); + 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(); }