X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=e1d6dd91086eff9d785ebaed0a7250eb54f12c26;hb=d1df09841d0eac7a88f638676b80ec848522cca5;hp=db53cd5d9a5d94707eef0c6ab90d1b6c5c639115;hpb=2b119e1e192ead701e69e261fe94ccb7382dbee7;p=dragonfireclient.git diff --git a/src/camera.cpp b/src/camera.cpp index db53cd5d9..e1d6dd910 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -20,14 +20,13 @@ 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 "clientmap.h" // MapDrawControl #include "player.h" #include #include "settings.h" #include "wieldmesh.h" -#include "noise.h" // easeCurve +#include "noise.h" // easeCurve #include "gamedef.h" #include "sound.h" #include "event.h" @@ -35,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/numeric.h" #include "util/mathconstants.h" #include "constants.h" +#include "fontengine.h" #define CAMERA_OFFSET_STEP 200 @@ -60,13 +60,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_fov_x(1.0), m_fov_y(1.0), - m_added_busytime(0), - m_added_frames(0), - m_range_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), @@ -80,8 +73,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_camera_mode(CAMERA_MODE_FIRST) { - //dstream<<__FUNCTION_NAME<getVideoDriver(); // 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()); @@ -93,10 +87,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, // all other 3D scene nodes and before the GUI. m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); - m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true); + m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false); 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 @@ -109,11 +102,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, */ m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount"); m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount"); - m_cache_viewing_range_min = g_settings->getFloat("viewing_range_nodes_min"); - m_cache_viewing_range_max = g_settings->getFloat("viewing_range_nodes_max"); - m_cache_wanted_fps = g_settings->getFloat("wanted_fps"); m_cache_fov = g_settings->getFloat("fov"); + m_cache_zoom_fov = g_settings->getFloat("zoom_fov"); m_cache_view_bobbing = g_settings->getBool("view_bobbing"); + m_nametags.clear(); } Camera::~Camera() @@ -121,34 +113,22 @@ Camera::~Camera() m_wieldmgr->drop(); } -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 @@ -177,55 +157,37 @@ void Camera::step(f32 dtime) { //f32 offset = dtime * m_view_bobbing_speed * 0.035; f32 offset = dtime * m_view_bobbing_speed * 0.030; - if (m_view_bobbing_state == 2) - { -#if 0 - // Animation is getting turned off - if (m_view_bobbing_anim < 0.5) - m_view_bobbing_anim -= offset; - else - m_view_bobbing_anim += offset; - if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1) - { - m_view_bobbing_anim = 0; - m_view_bobbing_state = 0; - } -#endif -#if 1 + if (m_view_bobbing_state == 2) { // 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) + if (m_view_bobbing_anim > 0.5) m_view_bobbing_anim = 0.5; } else { m_view_bobbing_anim -= offset; - if(m_view_bobbing_anim < 0.5) + if (m_view_bobbing_anim < 0.5) m_view_bobbing_anim = 0.5; } - if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || - fabs(m_view_bobbing_anim - 0.5) < 0.01) - { + + if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || + fabs(m_view_bobbing_anim - 0.5) < 0.01) { m_view_bobbing_anim = 0; m_view_bobbing_state = 0; } -#endif } - else - { + 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) - { + if(step) { MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); m_gamedef->event()->put(e); } @@ -272,7 +234,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; - f32 t = exp(-10*frametime); + f32 t = exp(-23*frametime); player_position.Y = oldy * t + newy * (1-t); } @@ -309,7 +271,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, 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)); @@ -371,7 +333,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // 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) { @@ -382,7 +344,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // Calculate new position bool abort = false; - for (int i = BS; i <= BS*2; i++) + 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; @@ -415,7 +377,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, (((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(my_cp-intToFloat(m_camera_offset, BS)); m_cameranode->setUpVector(abs_cam_up); @@ -426,8 +388,13 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, if (m_camera_mode == CAMERA_MODE_THIRD_FRONT) m_camera_position = my_cp; - // Get FOV setting - f32 fov_degrees = m_cache_fov; + // Get FOV + f32 fov_degrees; + if (player->getPlayerControl().zoom) { + fov_degrees = m_cache_zoom_fov; + } else { + fov_degrees = m_cache_fov; + } fov_degrees = MYMAX(fov_degrees, 10.0); fov_degrees = MYMIN(fov_degrees, 170.0); @@ -468,7 +435,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, 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); @@ -484,24 +451,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); - // 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)); + m_wieldnode->setColor(player->light_color); - // Render distance feedback loop - updateViewingRange(frametime, busytime); + // Set render distance + updateViewingRange(); - // 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) && - (m_cache_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 = fabs(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; @@ -515,143 +482,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, } } -void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in) +void Camera::updateViewingRange() { - if (m_draw_control.range_all) - return; - - m_added_busytime += busytime_in; - m_added_frames += 1; - - m_frametime_counter -= frametime_in; - if (m_frametime_counter > 0) - return; - m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval - - /*dstream<<__FUNCTION_NAME - <<": Collected "<setFarValue(100000.0); return; } - f32 range = m_draw_control.wanted_range; - f32 new_range = range; - - f32 d_range = range - m_range_old; - f32 d_busytime = busytime_in - m_busytime_old; - if (d_range != 0) - { - m_time_per_range = d_busytime / d_range; - } - //dstream<<"time_per_range="<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 = 0.0010; // 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<<"m_time_per_range="<getFloat("viewing_range"); + m_draw_control.wanted_range = viewing_range; + m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS); } void Camera::setDigging(s32 button) @@ -680,7 +520,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation) scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); cam->setFOV(72.0*M_PI/180.0); - cam->setNearValue(0.1); + cam->setNearValue(10); cam->setFarValue(1000); if (translation != NULL) { @@ -696,3 +536,54 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation) } m_wieldmgr->drawAll(); } + +void Camera::drawNametags() +{ + core::matrix4 trans = m_cameranode->getProjectionMatrix(); + trans *= m_cameranode->getViewMatrix(); + + for (std::list::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->getPosition() + v3f(0.0, 1.1 * BS, 0.0); + f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f }; + trans.multiplyWith1x4Matrix(transformed_pos); + if (transformed_pos[3] > 0) { + core::dimension2d textsize = + g_fontengine->getFont()->getDimension( + utf8_to_wide(nametag->nametag_text).c_str()); + f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : + core::reciprocal(transformed_pos[3]); + v2u32 screensize = m_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 size(0, 0, textsize.Width, textsize.Height); + g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(), + size + screen_pos, nametag->nametag_color); + } + } +} + +Nametag *Camera::addNametag(scene::ISceneNode *parent_node, + std::string nametag_text, video::SColor nametag_color) +{ + Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color); + m_nametags.push_back(nametag); + return nametag; +} + +void Camera::removeNametag(Nametag *nametag) +{ + m_nametags.remove(nametag); + delete nametag; +}