/* Minetest-c55 Copyright (C) 2010-2011 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 (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. You should have received a copy of the GNU 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. */ #include "camera.h" #include "debug.h" #include "client.h" #include "main.h" // for g_settings #include "map.h" #include "player.h" #include const s32 BOBFRAMES = 0x1000000; // must be a power of two Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_smgr(smgr), m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), m_draw_control(draw_control), m_viewing_range_min(5.0), m_viewing_range_max(5.0), m_camera_position(0,0,0), m_camera_direction(0,0,0), m_aspect(1.0), m_fov_x(1.0), m_fov_y(1.0), m_wanted_frametime(0.0), m_added_frametime(0), m_added_frames(0), m_range_old(0), m_frametime_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_slow(false) { //dstream<<__FUNCTION_NAME<addEmptySceneNode(smgr->getRootSceneNode()); m_headnode = smgr->addEmptySceneNode(m_playernode); m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode()); m_cameranode->bindTargetAndRotation(true); updateSettings(); } Camera::~Camera() { } bool Camera::successfullyCreated(std::wstring& 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; } return true; } void Camera::step(f32 dtime) { if (m_view_bobbing_state != 0) { f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES); s32 offset = MYMAX(dtime * bobspeed, 1); if (m_view_bobbing_state == 2) { // Animation is getting turned off s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1)); if (subanim < BOBFRAMES/4) offset = -1 * MYMIN(offset, subanim); else offset = MYMIN(offset, BOBFRAMES/2 - subanim); } m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1); } } void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize) { // Set player node transformation m_playernode->setPosition(player->getPosition()); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Set head node transformation v3f eye_offset = player->getEyePosition() - player->getPosition(); m_headnode->setPosition(eye_offset); m_headnode->setRotation(v3f(player->getPitch(), 0, 0)); // Compute relative camera position and target v3f relative_cam_pos = eye_offset; v3f relative_cam_target = v3f(0,0,1); relative_cam_target.rotateYZBy(player->getPitch()); relative_cam_target += relative_cam_pos; if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0) { f32 bobamount = cos(player->getPitch() * PI / 180); bobamount = 2 * MYMIN(bobamount, 0.5); f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES; f32 bobangle_s = sin(bobangle); f32 bobangle_c = cos(bobangle); f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1); f32 bobheight = 1.5 * bobwidth; relative_cam_pos.X += bobwidth * bobangle_s; relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c; } // Compute absolute camera position and target m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos); m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target); m_camera_direction -= m_camera_position; // Set camera node transformation m_cameranode->setPosition(m_camera_position); // *100.0 helps in large map coordinates m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction); // FOV and and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); // Just so big a value that everything rendered is visible // Some more allowance that m_viewing_range_max * BS because of active objects etc. m_cameranode->setFarValue(m_viewing_range_max * BS * 10); // Render distance feedback loop updateViewingRange(frametime); // If the player seems to be walking on solid ground, // 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)) { // Start animation m_view_bobbing_state = 1; } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; } m_view_bobbing_slow = player->in_water_stable; } void Camera::updateViewingRange(f32 frametime_in) { if (m_draw_control.range_all) return; m_added_frametime += frametime_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; /*dstream<<__FUNCTION_NAME <<": Collected "<