voxelands/src/camera.cpp

505 lines
15 KiB
C++

/************************************************************************
* Minetest-c55
* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
*
* camera.cpp
* voxelands - 3d voxel world sandbox game
* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
*
* 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 3 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, see <http://www.gnu.org/licenses/>
*
* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
* for Voxelands.
************************************************************************/
#include "common.h"
#include "camera.h"
#include "debug.h"
#include "client.h"
#include "main.h" // for g_settings
#include "map.h"
#include "mesh.h"
#include "player.h"
#include "tile.h"
#include <cmath>
#include <SAnimatedMesh.h>
#include "path.h"
#include "constants.h"
#include "content_mapblock.h"
#define CAMERA_OFFSET_STEP 200
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, Client *client):
m_client(client),
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
m_wieldmgr(NULL),
m_wieldnode(NULL),
m_wieldnode_baserotation(-100, 110, -100),
m_wieldnode_baseposition(45, -35, 65),
m_draw_control(draw_control),
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_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(true),
m_view_bobbing_anim(0),
m_view_bobbing_state(0),
m_view_bobbing_speed(0),
m_digging_anim(0),
m_digging_button(-1)
{
// 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());
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
// This needs to be in its own scene manager. It is drawn after
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
// Get FOV setting
m_fov = config_get_float("client.graphics.fov");
m_fov = MYMAX(m_fov, 10.0);
m_fov = MYMIN(m_fov, 170.0);
m_view_bobbing_amount = config_get_float("client.graphics.bobbing.amount");
f32 wanted_fps = config_get_float("client.graphics.fps.min");
wanted_fps = MYMAX(wanted_fps, 1.0);
m_wanted_frametime = 1.0 / wanted_fps;
}
Camera::~Camera()
{
m_wieldmgr->drop();
m_wieldnode->drop();
}
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;
}
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;
}
return true;
}
// Returns the fractional part of x
inline f32 my_modf(f32 x)
{
double dummy;
return modf(x, &dummy);
}
void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0) {
f32 offset = dtime * m_view_bobbing_speed * 0.030;
if (m_view_bobbing_state == 2) {
// Animation is getting turned off
if (m_view_bobbing_anim < 0.25) {
m_view_bobbing_anim -= offset;
}else if (m_view_bobbing_anim > 0.75) {
m_view_bobbing_anim += offset;
}
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;
}else{
m_view_bobbing_anim -= offset;
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
) {
m_view_bobbing_anim = 0;
m_view_bobbing_state = 0;
m_view_bobbing_speed = 20;
}
}else{
float was = m_view_bobbing_anim;
m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
if (was == 0 || (was < 0.5f && m_view_bobbing_anim >= 0.5f)) {
m_client->playStepSound(0);
}else if ((was > 0.5f && m_view_bobbing_anim <= 0.5f)) {
m_client->playStepSound(1);
}
}
}
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) {
m_client->playDigSound(CONTENT_IGNORE);
}else if(m_digging_button == 1) {
m_client->playPlaceSound(CONTENT_IGNORE);
}
}
}
}
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
m_headnode->setPosition(player->getEyeOffset());
m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
m_headnode->updateAbsolutePosition();
// Compute relative camera position and target
v3f rel_cam_pos = v3f(0,0,0);
v3f rel_cam_target = v3f(0,0,1);
v3f rel_cam_up = v3f(0,1,0);
if (m_view_bobbing_state != 0 && m_view_bobbing_anim != 0) {
f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
f32 bobknob = 1.2;
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
v3f bobvec = v3f(
0.3 * bobdir * sin(bobfrac * PI),
-0.28 * bobtmp * bobtmp,
0.);
float f = 1.0;
f *= m_view_bobbing_amount;
rel_cam_pos += bobvec * f;
rel_cam_target += bobvec * f;
rel_cam_target.Z -= 0.005 * bobvec.Z * f;
rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
}
// Compute absolute camera position and target
m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
// Update offset if too far away from the center of the map
m_camera_offset.X += CAMERA_OFFSET_STEP*
(((s16)(m_camera_position.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
m_camera_offset.Y += CAMERA_OFFSET_STEP*
(((s16)(m_camera_position.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
m_camera_offset.Z += CAMERA_OFFSET_STEP*
(((s16)(m_camera_position.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
// Set camera node transformation
m_cameranode->setPosition(m_camera_position-intToFloat(m_camera_offset, BS));
m_cameranode->setUpVector(abs_cam_up);
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
// FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
m_fov_y = m_fov * PI / 180.0;
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
// Position the wielded item
v3f wield_position = m_wieldnode_baseposition;
v3f wield_rotation = m_wieldnode_baserotation;
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;
// 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_slerp;
quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
quat_slerp.toEuler(wield_rotation);
wield_rotation *= core::RADTODEG;
}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;
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
u8 li = decode_light(player->light);
// Set brightness one lower than incoming light
diminish_light(li);
m_wieldnode->updateLight(li);
// 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)
&& m_view_bobbing == true
&& player->control.free == false
) {
// Start animation
m_view_bobbing_state = 1;
m_view_bobbing_speed = MYMIN(speed.getLength(), 60)*1.2;
}else if (m_view_bobbing_state == 1) {
// Stop animation
m_view_bobbing_state = 2;
m_view_bobbing_speed = 60;
}
}
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;
// Get current viewing range and FPS settings
float viewing_range_min = config_get_float("client.graphics.range.min");
viewing_range_min = MYMAX(5.0, viewing_range_min);
float viewing_range_max = config_get_float("client.graphics.range.max");
viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
m_draw_control.wanted_min_range = viewing_range_min;
m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
f32 block_draw_ratio = 1.0;
if (m_draw_control.blocks_would_have_drawn != 0)
block_draw_ratio = (f32)m_draw_control.blocks_drawn / (f32)m_draw_control.blocks_would_have_drawn;
// 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;
m_added_frametime = 0.0;
m_added_frames = 0;
f32 wanted_frametime_change = m_wanted_frametime - frametime;
// 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) < m_wanted_frametime*0.33)
return;
f32 range = m_draw_control.wanted_range;
f32 new_range = range;
f32 d_range = range - m_range_old;
f32 d_frametime = frametime - m_frametime_old;
if (d_range != 0)
m_time_per_range = d_frametime / d_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 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;
if (m_time_per_range < min_time_per_range)
m_time_per_range = min_time_per_range;
f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
// Dampen the change a bit to kill oscillations
wanted_range_change *= 0.5;
// If needed range change is very small, just return
if (fabs(wanted_range_change) < 0.001)
return;
new_range += wanted_range_change;
new_range = MYMAX(new_range, viewing_range_min);
new_range = MYMIN(new_range, viewing_range_max);
m_draw_control.wanted_range = new_range;
m_range_old = new_range;
m_frametime_old = frametime;
// Just so big a value that everything rendered is visible
// Some more allowance than viewing_range_max * BS because of clouds, active objects etc.
if (viewing_range_max < 200*BS) {
m_cameranode->setFarValue(2000*BS);
}else{
m_cameranode->setFarValue(viewing_range_max * BS * 10);
}
}
void Camera::wield(const InventoryItem* item)
{
if (item != NULL) {
bool haveWield = false;
m_wieldnode_baserotation = v3f(-100, 110, -100);
m_wieldnode_baseposition = v3f(45, -35, 65);
// Try to make a MaterialItem cube.
if ((((InventoryItem*)item)->getContent()&0xF000) == 0) {
// A block-type material
MaterialItem* mat_item = (MaterialItem*) item;
content_t content = mat_item->getMaterial();
ContentFeatures *f = &content_features(content);
if (
f->draw_type == CDT_CUBELIKE
|| f->draw_type == CDT_GLASSLIKE
|| f->draw_type == CDT_DIRTLIKE
|| f->draw_type == CDT_LIQUID_SOURCE
|| f->draw_type == CDT_MELONLIKE
) {
if (content_features(content).param_type == CPT_MINERAL && mat_item->getData() != 0) {
static const v3s16 tile_dirs[6] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1)
};
MapNode n(content,mat_item->getData());
TileSpec tiles[6];
SelectedNode selected;
for (int i = 0; i < 6; i++) {
// Handles facedir rotation for textures
tiles[i] = getNodeTile(n,v3s16(0,0,0),tile_dirs[i],selected,NULL);
}
m_wieldnode->setCube(tiles);
}else{
m_wieldnode->setCube(content_features(content).tiles);
}
m_wieldnode->setScale(v3f(30));
haveWield = true;
}else if (
(
f->draw_type == CDT_NODEBOX
|| f->draw_type == CDT_NODEBOX_META
|| f->draw_type == CDT_FENCELIKE
|| f->draw_type == CDT_WALLLIKE
|| f->draw_type == CDT_STAIRLIKE
|| f->draw_type == CDT_SLABLIKE
)
&& content_features(content).wield_nodebox == true
) {
m_wieldnode->setNodeBox(content);
m_wieldnode->setScale(v3f(30));
m_wieldnode_baserotation = v3f(-10, 10, -10);
haveWield = true;
}
}
// If that failed, make an extruded sprite.
if (!haveWield) {
m_wieldnode->setSprite(item->getImageRaw());
m_wieldnode->setScale(v3f(40));
}
m_wieldnode->setVisible(true);
}else{
// Bare hands
m_wieldnode->setArm(m_client->getLocalPlayer()->getTexture());
m_wieldnode_baserotation = v3f(-30, 130, 20);
m_wieldnode_baseposition = v3f(45, -43, 60);
m_wieldnode->setScale(v3f(40));
m_wieldnode->setVisible(true);
}
}
void Camera::setDigging(s32 button)
{
if (m_digging_button == -1)
m_digging_button = button;
}
void Camera::drawWieldedTool()
{
m_wieldmgr->getVideoDriver()->clearZBuffer();
scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(m_cameranode->getFOV());
cam->setNearValue(0.1);
cam->setFarValue(100);
m_wieldmgr->drawAll();
}