forked from Mirrorlandia_minetest/minetest
Collected and moved existing camera infrastructure from game.cpp to camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
This commit is contained in:
parent
c0b35fa429
commit
baf7da9d4a
@ -142,6 +142,7 @@ set(minetest_SRCS
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mapblock_mesh.cpp
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farmesh.cpp
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keycode.cpp
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camera.cpp
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clouds.cpp
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clientobject.cpp
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guiMainMenu.cpp
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243
src/camera.cpp
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243
src/camera.cpp
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@ -0,0 +1,243 @@
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "camera.h"
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#include "debug.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "player.h"
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#include "utility.h"
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#include <cmath>
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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m_cameranode(NULL),
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m_draw_control(draw_control),
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m_viewing_range_min(5.0),
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m_viewing_range_max(5.0),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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m_aspect(1.0),
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_wanted_frametime(0.0),
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m_added_frametime(0),
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m_added_frames(0),
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m_range_old(0),
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m_frametime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_anim_left(0)
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{
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dstream<<__FUNCTION_NAME<<std::endl;
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_cameranode = smgr->addCameraSceneNode(m_playernode);
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updateSettings();
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}
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Camera::~Camera()
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{
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}
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void Camera::step(f32 dtime)
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{
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}
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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{
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if (m_playernode == NULL || m_cameranode == NULL)
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return;
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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// Just so big a value that everything rendered is visible
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// Some more allowance that m_viewing_range_max * BS because of active objects etc.
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m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
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m_camera_position = player->getEyePosition(); // TODO bobbing
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m_cameranode->setPosition(m_camera_position);
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m_camera_direction = v3f(0,0,1);
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m_camera_direction.rotateYZBy(player->getPitch());
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m_camera_direction.rotateXZBy(player->getYaw());
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + m_camera_direction * 100.0);
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// Render distance feedback loop
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updateViewingRange(frametime);
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// Check if view bobbing is active
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v3f speed = player->getSpeed();
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f32 epsilon = BS / 1000.0;
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if (speed.X * speed.X + speed.Z * speed.Z > epsilon*epsilon &&
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speed.Y < epsilon &&
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g_settings.getBool("view_bobbing") == true &&
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g_settings.getBool("free_move") == false)
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{
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// The player seems to be walking on solid ground.
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// Enable view bobbing.
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//dstream << "View bobbing active" << std::endl;
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}
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else
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{
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//dstream << "View bobbing inactive" << std::endl;
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}
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}
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void Camera::updateViewingRange(f32 frametime_in)
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{
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if (m_draw_control.range_all)
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return;
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m_added_frametime += frametime_in;
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m_added_frames += 1;
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// Actually this counter kind of sucks because frametime is busytime
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m_frametime_counter -= frametime_in;
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if (m_frametime_counter > 0)
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return;
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m_frametime_counter = 0.2;
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dstream<<__FUNCTION_NAME
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<<": Collected "<<m_added_frames<<" frames, total of "
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<<m_added_frametime<<"s."<<std::endl;
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dstream<<"m_draw_control.blocks_drawn="
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<<m_draw_control.blocks_drawn
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<<", m_draw_control.blocks_would_have_drawn="
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<<m_draw_control.blocks_would_have_drawn
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<<std::endl;
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m_draw_control.wanted_min_range = m_viewing_range_min;
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m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
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if (m_draw_control.wanted_max_blocks < 10)
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m_draw_control.wanted_max_blocks = 10;
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f32 block_draw_ratio = 1.0;
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if (m_draw_control.blocks_would_have_drawn != 0)
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{
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block_draw_ratio = (f32)m_draw_control.blocks_drawn
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/ (f32)m_draw_control.blocks_would_have_drawn;
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}
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
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m_added_frametime = 0.0;
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m_added_frames = 0;
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f32 wanted_frametime_change = m_wanted_frametime - frametime;
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dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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// If needed frametime change is small, just return
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if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
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{
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dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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return;
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}
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f32 range = m_draw_control.wanted_range;
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f32 new_range = range;
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f32 d_range = range - m_range_old;
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f32 d_frametime = frametime - m_frametime_old;
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if (d_range != 0)
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{
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m_time_per_range = d_frametime / d_range;
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}
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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//f32 min_time_per_range = 0.0015;
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f32 min_time_per_range = 0.0010;
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//f32 min_time_per_range = 0.05 / range;
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if(m_time_per_range < min_time_per_range)
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{
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m_time_per_range = min_time_per_range;
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dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
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}
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else
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{
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dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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}
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f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
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// Dampen the change a bit to kill oscillations
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//wanted_range_change *= 0.9;
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//wanted_range_change *= 0.75;
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wanted_range_change *= 0.5;
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dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
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// If needed range change is very small, just return
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if(fabs(wanted_range_change) < 0.001)
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{
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dstream<<"ignoring small wanted_range_change"<<std::endl;
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return;
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}
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new_range += wanted_range_change;
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f32 new_range_unclamped = new_range;
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new_range = MYMAX(new_range, m_viewing_range_min);
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new_range = MYMIN(new_range, m_viewing_range_max);
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dstream<<"new_range="<<new_range_unclamped
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<<", clamped to "<<new_range<<std::endl;
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m_draw_control.wanted_range = new_range;
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m_range_old = new_range;
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m_frametime_old = frametime;
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}
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void Camera::updateSettings()
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{
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m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
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m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
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m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
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m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
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f32 fov_degrees = g_settings.getFloat("fov");
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fov_degrees = MYMAX(fov_degrees, 10.0);
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fov_degrees = MYMIN(fov_degrees, 170.0);
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m_fov_y = fov_degrees * M_PI / 180.0;
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f32 wanted_fps = g_settings.getFloat("wanted_fps");
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wanted_fps = MYMAX(wanted_fps, 1.0);
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m_wanted_frametime = 1.0 / wanted_fps;
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}
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141
src/camera.h
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141
src/camera.h
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@ -0,0 +1,141 @@
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CAMERA_HEADER
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#define CAMERA_HEADER
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#include "common_irrlicht.h"
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#include "utility.h"
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class LocalPlayer;
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class MapDrawControl;
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/*
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Client camera class, manages the player and camera scene nodes, the viewing distance
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and performs view bobbing etc.
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*/
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class Camera
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{
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public:
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Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
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~Camera();
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// Get player scene node.
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// This node is positioned at the player's torso (without any view bobbing),
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// as given by Player::m_position, Player::m_pitch and Player::m_yaw.
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// Things like wielded tools should be positioned relative to this node.
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inline scene::ISceneNode* getPlayerNode() const
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{
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return m_playernode;
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}
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// Get camera scene node.
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// The camera node is a child of the player node.
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// It has the eye transformation and view bobbing applied.
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inline scene::ICameraSceneNode* getCameraNode() const
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{
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return m_cameranode;
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}
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// Get the camera position (in absolute scene coordinates).
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// This has view bobbing applied.
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inline v3f getPosition() const
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{
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return m_camera_position;
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}
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// Get the camera direction (in absolute camera coordinates).
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// This has view bobbing applied.
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inline v3f getDirection() const
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{
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return m_camera_direction;
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}
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// Horizontal field of view
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inline f32 getFovX() const
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{
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return m_fov_x;
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}
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// Vertical field of view
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inline f32 getFovY() const
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{
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return m_fov_y;
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}
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// Get maximum of getFovX() and getFovY()
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inline f32 getFovMax() const
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{
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return MYMAX(m_fov_x, m_fov_y);
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}
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// Step the camera: updates the viewing range and view bobbing.
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void step(f32 dtime);
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// Update the camera from the local player's position.
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// frametime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in);
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// Update settings from g_settings
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void updateSettings();
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private:
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// Scene manager and nodes
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scene::ISceneManager* m_smgr;
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scene::ISceneNode* m_playernode;
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scene::ICameraSceneNode* m_cameranode;
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// draw control
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MapDrawControl& m_draw_control;
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// viewing_range_min_nodes setting
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f32 m_viewing_range_min;
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// viewing_range_max_nodes setting
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f32 m_viewing_range_max;
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// Absolute camera position
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v3f m_camera_position;
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// Absolute camera direction
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v3f m_camera_direction;
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// Field of view and aspect ratio stuff
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f32 m_aspect;
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f32 m_fov_x;
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f32 m_fov_y;
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// Stuff for viewing range calculations
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f32 m_wanted_frametime;
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f32 m_added_frametime;
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s16 m_added_frames;
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f32 m_range_old;
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f32 m_frametime_old;
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f32 m_frametime_counter;
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f32 m_time_per_range;
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// View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
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u32 m_view_bobbing_anim;
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// Number of frames to continue the view bobbing animation.
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u32 m_view_bobbing_anim_left;
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};
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#endif
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|
@ -1978,9 +1978,9 @@ void Client::addNode(v3s16 p, MapNode n)
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}
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}
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void Client::updateCamera(v3f pos, v3f dir)
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void Client::updateCamera(v3f pos, v3f dir, f32 fov)
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{
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m_env.getClientMap().updateCamera(pos, dir);
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m_env.getClientMap().updateCamera(pos, dir, fov);
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}
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void Client::renderPostFx()
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@ -2004,16 +2004,6 @@ LocalPlayer* Client::getLocalPlayer()
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return m_env.getLocalPlayer();
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}
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v3f Client::getPlayerPosition(v3f *eye_position)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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LocalPlayer *player = m_env.getLocalPlayer();
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assert(player != NULL);
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if (eye_position)
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*eye_position = player->getEyePosition();
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return player->getPosition();
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}
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void Client::setPlayerControl(PlayerControl &control)
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{
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//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
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|
@ -199,7 +199,7 @@ public:
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// locks envlock
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void addNode(v3s16 p, MapNode n);
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void updateCamera(v3f pos, v3f dir);
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void updateCamera(v3f pos, v3f dir, f32 fov);
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void renderPostFx();
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@ -210,8 +210,6 @@ public:
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LocalPlayer* getLocalPlayer();
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v3f getPlayerPosition(v3f *eye_position);
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void setPlayerControl(PlayerControl &control);
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void selectPlayerItem(u16 item);
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|
@ -44,9 +44,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#define PI 3.14159
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|
||||
// This is the same as in minecraft and everything else
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#define FOV_ANGLE (PI/2.5)
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// The absolute working limit is (2^15 - viewing_range).
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// I really don't want to make every algorithm to check if it's
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// going near the limit or not, so this is lower.
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|
@ -59,6 +59,8 @@ void set_default_settings()
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g_settings.setDefault("random_input", "false");
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g_settings.setDefault("client_unload_unused_data_timeout", "600");
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g_settings.setDefault("enable_fog", "true");
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g_settings.setDefault("fov", "72");
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g_settings.setDefault("view_bobbing", "true");
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g_settings.setDefault("new_style_water", "false");
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g_settings.setDefault("new_style_leaves", "true");
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g_settings.setDefault("smooth_lighting", "true");
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|
205
src/game.cpp
205
src/game.cpp
@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "materials.h"
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#include "config.h"
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#include "clouds.h"
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#include "camera.h"
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#include "farmesh.h"
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#include "mapblock.h"
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@ -49,8 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define FIELD_OF_VIEW_TEST 0
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MapDrawControl draw_control;
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// Chat data
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struct ChatLine
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{
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@ -143,144 +142,6 @@ struct TextDestSignNode : public TextDest
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Client *m_client;
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};
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/*
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Render distance feedback loop
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*/
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void updateViewingRange(f32 frametime_in, Client *client)
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{
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if(draw_control.range_all == true)
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return;
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static f32 added_frametime = 0;
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static s16 added_frames = 0;
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added_frametime += frametime_in;
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added_frames += 1;
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// Actually this counter kind of sucks because frametime is busytime
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static f32 counter = 0;
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counter -= frametime_in;
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if(counter > 0)
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return;
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//counter = 0.1;
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counter = 0.2;
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/*dstream<<__FUNCTION_NAME
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<<": Collected "<<added_frames<<" frames, total of "
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<<added_frametime<<"s."<<std::endl;*/
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/*dstream<<"draw_control.blocks_drawn="
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<<draw_control.blocks_drawn
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<<", draw_control.blocks_would_have_drawn="
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<<draw_control.blocks_would_have_drawn
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<<std::endl;*/
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float range_min = g_settings.getS16("viewing_range_nodes_min");
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float range_max = g_settings.getS16("viewing_range_nodes_max");
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// Limit minimum to keep the feedback loop stable
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if(range_min < 5)
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range_min = 5;
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draw_control.wanted_min_range = range_min;
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//draw_control.wanted_max_blocks = (1.5*draw_control.blocks_drawn)+1;
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draw_control.wanted_max_blocks = (1.5*draw_control.blocks_would_have_drawn)+1;
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if(draw_control.wanted_max_blocks < 10)
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draw_control.wanted_max_blocks = 10;
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float block_draw_ratio = 1.0;
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if(draw_control.blocks_would_have_drawn != 0)
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{
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block_draw_ratio = (float)draw_control.blocks_drawn
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/ (float)draw_control.blocks_would_have_drawn;
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}
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = added_frametime / added_frames / block_draw_ratio;
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added_frametime = 0.0;
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added_frames = 0;
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float wanted_fps = g_settings.getFloat("wanted_fps");
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float wanted_frametime = 1.0 / wanted_fps;
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f32 wanted_frametime_change = wanted_frametime - frametime;
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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// If needed frametime change is small, just return
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if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
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{
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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return;
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}
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float range = draw_control.wanted_range;
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float new_range = range;
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static s16 range_old = 0;
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static f32 frametime_old = 0;
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float d_range = range - range_old;
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f32 d_frametime = frametime - frametime_old;
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// A sane default of 30ms per 50 nodes of range
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static f32 time_per_range = 30. / 50;
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if(d_range != 0)
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{
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time_per_range = d_frametime / d_range;
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}
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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//float min_time_per_range = 0.0015;
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float min_time_per_range = 0.0010;
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//float min_time_per_range = 0.05 / range;
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if(time_per_range < min_time_per_range)
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{
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time_per_range = min_time_per_range;
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//dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
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}
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else
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{
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//dstream<<"time_per_range="<<time_per_range<<std::endl;
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}
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f32 wanted_range_change = wanted_frametime_change / time_per_range;
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// Dampen the change a bit to kill oscillations
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//wanted_range_change *= 0.9;
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//wanted_range_change *= 0.75;
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wanted_range_change *= 0.5;
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//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
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// If needed range change is very small, just return
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if(fabs(wanted_range_change) < 0.001)
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{
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//dstream<<"ignoring small wanted_range_change"<<std::endl;
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return;
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}
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new_range += wanted_range_change;
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//float new_range_unclamped = new_range;
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if(new_range < range_min)
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new_range = range_min;
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if(new_range > range_max)
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new_range = range_max;
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/*dstream<<"new_range="<<new_range_unclamped
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<<", clamped to "<<new_range<<std::endl;*/
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draw_control.wanted_range = new_range;
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range_old = new_range;
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frametime_old = frametime;
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}
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/*
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Hotbar draw routine
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*/
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@ -847,6 +708,7 @@ void the_game(
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draw_load_screen(L"Creating client...", driver, font);
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std::cout<<DTIME<<"Creating client"<<std::endl;
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MapDrawControl draw_control;
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Client client(device, playername.c_str(), password, draw_control);
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draw_load_screen(L"Resolving address...", driver, font);
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@ -950,25 +812,18 @@ void the_game(
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/*
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Create the camera node
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*/
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
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0, // Camera parent
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v3f(BS*100, BS*2, BS*100), // Look from
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v3f(BS*100+1, BS*2, BS*100), // Look to
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-1 // Camera ID
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);
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if(camera == NULL)
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Camera camera(smgr, draw_control);
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if (camera.getPlayerNode() == NULL)
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{
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error_message = L"Failed to create the player node";
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return;
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}
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if (camera.getCameraNode() == NULL)
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{
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error_message = L"Failed to create the camera node";
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return;
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}
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camera->setFOV(FOV_ANGLE);
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// Just so big a value that everything rendered is visible
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camera->setFarValue(100000*BS);
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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@ -1168,12 +1023,6 @@ void the_game(
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// Necessary for device->getTimer()->getTime()
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device->run();
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/*
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Viewing range
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*/
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updateViewingRange(busytime, &client);
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/*
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FPS limiter
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*/
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@ -1565,10 +1414,6 @@ void the_game(
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}
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}
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// Get player position
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v3f camera_position;
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v3f player_position = client.getPlayerPosition(&camera_position);
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//TimeTaker //timer2("//timer2");
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/*
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@ -1621,25 +1466,25 @@ void the_game(
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first_loop_after_window_activation = true;
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}
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camera_yaw = wrapDegrees(camera_yaw);
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camera_pitch = wrapDegrees(camera_pitch);
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v3f camera_direction = v3f(0,0,1);
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camera_direction.rotateYZBy(camera_pitch);
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camera_direction.rotateXZBy(camera_yaw);
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LocalPlayer* player = client.getLocalPlayer();
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camera.update(player, busytime, screensize);
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camera.step(dtime);
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camera->setPosition(camera_position);
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// *100.0 helps in large map coordinates
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camera->setTarget(camera_position + camera_direction * 100.0);
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v3f player_position = player->getPosition();
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v3f camera_position = camera.getPosition();
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v3f camera_direction = camera.getDirection();
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f32 camera_fov = camera.getFovMax();
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if(FIELD_OF_VIEW_TEST){
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client.updateCamera(v3f(0,0,0), v3f(0,0,1));
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if(FIELD_OF_VIEW_TEST)
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{
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client.updateCamera(v3f(0,0,0), v3f(0,0,1), M_PI);
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}
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else{
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//TimeTaker timer("client.updateCamera");
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client.updateCamera(camera_position, camera_direction);
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else
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{
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client.updateCamera(camera_position,
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camera_direction, camera_fov);
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}
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//timer2.stop();
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//TimeTaker //timer3("//timer3");
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@ -2010,8 +1855,6 @@ void the_game(
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Calculate stuff for drawing
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*/
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camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
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u32 daynight_ratio = client.getDayNightRatio();
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u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
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video::SColor bgcolor = video::SColor(
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@ -3604,7 +3604,8 @@ ClientMap::ClientMap(
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m_client(client),
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m_control(control),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,1)
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m_camera_direction(0,0,1),
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m_camera_fov(M_PI)
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{
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m_camera_mutex.Init();
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assert(m_camera_mutex.IsInitialized());
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@ -3713,6 +3714,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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m_camera_mutex.Lock();
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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m_camera_mutex.Unlock();
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/*
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@ -3805,7 +3807,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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float d = 0.0;
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if(isBlockInSight(block->getPos(), camera_position,
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camera_direction, range, &d) == false)
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camera_direction, camera_fov,
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range, &d) == false)
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{
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continue;
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}
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@ -518,11 +518,12 @@ public:
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ISceneNode::drop();
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}
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void updateCamera(v3f pos, v3f dir)
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void updateCamera(v3f pos, v3f dir, f32 fov)
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{
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JMutexAutoLock lock(m_camera_mutex);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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}
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/*
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@ -603,6 +604,7 @@ private:
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v3f m_camera_position;
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v3f m_camera_direction;
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f32 m_camera_fov;
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JMutex m_camera_mutex;
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core::map<v2s16, bool> m_last_drawn_sectors;
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@ -584,7 +584,7 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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Don't generate or send if not in sight
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*/
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if(isBlockInSight(p, camera_pos, camera_dir, 10000*BS) == false)
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if(isBlockInSight(p, camera_pos, camera_dir, M_PI, 10000*BS) == false)
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{
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continue;
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}
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|
@ -162,8 +162,8 @@ void mysrand(unsigned seed)
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camera_dir: an unit vector pointing to camera direction
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range: viewing range
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
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f32 *distance_ptr)
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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f32 camera_fov, f32 range, f32 *distance_ptr)
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{
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v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
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@ -211,8 +211,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
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cosangle += block_max_radius / dforward;
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// If block is not in the field of view, skip it
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//if(cosangle < cos(FOV_ANGLE/2))
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if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
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if(cosangle < cos(camera_fov / 2))
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return false;
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}
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|
@ -1765,8 +1765,8 @@ inline int myrand_range(int min, int max)
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Miscellaneous functions
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
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f32 *distance_ptr=NULL);
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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f32 camera_fov, f32 range, f32 *distance_ptr=NULL);
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|
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/*
|
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Queue with unique values with fast checking of value existence
|
||||
|
Loading…
Reference in New Issue
Block a user