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Allow zoom to actually show more data.
This allows the client to retrieve blocks at a greater distance from the server, thus allowing for a real zoom.
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@ -458,7 +458,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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} else {
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fov_degrees = m_cache_fov;
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}
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fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
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fov_degrees = rangelim(fov_degrees, 1.0, 160.0);
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// FOV and aspect ratio
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const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
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@ -550,7 +550,8 @@ void Camera::updateViewingRange()
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{
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f32 viewing_range = g_settings->getFloat("viewing_range");
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f32 near_plane = g_settings->getFloat("near_plane");
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m_draw_control.wanted_range = viewing_range;
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m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
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m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
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if (m_draw_control.range_all) {
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m_cameranode->setFarValue(100000.0);
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@ -196,6 +196,20 @@ void RemoteClient::GetNextBlocks (
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s16 wanted_range = sao->getWantedRange() + 1;
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float camera_fov = sao->getFov();
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const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov), wanted_range);
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const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov), wanted_range);
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const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
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infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;
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s16 d_max = full_d_max;
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s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov), wanted_range);
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// Don't loop very much at a time, adjust with distance,
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// do more work per RTT with greater distances.
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s16 max_d_increment_at_time = full_d_max / 9 + 1;
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if (d_max > d_start + max_d_increment_at_time)
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d_max = d_start + max_d_increment_at_time;
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// cos(angle between velocity and camera) * |velocity|
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// Limit to 0.0f in case player moves backwards.
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f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);
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@ -204,19 +218,6 @@ void RemoteClient::GetNextBlocks (
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// limit max fov effect to 50%, 60% at 20n/s fly speed
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camera_fov = camera_fov / (1 + dot / 300.0f);
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const s16 full_d_max = std::min(m_max_send_distance, wanted_range);
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const s16 d_opt = std::min(m_block_optimize_distance, wanted_range);
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const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
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//infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;
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s16 d_max = full_d_max;
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s16 d_max_gen = std::min(m_max_gen_distance, wanted_range);
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// Don't loop very much at a time
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s16 max_d_increment_at_time = 2;
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if (d_max > d_start + max_d_increment_at_time)
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d_max = d_start + max_d_increment_at_time;
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s32 nearest_emerged_d = -1;
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s32 nearest_emergefull_d = -1;
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s32 nearest_sent_d = -1;
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "noise.h" // PseudoRandom, PcgRandom
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#include "threading/mutex_auto_lock.h"
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#include <cstring>
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#include <cmath>
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// myrand
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@ -161,3 +162,16 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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return true;
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}
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s16 adjustDist(s16 dist, float zoom_fov)
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{
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// 1.775 ~= 72 * PI / 180 * 1.4, the default on the client
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const float default_fov = 1.775f;
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// heuristic cut-off for zooming
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if (zoom_fov > default_fov / 2.0f)
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return dist;
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// new_dist = dist * ((1 - cos(FOV / 2)) / (1-cos(zoomFOV /2))) ^ (1/3)
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return round(dist * cbrt((1.0f - cos(default_fov / 2.0f)) /
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(1.0f - cos(zoom_fov / 2.0f))));
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}
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@ -232,6 +232,8 @@ u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed);
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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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s16 adjustDist(s16 dist, float zoom_fov);
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/*
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Returns nearest 32-bit integer for given floating point number.
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<cmath> and <math.h> in VC++ don't provide round().
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