mirror of
https://github.com/minetest/minetest.git
synced 2024-11-11 10:13:45 +01:00
344 lines
9.9 KiB
C++
344 lines
9.9 KiB
C++
/*
|
|
Minetest-c55
|
|
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.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 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 <cmath>
|
|
|
|
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_speed(0)
|
|
{
|
|
//dstream<<__FUNCTION_NAME<<std::endl;
|
|
|
|
// 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);
|
|
|
|
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)
|
|
{
|
|
s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 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));
|
|
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);
|
|
|
|
s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
|
|
if (bobframe != 0)
|
|
{
|
|
f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
|
|
f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
|
|
|
|
#if 1
|
|
f32 bobknob = 1.2;
|
|
f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
|
|
|
|
v3f bobvec = v3f(
|
|
bobdir * sin(bobfrac * PI),
|
|
0.8 * bobtmp * bobtmp,
|
|
0.);
|
|
|
|
rel_cam_pos += 0.03 * bobvec;
|
|
rel_cam_target += 0.045 * bobvec;
|
|
rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
|
|
#else
|
|
f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
|
|
f32 angle_rad = angle_deg * PI / 180;
|
|
f32 r = 0.05;
|
|
v3f off = v3f(
|
|
r * sin(angle_rad),
|
|
r * (cos(angle_rad) - 1),
|
|
0);
|
|
rel_cam_pos += off;
|
|
//rel_cam_target += off;
|
|
rel_cam_up.rotateXYBy(angle_deg);
|
|
#endif
|
|
|
|
}
|
|
|
|
// Compute absolute camera position and target
|
|
m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
|
|
m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
|
|
m_camera_direction -= m_camera_position;
|
|
|
|
v3f abs_cam_up;
|
|
m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
|
|
abs_cam_up -= m_camera_position;
|
|
|
|
// Set camera node transformation
|
|
m_cameranode->setPosition(m_camera_position);
|
|
m_cameranode->setUpVector(abs_cam_up);
|
|
m_cameranode->setTarget(m_camera_position + 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;
|
|
m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
|
|
}
|
|
else if (m_view_bobbing_state == 1)
|
|
{
|
|
// Stop animation
|
|
m_view_bobbing_state = 2;
|
|
m_view_bobbing_speed = 100;
|
|
}
|
|
else if (m_view_bobbing_state == 2 && bobframe == 0)
|
|
{
|
|
// Stop animation completed
|
|
m_view_bobbing_state = 0;
|
|
}
|
|
}
|
|
|
|
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 "<<m_added_frames<<" frames, total of "
|
|
<<m_added_frametime<<"s."<<std::endl;
|
|
|
|
dstream<<"m_draw_control.blocks_drawn="
|
|
<<m_draw_control.blocks_drawn
|
|
<<", m_draw_control.blocks_would_have_drawn="
|
|
<<m_draw_control.blocks_would_have_drawn
|
|
<<std::endl;*/
|
|
|
|
m_draw_control.wanted_min_range = m_viewing_range_min;
|
|
m_draw_control.wanted_max_blocks = (1.5*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;
|
|
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
|
|
|
|
// If needed frametime change is small, just return
|
|
if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
|
|
{
|
|
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
|
|
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 = 0.0015;
|
|
f32 min_time_per_range = 0.0010;
|
|
//f32 min_time_per_range = 0.05 / range;
|
|
if(m_time_per_range < min_time_per_range)
|
|
{
|
|
m_time_per_range = min_time_per_range;
|
|
//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
|
|
}
|
|
else
|
|
{
|
|
//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
|
|
}
|
|
|
|
f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
|
|
// Dampen the change a bit to kill oscillations
|
|
//wanted_range_change *= 0.9;
|
|
//wanted_range_change *= 0.75;
|
|
wanted_range_change *= 0.5;
|
|
//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
|
|
|
|
// If needed range change is very small, just return
|
|
if(fabs(wanted_range_change) < 0.001)
|
|
{
|
|
//dstream<<"ignoring small wanted_range_change"<<std::endl;
|
|
return;
|
|
}
|
|
|
|
new_range += wanted_range_change;
|
|
|
|
//f32 new_range_unclamped = new_range;
|
|
new_range = MYMAX(new_range, m_viewing_range_min);
|
|
new_range = MYMIN(new_range, m_viewing_range_max);
|
|
/*dstream<<"new_range="<<new_range_unclamped
|
|
<<", clamped to "<<new_range<<std::endl;*/
|
|
|
|
m_draw_control.wanted_range = new_range;
|
|
|
|
m_range_old = new_range;
|
|
m_frametime_old = frametime;
|
|
}
|
|
|
|
void Camera::updateSettings()
|
|
{
|
|
m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
|
|
m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
|
|
|
|
m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
|
|
m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
|
|
|
|
f32 fov_degrees = g_settings.getFloat("fov");
|
|
fov_degrees = MYMAX(fov_degrees, 10.0);
|
|
fov_degrees = MYMIN(fov_degrees, 170.0);
|
|
m_fov_y = fov_degrees * PI / 180.0;
|
|
|
|
f32 wanted_fps = g_settings.getFloat("wanted_fps");
|
|
wanted_fps = MYMAX(wanted_fps, 1.0);
|
|
m_wanted_frametime = 1.0 / wanted_fps;
|
|
}
|
|
|