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diff --git a/src/camera.cpp b/src/camera.cpp
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+/*
+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 "main.h" // for g_settings
+#include "map.h"
+#include "player.h"
+#include "utility.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_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)
+{
+ //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_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
+ m_cameranode->bindTargetAndRotation(true);
+
+ updateSettings();
+}
+
+Camera::~Camera()
+{
+}
+
+void Camera::step(f32 dtime)
+{
+ if (m_view_bobbing_state != 0)
+ {
+ s32 offset = MYMAX(dtime * 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)
+{
+ if (m_playernode == NULL || m_cameranode == NULL)
+ return;
+
+ // Set player node transformation
+ m_playernode->setPosition(player->getPosition());
+ //m_playernode->setRotation(v3f(player->getPitch(), -1 * player->getYaw(), 0));
+ m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
+ m_playernode->updateAbsolutePosition();
+
+ // Compute relative camera position and target
+ v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
+ v3f relative_cam_target = v3f(0,0,1);
+ relative_cam_target.rotateYZBy(player->getPitch());
+ relative_cam_target += relative_cam_pos;
+
+ if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
+ {
+ f32 bobamount = cos(player->getPitch() * M_PI / 180);
+ bobamount = 2 * MYMIN(bobamount, 0.5);
+
+ f32 bobangle = m_view_bobbing_anim * 2 * M_PI / BOBFRAMES;
+ f32 bobangle_s = sin(bobangle);
+ f32 bobangle_c = cos(bobangle);
+ f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
+ f32 bobheight = 1.5 * bobwidth;
+
+ relative_cam_pos.X += bobwidth * bobangle_s;
+ relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
+ }
+
+ // Compute absolute camera position and target
+ m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
+ m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
+ m_camera_direction -= m_camera_position;
+
+ // Set camera node transformation
+ m_cameranode->setPosition(m_camera_position);
+ // *100.0 helps in large map coordinates
+ m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
+
+ // FOV and and aspect ratio
+ m_aspect = (f32)screensize.X / (f32) screensize.Y;
+ m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+ m_cameranode->setAspectRatio(m_aspect);
+ m_cameranode->setFOV(m_fov_y);
+ // Just so big a value that everything rendered is visible
+ // Some more allowance that m_viewing_range_max * BS because of active objects etc.
+ m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
+
+ // Render distance feedback loop
+ updateViewingRange(frametime);
+
+ // If the player seems to be walking on solid ground,
+ // view bobbing is enabled and free_move is off,
+ // start (or continue) the view bobbing animation.
+ v3f speed = player->getSpeed();
+ //dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
+ if ((hypot(speed.X, speed.Z) > BS) &&
+ (fabs(speed.Y) < BS/10) &&
+ (g_settings.getBool("view_bobbing") == true) &&
+ (g_settings.getBool("free_move") == false))
+ {
+ // Start animation
+ m_view_bobbing_state = 1;
+ }
+ else if (m_view_bobbing_state == 1)
+ {
+ // Stop animation
+ m_view_bobbing_state = 2;
+ }
+}
+
+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 * M_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;
+}
+