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Diffstat (limited to 'src/camera.cpp')
-rw-r--r-- | src/camera.cpp | 291 |
1 files changed, 291 insertions, 0 deletions
diff --git a/src/camera.cpp b/src/camera.cpp new file mode 100644 index 000000000..7c3dfda3c --- /dev/null +++ b/src/camera.cpp @@ -0,0 +1,291 @@ +/* +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; +} + |