/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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 "map.h" #include "clientmap.h" // MapDrawControl #include "player.h" #include #include "settings.h" #include "wieldmesh.h" #include "noise.h" // easeCurve #include "sound.h" #include "event.h" #include "profiler.h" #include "util/numeric.h" #include "constants.h" #include "fontengine.h" #include "script/scripting_client.h" #define CAMERA_OFFSET_STEP 200 #include "nodedef.h" Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, Client *client): m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), m_wieldmgr(NULL), m_wieldnode(NULL), m_draw_control(draw_control), m_client(client), m_camera_position(0,0,0), m_camera_direction(0,0,0), m_camera_offset(0,0,0), m_aspect(1.0), m_fov_x(1.0), m_fov_y(1.0), m_view_bobbing_anim(0), m_view_bobbing_state(0), m_view_bobbing_speed(0), m_view_bobbing_fall(0), m_digging_anim(0), m_digging_button(-1), m_wield_change_timer(0.125), m_wield_item_next(), m_camera_mode(CAMERA_MODE_FIRST) { //dstream<getVideoDriver(); // 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); // This needs to be in its own scene manager. It is drawn after // all other 3D scene nodes and before the GUI. m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false); m_wieldnode->setItem(ItemStack(), m_client); m_wieldnode->drop(); // m_wieldmgr grabbed it /* TODO: Add a callback function so these can be updated when a setting * changes. At this point in time it doesn't matter (e.g. /set * is documented to change server settings only) * * TODO: Local caching of settings is not optimal and should at some stage * be updated to use a global settings object for getting thse values * (as opposed to the this local caching). This can be addressed in * a later release. */ m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount"); m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount"); m_cache_fov = g_settings->getFloat("fov"); m_cache_zoom_fov = g_settings->getFloat("zoom_fov"); m_nametags.clear(); } Camera::~Camera() { m_wieldmgr->drop(); } bool Camera::successfullyCreated(std::string &error_message) { if (!m_playernode) { error_message = "Failed to create the player scene node"; } else if (!m_headnode) { error_message = "Failed to create the head scene node"; } else if (!m_cameranode) { error_message = "Failed to create the camera scene node"; } else if (!m_wieldmgr) { error_message = "Failed to create the wielded item scene manager"; } else if (!m_wieldnode) { error_message = "Failed to create the wielded item scene node"; } else { error_message.clear(); } if (g_settings->getBool("enable_client_modding")) { m_client->getScript()->on_camera_ready(this); } return error_message.empty(); } // Returns the fractional part of x inline f32 my_modf(f32 x) { double dummy; return modf(x, &dummy); } void Camera::step(f32 dtime) { if(m_view_bobbing_fall > 0) { m_view_bobbing_fall -= 3 * dtime; if(m_view_bobbing_fall <= 0) m_view_bobbing_fall = -1; // Mark the effect as finished } bool was_under_zero = m_wield_change_timer < 0; m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125); if (m_wield_change_timer >= 0 && was_under_zero) m_wieldnode->setItem(m_wield_item_next, m_client); if (m_view_bobbing_state != 0) { //f32 offset = dtime * m_view_bobbing_speed * 0.035; f32 offset = dtime * m_view_bobbing_speed * 0.030; if (m_view_bobbing_state == 2) { // Animation is getting turned off if (m_view_bobbing_anim < 0.25) { m_view_bobbing_anim -= offset; } else if (m_view_bobbing_anim > 0.75) { m_view_bobbing_anim += offset; } if (m_view_bobbing_anim < 0.5) { m_view_bobbing_anim += offset; if (m_view_bobbing_anim > 0.5) m_view_bobbing_anim = 0.5; } else { m_view_bobbing_anim -= offset; if (m_view_bobbing_anim < 0.5) m_view_bobbing_anim = 0.5; } if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || fabs(m_view_bobbing_anim - 0.5) < 0.01) { m_view_bobbing_anim = 0; m_view_bobbing_state = 0; } } else { float was = m_view_bobbing_anim; m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset); bool step = (was == 0 || (was < 0.5f && m_view_bobbing_anim >= 0.5f) || (was > 0.5f && m_view_bobbing_anim <= 0.5f)); if(step) { MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); m_client->event()->put(e); } } } if (m_digging_button != -1) { f32 offset = dtime * 3.5; float m_digging_anim_was = m_digging_anim; m_digging_anim += offset; if (m_digging_anim >= 1) { m_digging_anim = 0; m_digging_button = -1; } float lim = 0.15; if(m_digging_anim_was < lim && m_digging_anim >= lim) { if(m_digging_button == 0) { MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); m_client->event()->put(e); } else if(m_digging_button == 1) { MtEvent *e = new SimpleTriggerEvent("CameraPunchRight"); m_client->event()->put(e); } } } } void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio, ClientEnvironment &c_env) { // Get player position // Smooth the movement when walking up stairs v3f old_player_position = m_playernode->getPosition(); v3f player_position = player->getPosition(); if (player->isAttached && player->parent) player_position = player->parent->getPosition(); //if(player->touching_ground && player_position.Y > old_player_position.Y) if(player->touching_ground && player_position.Y > old_player_position.Y) { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; f32 t = exp(-23*frametime); player_position.Y = oldy * t + newy * (1-t); } // Set player node transformation m_playernode->setPosition(player_position); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Get camera tilt timer (hurt animation) float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); // Fall bobbing animation float fall_bobbing = 0; if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD) { if(m_view_bobbing_fall == -1) // Effect took place and has finished player->camera_impact = m_view_bobbing_fall = 0; else if(m_view_bobbing_fall == 0) // Initialize effect m_view_bobbing_fall = 1; // Convert 0 -> 1 to 0 -> 1 -> 0 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; // Smoothen and invert the above fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; // Amplify according to the intensity of the impact fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; fall_bobbing *= m_cache_fall_bobbing_amount; } // Calculate players eye offset for different camera modes v3f PlayerEyeOffset = player->getEyeOffset(); if (m_camera_mode == CAMERA_MODE_FIRST) PlayerEyeOffset += player->eye_offset_first; else PlayerEyeOffset += player->eye_offset_third; // Set head node transformation m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0)); m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength)); 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); if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f && m_camera_mode < CAMERA_MODE_THIRD) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; #if 1 f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); float f = 1.0; f *= m_cache_view_bobbing_amount; rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f); #else f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI); f32 angle_rad = angle_deg * M_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().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Seperate camera position for calculation v3f my_cp = m_camera_position; // Reposition the camera for third person view if (m_camera_mode > CAMERA_MODE_FIRST) { if (m_camera_mode == CAMERA_MODE_THIRD_FRONT) m_camera_direction *= -1; my_cp.Y += 2; // Calculate new position bool abort = false; for (int i = BS; i <= BS*2.75; i++) { my_cp.X = m_camera_position.X + m_camera_direction.X*-i; my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i; if (i > 12) my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i); // Prevent camera positioned inside nodes INodeDefManager *nodemgr = m_client->ndef(); MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS)); const ContentFeatures& features = nodemgr->get(n); if(features.walkable) { my_cp.X += m_camera_direction.X*-1*-BS/2; my_cp.Z += m_camera_direction.Z*-1*-BS/2; my_cp.Y += m_camera_direction.Y*-1*-BS/2; abort = true; break; } } // If node blocks camera position don't move y to heigh if (abort && my_cp.Y > player_position.Y+BS*2) my_cp.Y = player_position.Y+BS*2; } // Update offset if too far away from the center of the map m_camera_offset.X += CAMERA_OFFSET_STEP* (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP); m_camera_offset.Y += CAMERA_OFFSET_STEP* (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP); m_camera_offset.Z += CAMERA_OFFSET_STEP* (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP); // Set camera node transformation m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS)); m_cameranode->setUpVector(abs_cam_up); // *100.0 helps in large map coordinates m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction); // update the camera position in third-person mode to render blocks behind player // and correctly apply liquid post FX. if (m_camera_mode != CAMERA_MODE_FIRST) m_camera_position = my_cp; // Get FOV f32 fov_degrees; if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) { fov_degrees = m_cache_zoom_fov; } else { fov_degrees = m_cache_fov; } fov_degrees = rangelim(fov_degrees, 7.0, 160.0); // FOV and aspect ratio m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y; m_fov_y = fov_degrees * M_PI / 180.0; // Increase vertical FOV on lower aspect ratios (<16:10) m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect))); m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05; wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(55, wieldmesh_offset_Y, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); wield_position.Y += fabs(m_wield_change_timer)*320 - 40; if(m_digging_anim < 0.05 || m_digging_anim > 0.5) { f32 frac = 1.0; if(m_digging_anim > 0.5) frac = 2.0 * (m_digging_anim - 0.5); // This value starts from 1 and settles to 0 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f); //f32 ratiothing2 = pow(ratiothing, 0.5f); f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); //wield_position.Z += frac * 5.0 * ratiothing2; wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); } if (m_digging_button != -1) { f32 digfrac = m_digging_anim; wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); wield_position.Z += 25 * 0.5; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); core::quaternion quat_slerp; quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } else { f32 bobfrac = my_modf(m_view_bobbing_anim); wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0; wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); m_wieldnode->setColor(player->light_color); // Set render distance updateViewingRange(); // If the player is walking, swimming, or climbing, // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. v3f speed = player->getSpeed(); const bool movement_XZ = hypot(speed.X, speed.Z) > BS; const bool movement_Y = fabs(speed.Y) > BS; const bool walking = movement_XZ && player->touching_ground; const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; const bool climbing = movement_Y && player->is_climbing; if ((walking || swimming || climbing) && (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 70); } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } } void Camera::updateViewingRange() { f32 viewing_range = g_settings->getFloat("viewing_range"); f32 near_plane = g_settings->getFloat("near_plane"); m_draw_control.wanted_range = viewing_range; m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS); if (m_draw_control.range_all) { m_cameranode->setFarValue(100000.0); return; } m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS); } void Camera::setDigging(s32 button) { if (m_digging_button == -1) m_digging_button = button; } void Camera::wield(const ItemStack &item) { if (item.name != m_wield_item_next.name || item.metadata != m_wield_item_next.metadata) { m_wield_item_next = item; if (m_wield_change_timer > 0) m_wield_change_timer = -m_wield_change_timer; else if (m_wield_change_timer == 0) m_wield_change_timer = -0.001; } } void Camera::drawWieldedTool(irr::core::matrix4* translation) { // Clear Z buffer so that the wielded tool stay in front of world geometry m_wieldmgr->getVideoDriver()->clearZBuffer(); // Draw the wielded node (in a separate scene manager) scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); cam->setFOV(72.0*M_PI/180.0); cam->setNearValue(10); cam->setFarValue(1000); if (translation != NULL) { irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation(); irr::core::vector3df focusPoint = (cam->getTarget() - cam->getAbsolutePosition()).setLength(1) + cam->getAbsolutePosition(); irr::core::vector3df camera_pos = (startMatrix * *translation).getTranslation(); cam->setPosition(camera_pos); cam->setTarget(focusPoint); } m_wieldmgr->drawAll(); } void Camera::drawNametags() { core::matrix4 trans = m_cameranode->getProjectionMatrix(); trans *= m_cameranode->getViewMatrix(); for (std::list::const_iterator i = m_nametags.begin(); i != m_nametags.end(); ++i) { Nametag *nametag = *i; if (nametag->nametag_color.getAlpha() == 0) { // Enforce hiding nametag, // because if freetype is enabled, a grey // shadow can remain. continue; } v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0); f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f }; trans.multiplyWith1x4Matrix(transformed_pos); if (transformed_pos[3] > 0) { std::string nametag_colorless = unescape_enriched(nametag->nametag_text); core::dimension2d textsize = g_fontengine->getFont()->getDimension( utf8_to_wide(nametag_colorless).c_str()); f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : core::reciprocal(transformed_pos[3]); v2u32 screensize = m_driver->getScreenSize(); v2s32 screen_pos; screen_pos.X = screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2; screen_pos.Y = screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2; core::rect size(0, 0, textsize.Width, textsize.Height); g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(), size + screen_pos, nametag->nametag_color); } } } Nametag *Camera::addNametag(scene::ISceneNode *parent_node, std::string nametag_text, video::SColor nametag_color) { Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color); m_nametags.push_back(nametag); return nametag; } void Camera::removeNametag(Nametag *nametag) { m_nametags.remove(nametag); delete nametag; }