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/*
Minetest
Copyright (C) 2010-2013 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 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 <cmath>
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h"         // easeCurve
#include "gamedef.h"
#include "sound.h"
#include "event.h"
#include "profiler.h"
#include "util/numeric.h"
#include "util/mathconstants.h"
#include "constants.h"

#define CAMERA_OFFSET_STEP 200

#include "nodedef.h"

Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
		IGameDef *gamedef):
	m_playernode(NULL),
	m_headnode(NULL),
	m_cameranode(NULL),

	m_wieldmgr(NULL),
	m_wieldnode(NULL),

	m_draw_control(draw_control),
	m_gamedef(gamedef),

	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_added_busytime(0),
	m_added_frames(0),
	m_range_old(0),
	m_busytime_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),
	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<<__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);

	// 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, true);
	m_wieldnode->setItem(ItemStack(), m_gamedef);
	m_wieldnode->drop(); // m_wieldmgr grabbed it
	m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));

	/* 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_wanted_fps          = g_settings->getFloat("wanted_fps");
	m_cache_fov                 = g_settings->getFloat("fov");
	m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
}

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();
	}
	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_gamedef);

	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)
		{
#if 0
			// Animation is getting turned off
			if (m_view_bobbing_anim < 0.5)
				m_view_bobbing_anim -= offset;
			else
				m_view_bobbing_anim += offset;
			if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
			{
				m_view_bobbing_anim = 0;
				m_view_bobbing_state = 0;
			}
#endif
#if 1
			// 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;
			}
#endif
		}
		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_gamedef->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_gamedef->event()->put(e);
			} else if(m_digging_button == 1) {
				MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
				m_gamedef->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_view_bobbing_anim != 0 && 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