minetest/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>
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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)
{
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//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)
{
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s32 offset = MYMAX(dtime * BOBFRAMES, 1);
if (m_view_bobbing_state == 2)
{
// Animation is getting turned off
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s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
if (subanim < BOBFRAMES/4)
offset = -1 * MYMIN(offset, subanim);
else
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offset = MYMIN(offset, BOBFRAMES/2 - subanim);
}
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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;
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if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
{
f32 bobamount = cos(player->getPitch() * PI / 180);
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bobamount = 2 * MYMIN(bobamount, 0.5);
f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
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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;
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/*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
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<<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;
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//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)
{
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//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;
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//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
}
else
{
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//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;
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//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)
{
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//dstream<<"ignoring small wanted_range_change"<<std::endl;
return;
}
new_range += wanted_range_change;
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//f32 new_range_unclamped = new_range;
new_range = MYMAX(new_range, m_viewing_range_min);
new_range = MYMIN(new_range, m_viewing_range_max);
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/*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;
}