camera.cpp 22 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. This program is free software; you can redistribute it and/or modify
  5. it under the terms of the GNU Lesser General Public License as published by
  6. the Free Software Foundation; either version 2.1 of the License, or
  7. (at your option) any later version.
  8. This program is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. GNU Lesser General Public License for more details.
  12. You should have received a copy of the GNU Lesser General Public License along
  13. with this program; if not, write to the Free Software Foundation, Inc.,
  14. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  15. */
  16. #include "camera.h"
  17. #include "debug.h"
  18. #include "client.h"
  19. #include "main.h" // for g_settings
  20. #include "map.h"
  21. #include "clientmap.h" // MapDrawControl
  22. #include "mesh.h"
  23. #include "player.h"
  24. #include "tile.h"
  25. #include <cmath>
  26. #include "settings.h"
  27. #include "itemdef.h" // For wield visualization
  28. #include "noise.h" // easeCurve
  29. #include "gamedef.h"
  30. #include "sound.h"
  31. #include "event.h"
  32. #include "profiler.h"
  33. #include "util/numeric.h"
  34. #include "util/mathconstants.h"
  35. #include "constants.h"
  36. #define CAMERA_OFFSET_STEP 200
  37. #include "nodedef.h"
  38. Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
  39. IGameDef *gamedef):
  40. m_playernode(NULL),
  41. m_headnode(NULL),
  42. m_cameranode(NULL),
  43. m_wieldmgr(NULL),
  44. m_wieldnode(NULL),
  45. m_wieldlight(0),
  46. m_draw_control(draw_control),
  47. m_gamedef(gamedef),
  48. m_camera_position(0,0,0),
  49. m_camera_direction(0,0,0),
  50. m_camera_offset(0,0,0),
  51. m_aspect(1.0),
  52. m_fov_x(1.0),
  53. m_fov_y(1.0),
  54. m_added_busytime(0),
  55. m_added_frames(0),
  56. m_range_old(0),
  57. m_busytime_old(0),
  58. m_frametime_counter(0),
  59. m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
  60. m_view_bobbing_anim(0),
  61. m_view_bobbing_state(0),
  62. m_view_bobbing_speed(0),
  63. m_view_bobbing_fall(0),
  64. m_digging_anim(0),
  65. m_digging_button(-1),
  66. m_dummymesh(createCubeMesh(v3f(1,1,1))),
  67. m_wield_change_timer(0.125),
  68. m_wield_mesh_next(NULL),
  69. m_previous_playeritem(-1),
  70. m_previous_itemname(""),
  71. m_camera_mode(CAMERA_MODE_FIRST)
  72. {
  73. //dstream<<__FUNCTION_NAME<<std::endl;
  74. // note: making the camera node a child of the player node
  75. // would lead to unexpected behaviour, so we don't do that.
  76. m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
  77. m_headnode = smgr->addEmptySceneNode(m_playernode);
  78. m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
  79. m_cameranode->bindTargetAndRotation(true);
  80. // This needs to be in its own scene manager. It is drawn after
  81. // all other 3D scene nodes and before the GUI.
  82. m_wieldmgr = smgr->createNewSceneManager();
  83. m_wieldmgr->addCameraSceneNode();
  84. m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
  85. }
  86. Camera::~Camera()
  87. {
  88. m_wieldmgr->drop();
  89. delete m_dummymesh;
  90. }
  91. bool Camera::successfullyCreated(std::wstring& error_message)
  92. {
  93. if (m_playernode == NULL)
  94. {
  95. error_message = L"Failed to create the player scene node";
  96. return false;
  97. }
  98. if (m_headnode == NULL)
  99. {
  100. error_message = L"Failed to create the head scene node";
  101. return false;
  102. }
  103. if (m_cameranode == NULL)
  104. {
  105. error_message = L"Failed to create the camera scene node";
  106. return false;
  107. }
  108. if (m_wieldmgr == NULL)
  109. {
  110. error_message = L"Failed to create the wielded item scene manager";
  111. return false;
  112. }
  113. if (m_wieldnode == NULL)
  114. {
  115. error_message = L"Failed to create the wielded item scene node";
  116. return false;
  117. }
  118. return true;
  119. }
  120. // Returns the fractional part of x
  121. inline f32 my_modf(f32 x)
  122. {
  123. double dummy;
  124. return modf(x, &dummy);
  125. }
  126. void Camera::step(f32 dtime)
  127. {
  128. if(m_view_bobbing_fall > 0)
  129. {
  130. m_view_bobbing_fall -= 3 * dtime;
  131. if(m_view_bobbing_fall <= 0)
  132. m_view_bobbing_fall = -1; // Mark the effect as finished
  133. }
  134. bool was_under_zero = m_wield_change_timer < 0;
  135. if(m_wield_change_timer < 0.125)
  136. m_wield_change_timer += dtime;
  137. if(m_wield_change_timer > 0.125)
  138. m_wield_change_timer = 0.125;
  139. if(m_wield_change_timer >= 0 && was_under_zero)
  140. {
  141. if(m_wield_mesh_next)
  142. {
  143. m_wieldnode->setMesh(m_wield_mesh_next);
  144. m_wieldnode->setVisible(true);
  145. } else {
  146. m_wieldnode->setVisible(false);
  147. }
  148. m_wield_mesh_next = NULL;
  149. }
  150. if (m_view_bobbing_state != 0)
  151. {
  152. //f32 offset = dtime * m_view_bobbing_speed * 0.035;
  153. f32 offset = dtime * m_view_bobbing_speed * 0.030;
  154. if (m_view_bobbing_state == 2)
  155. {
  156. #if 0
  157. // Animation is getting turned off
  158. if (m_view_bobbing_anim < 0.5)
  159. m_view_bobbing_anim -= offset;
  160. else
  161. m_view_bobbing_anim += offset;
  162. if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
  163. {
  164. m_view_bobbing_anim = 0;
  165. m_view_bobbing_state = 0;
  166. }
  167. #endif
  168. #if 1
  169. // Animation is getting turned off
  170. if(m_view_bobbing_anim < 0.25)
  171. {
  172. m_view_bobbing_anim -= offset;
  173. } else if(m_view_bobbing_anim > 0.75) {
  174. m_view_bobbing_anim += offset;
  175. }
  176. if(m_view_bobbing_anim < 0.5)
  177. {
  178. m_view_bobbing_anim += offset;
  179. if(m_view_bobbing_anim > 0.5)
  180. m_view_bobbing_anim = 0.5;
  181. } else {
  182. m_view_bobbing_anim -= offset;
  183. if(m_view_bobbing_anim < 0.5)
  184. m_view_bobbing_anim = 0.5;
  185. }
  186. if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
  187. fabs(m_view_bobbing_anim - 0.5) < 0.01)
  188. {
  189. m_view_bobbing_anim = 0;
  190. m_view_bobbing_state = 0;
  191. }
  192. #endif
  193. }
  194. else
  195. {
  196. float was = m_view_bobbing_anim;
  197. m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
  198. bool step = (was == 0 ||
  199. (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
  200. (was > 0.5f && m_view_bobbing_anim <= 0.5f));
  201. if(step)
  202. {
  203. MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
  204. m_gamedef->event()->put(e);
  205. }
  206. }
  207. }
  208. if (m_digging_button != -1)
  209. {
  210. f32 offset = dtime * 3.5;
  211. float m_digging_anim_was = m_digging_anim;
  212. m_digging_anim += offset;
  213. if (m_digging_anim >= 1)
  214. {
  215. m_digging_anim = 0;
  216. m_digging_button = -1;
  217. }
  218. float lim = 0.15;
  219. if(m_digging_anim_was < lim && m_digging_anim >= lim)
  220. {
  221. if(m_digging_button == 0)
  222. {
  223. MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
  224. m_gamedef->event()->put(e);
  225. } else if(m_digging_button == 1) {
  226. MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
  227. m_gamedef->event()->put(e);
  228. }
  229. }
  230. }
  231. }
  232. void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
  233. f32 tool_reload_ratio, ClientEnvironment &c_env)
  234. {
  235. // Get player position
  236. // Smooth the movement when walking up stairs
  237. v3f old_player_position = m_playernode->getPosition();
  238. v3f player_position = player->getPosition();
  239. if (player->isAttached && player->parent)
  240. player_position = player->parent->getPosition();
  241. //if(player->touching_ground && player_position.Y > old_player_position.Y)
  242. if(player->touching_ground &&
  243. player_position.Y > old_player_position.Y)
  244. {
  245. f32 oldy = old_player_position.Y;
  246. f32 newy = player_position.Y;
  247. f32 t = exp(-23*frametime);
  248. player_position.Y = oldy * t + newy * (1-t);
  249. }
  250. // Set player node transformation
  251. m_playernode->setPosition(player_position);
  252. m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
  253. m_playernode->updateAbsolutePosition();
  254. // Get camera tilt timer (hurt animation)
  255. float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
  256. // Fall bobbing animation
  257. float fall_bobbing = 0;
  258. if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
  259. {
  260. if(m_view_bobbing_fall == -1) // Effect took place and has finished
  261. player->camera_impact = m_view_bobbing_fall = 0;
  262. else if(m_view_bobbing_fall == 0) // Initialize effect
  263. m_view_bobbing_fall = 1;
  264. // Convert 0 -> 1 to 0 -> 1 -> 0
  265. fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
  266. // Smoothen and invert the above
  267. fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
  268. // Amplify according to the intensity of the impact
  269. fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
  270. fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
  271. }
  272. // Calculate players eye offset for different camera modes
  273. v3f PlayerEyeOffset = player->getEyeOffset();
  274. if (m_camera_mode == CAMERA_MODE_FIRST)
  275. PlayerEyeOffset += player->eye_offset_first;
  276. else
  277. PlayerEyeOffset += player->eye_offset_third;
  278. // Set head node transformation
  279. m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
  280. m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
  281. m_headnode->updateAbsolutePosition();
  282. // Compute relative camera position and target
  283. v3f rel_cam_pos = v3f(0,0,0);
  284. v3f rel_cam_target = v3f(0,0,1);
  285. v3f rel_cam_up = v3f(0,1,0);
  286. if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
  287. {
  288. f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
  289. f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
  290. #if 1
  291. f32 bobknob = 1.2;
  292. f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
  293. //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
  294. v3f bobvec = v3f(
  295. 0.3 * bobdir * sin(bobfrac * M_PI),
  296. -0.28 * bobtmp * bobtmp,
  297. 0.);
  298. //rel_cam_pos += 0.2 * bobvec;
  299. //rel_cam_target += 0.03 * bobvec;
  300. //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
  301. float f = 1.0;
  302. f *= g_settings->getFloat("view_bobbing_amount");
  303. rel_cam_pos += bobvec * f;
  304. //rel_cam_target += 0.995 * bobvec * f;
  305. rel_cam_target += bobvec * f;
  306. rel_cam_target.Z -= 0.005 * bobvec.Z * f;
  307. //rel_cam_target.X -= 0.005 * bobvec.X * f;
  308. //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
  309. rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
  310. #else
  311. f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
  312. f32 angle_rad = angle_deg * M_PI / 180;
  313. f32 r = 0.05;
  314. v3f off = v3f(
  315. r * sin(angle_rad),
  316. r * (cos(angle_rad) - 1),
  317. 0);
  318. rel_cam_pos += off;
  319. //rel_cam_target += off;
  320. rel_cam_up.rotateXYBy(angle_deg);
  321. #endif
  322. }
  323. // Compute absolute camera position and target
  324. m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
  325. m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
  326. v3f abs_cam_up;
  327. m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
  328. // Seperate camera position for calculation
  329. v3f my_cp = m_camera_position;
  330. // Reposition the camera for third person view
  331. if (m_camera_mode > CAMERA_MODE_FIRST)
  332. {
  333. if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
  334. m_camera_direction *= -1;
  335. my_cp.Y += 2;
  336. // Calculate new position
  337. bool abort = false;
  338. for (int i = BS; i <= BS*2; i++)
  339. {
  340. my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
  341. my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
  342. if (i > 12)
  343. my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
  344. // Prevent camera positioned inside nodes
  345. INodeDefManager *nodemgr = m_gamedef->ndef();
  346. MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
  347. const ContentFeatures& features = nodemgr->get(n);
  348. if(features.walkable)
  349. {
  350. my_cp.X += m_camera_direction.X*-1*-BS/2;
  351. my_cp.Z += m_camera_direction.Z*-1*-BS/2;
  352. my_cp.Y += m_camera_direction.Y*-1*-BS/2;
  353. abort = true;
  354. break;
  355. }
  356. }
  357. // If node blocks camera position don't move y to heigh
  358. if (abort && my_cp.Y > player_position.Y+BS*2)
  359. my_cp.Y = player_position.Y+BS*2;
  360. }
  361. // Update offset if too far away from the center of the map
  362. m_camera_offset.X += CAMERA_OFFSET_STEP*
  363. (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
  364. m_camera_offset.Y += CAMERA_OFFSET_STEP*
  365. (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
  366. m_camera_offset.Z += CAMERA_OFFSET_STEP*
  367. (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
  368. // Set camera node transformation
  369. m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
  370. m_cameranode->setUpVector(abs_cam_up);
  371. // *100.0 helps in large map coordinates
  372. m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
  373. // update the camera position in front-view mode to render blocks behind player
  374. if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
  375. m_camera_position = my_cp;
  376. // Get FOV setting
  377. f32 fov_degrees = g_settings->getFloat("fov");
  378. fov_degrees = MYMAX(fov_degrees, 10.0);
  379. fov_degrees = MYMIN(fov_degrees, 170.0);
  380. // FOV and aspect ratio
  381. m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
  382. m_fov_y = fov_degrees * M_PI / 180.0;
  383. // Increase vertical FOV on lower aspect ratios (<16:10)
  384. m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
  385. m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
  386. m_cameranode->setAspectRatio(m_aspect);
  387. m_cameranode->setFOV(m_fov_y);
  388. // Position the wielded item
  389. //v3f wield_position = v3f(45, -35, 65);
  390. v3f wield_position = v3f(55, -35, 65);
  391. //v3f wield_rotation = v3f(-100, 120, -100);
  392. v3f wield_rotation = v3f(-100, 120, -100);
  393. if(m_wield_change_timer < 0)
  394. wield_position.Y -= 40 + m_wield_change_timer*320;
  395. else
  396. wield_position.Y -= 40 - m_wield_change_timer*320;
  397. if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
  398. {
  399. f32 frac = 1.0;
  400. if(m_digging_anim > 0.5)
  401. frac = 2.0 * (m_digging_anim - 0.5);
  402. // This value starts from 1 and settles to 0
  403. f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
  404. //f32 ratiothing2 = pow(ratiothing, 0.5f);
  405. f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
  406. wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
  407. //wield_position.Z += frac * 5.0 * ratiothing2;
  408. wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
  409. wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
  410. //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
  411. //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
  412. }
  413. if (m_digging_button != -1)
  414. {
  415. f32 digfrac = m_digging_anim;
  416. wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
  417. wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
  418. wield_position.Z += 25 * 0.5;
  419. // Euler angles are PURE EVIL, so why not use quaternions?
  420. core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
  421. core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
  422. core::quaternion quat_slerp;
  423. quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
  424. quat_slerp.toEuler(wield_rotation);
  425. wield_rotation *= core::RADTODEG;
  426. } else {
  427. f32 bobfrac = my_modf(m_view_bobbing_anim);
  428. wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
  429. wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
  430. }
  431. m_wieldnode->setPosition(wield_position);
  432. m_wieldnode->setRotation(wield_rotation);
  433. m_wieldlight = player->light;
  434. // Render distance feedback loop
  435. updateViewingRange(frametime, busytime);
  436. // If the player seems to be walking on solid ground,
  437. // view bobbing is enabled and free_move is off,
  438. // start (or continue) the view bobbing animation.
  439. v3f speed = player->getSpeed();
  440. if ((hypot(speed.X, speed.Z) > BS) &&
  441. (player->touching_ground) &&
  442. (g_settings->getBool("view_bobbing") == true) &&
  443. (g_settings->getBool("free_move") == false ||
  444. !m_gamedef->checkLocalPrivilege("fly")))
  445. {
  446. // Start animation
  447. m_view_bobbing_state = 1;
  448. m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
  449. }
  450. else if (m_view_bobbing_state == 1)
  451. {
  452. // Stop animation
  453. m_view_bobbing_state = 2;
  454. m_view_bobbing_speed = 60;
  455. }
  456. }
  457. void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
  458. {
  459. if (m_draw_control.range_all)
  460. return;
  461. m_added_busytime += busytime_in;
  462. m_added_frames += 1;
  463. m_frametime_counter -= frametime_in;
  464. if (m_frametime_counter > 0)
  465. return;
  466. m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
  467. /*dstream<<__FUNCTION_NAME
  468. <<": Collected "<<m_added_frames<<" frames, total of "
  469. <<m_added_busytime<<"s."<<std::endl;
  470. dstream<<"m_draw_control.blocks_drawn="
  471. <<m_draw_control.blocks_drawn
  472. <<", m_draw_control.blocks_would_have_drawn="
  473. <<m_draw_control.blocks_would_have_drawn
  474. <<std::endl;*/
  475. // Get current viewing range and FPS settings
  476. f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
  477. viewing_range_min = MYMAX(15.0, viewing_range_min);
  478. f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
  479. viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
  480. // Immediately apply hard limits
  481. if(m_draw_control.wanted_range < viewing_range_min)
  482. m_draw_control.wanted_range = viewing_range_min;
  483. if(m_draw_control.wanted_range > viewing_range_max)
  484. m_draw_control.wanted_range = viewing_range_max;
  485. // Just so big a value that everything rendered is visible
  486. // Some more allowance than viewing_range_max * BS because of clouds,
  487. // active objects, etc.
  488. if(viewing_range_max < 200*BS)
  489. m_cameranode->setFarValue(200 * BS * 10);
  490. else
  491. m_cameranode->setFarValue(viewing_range_max * BS * 10);
  492. f32 wanted_fps = g_settings->getFloat("wanted_fps");
  493. wanted_fps = MYMAX(wanted_fps, 1.0);
  494. f32 wanted_frametime = 1.0 / wanted_fps;
  495. m_draw_control.wanted_min_range = viewing_range_min;
  496. m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
  497. if (m_draw_control.wanted_max_blocks < 10)
  498. m_draw_control.wanted_max_blocks = 10;
  499. f32 block_draw_ratio = 1.0;
  500. if (m_draw_control.blocks_would_have_drawn != 0)
  501. {
  502. block_draw_ratio = (f32)m_draw_control.blocks_drawn
  503. / (f32)m_draw_control.blocks_would_have_drawn;
  504. }
  505. // Calculate the average frametime in the case that all wanted
  506. // blocks had been drawn
  507. f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
  508. m_added_busytime = 0.0;
  509. m_added_frames = 0;
  510. f32 wanted_frametime_change = wanted_frametime - frametime;
  511. //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
  512. g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
  513. // If needed frametime change is small, just return
  514. // This value was 0.4 for many months until 2011-10-18 by c55;
  515. if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
  516. {
  517. //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
  518. return;
  519. }
  520. f32 range = m_draw_control.wanted_range;
  521. f32 new_range = range;
  522. f32 d_range = range - m_range_old;
  523. f32 d_busytime = busytime_in - m_busytime_old;
  524. if (d_range != 0)
  525. {
  526. m_time_per_range = d_busytime / d_range;
  527. }
  528. //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
  529. g_profiler->avg("time_per_range", m_time_per_range);
  530. // The minimum allowed calculated frametime-range derivative:
  531. // Practically this sets the maximum speed of changing the range.
  532. // The lower this value, the higher the maximum changing speed.
  533. // A low value here results in wobbly range (0.001)
  534. // A low value can cause oscillation in very nonlinear time/range curves.
  535. // A high value here results in slow changing range (0.0025)
  536. // SUGG: This could be dynamically adjusted so that when
  537. // the camera is turning, this is lower
  538. //f32 min_time_per_range = 0.0010; // Up to 0.4.7
  539. f32 min_time_per_range = 0.0005;
  540. if(m_time_per_range < min_time_per_range)
  541. {
  542. m_time_per_range = min_time_per_range;
  543. //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
  544. }
  545. else
  546. {
  547. //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
  548. }
  549. f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
  550. // Dampen the change a bit to kill oscillations
  551. //wanted_range_change *= 0.9;
  552. //wanted_range_change *= 0.75;
  553. wanted_range_change *= 0.5;
  554. //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
  555. // If needed range change is very small, just return
  556. if(fabs(wanted_range_change) < 0.001)
  557. {
  558. //dstream<<"ignoring small wanted_range_change"<<std::endl;
  559. return;
  560. }
  561. new_range += wanted_range_change;
  562. //f32 new_range_unclamped = new_range;
  563. new_range = MYMAX(new_range, viewing_range_min);
  564. new_range = MYMIN(new_range, viewing_range_max);
  565. /*dstream<<"new_range="<<new_range_unclamped
  566. <<", clamped to "<<new_range<<std::endl;*/
  567. m_range_old = m_draw_control.wanted_range;
  568. m_busytime_old = busytime_in;
  569. m_draw_control.wanted_range = new_range;
  570. }
  571. void Camera::setDigging(s32 button)
  572. {
  573. if (m_digging_button == -1)
  574. m_digging_button = button;
  575. }
  576. void Camera::wield(const ItemStack &item, u16 playeritem)
  577. {
  578. IItemDefManager *idef = m_gamedef->idef();
  579. std::string itemname = item.getDefinition(idef).name;
  580. m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
  581. if(playeritem != m_previous_playeritem &&
  582. !(m_previous_itemname == "" && itemname == ""))
  583. {
  584. m_previous_playeritem = playeritem;
  585. m_previous_itemname = itemname;
  586. if(m_wield_change_timer >= 0.125)
  587. m_wield_change_timer = -0.125;
  588. else if(m_wield_change_timer > 0)
  589. {
  590. m_wield_change_timer = -m_wield_change_timer;
  591. }
  592. } else {
  593. if(m_wield_mesh_next) {
  594. m_wieldnode->setMesh(m_wield_mesh_next);
  595. m_wieldnode->setVisible(true);
  596. } else {
  597. m_wieldnode->setVisible(false);
  598. }
  599. m_wield_mesh_next = NULL;
  600. if(m_previous_itemname != itemname)
  601. {
  602. m_previous_itemname = itemname;
  603. m_wield_change_timer = 0;
  604. }
  605. else
  606. m_wield_change_timer = 0.125;
  607. }
  608. }
  609. void Camera::drawWieldedTool(irr::core::matrix4* translation)
  610. {
  611. // Set vertex colors of wield mesh according to light level
  612. u8 li = m_wieldlight;
  613. video::SColor color(255,li,li,li);
  614. setMeshColor(m_wieldnode->getMesh(), color);
  615. // Clear Z buffer
  616. m_wieldmgr->getVideoDriver()->clearZBuffer();
  617. // Draw the wielded node (in a separate scene manager)
  618. scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
  619. cam->setAspectRatio(m_cameranode->getAspectRatio());
  620. cam->setFOV(72.0*M_PI/180.0);
  621. cam->setNearValue(0.1);
  622. cam->setFarValue(100);
  623. if (translation != NULL)
  624. {
  625. irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
  626. irr::core::vector3df focusPoint = (cam->getTarget()
  627. - cam->getAbsolutePosition()).setLength(1)
  628. + cam->getAbsolutePosition();
  629. irr::core::vector3df camera_pos =
  630. (startMatrix * *translation).getTranslation();
  631. cam->setPosition(camera_pos);
  632. cam->setTarget(focusPoint);
  633. }
  634. m_wieldmgr->drawAll();
  635. }