Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 :
5 : This program is free software; you can redistribute it and/or modify
6 : it under the terms of the GNU Lesser General Public License as published by
7 : the Free Software Foundation; either version 2.1 of the License, or
8 : (at your option) any later version.
9 :
10 : This program is distributed in the hope that it will be useful,
11 : but WITHOUT ANY WARRANTY; without even the implied warranty of
12 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 : GNU Lesser General Public License for more details.
14 :
15 : You should have received a copy of the GNU Lesser General Public License along
16 : with this program; if not, write to the Free Software Foundation, Inc.,
17 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 : */
19 :
20 : #include "camera.h"
21 : #include "debug.h"
22 : #include "client.h"
23 : #include "map.h"
24 : #include "clientmap.h" // MapDrawControl
25 : #include "player.h"
26 : #include <cmath>
27 : #include "settings.h"
28 : #include "wieldmesh.h"
29 : #include "noise.h" // easeCurve
30 : #include "gamedef.h"
31 : #include "sound.h"
32 : #include "event.h"
33 : #include "profiler.h"
34 : #include "util/numeric.h"
35 : #include "util/mathconstants.h"
36 : #include "constants.h"
37 :
38 : #define CAMERA_OFFSET_STEP 200
39 :
40 : #include "nodedef.h"
41 :
42 1 : Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
43 : IGameDef *gamedef):
44 : m_playernode(NULL),
45 : m_headnode(NULL),
46 : m_cameranode(NULL),
47 :
48 : m_wieldmgr(NULL),
49 : m_wieldnode(NULL),
50 :
51 : m_draw_control(draw_control),
52 : m_gamedef(gamedef),
53 :
54 : m_camera_position(0,0,0),
55 : m_camera_direction(0,0,0),
56 : m_camera_offset(0,0,0),
57 :
58 : m_aspect(1.0),
59 : m_fov_x(1.0),
60 : m_fov_y(1.0),
61 :
62 : m_added_busytime(0),
63 : m_added_frames(0),
64 : m_range_old(0),
65 : m_busytime_old(0),
66 : m_frametime_counter(0),
67 : m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
68 :
69 : m_view_bobbing_anim(0),
70 : m_view_bobbing_state(0),
71 : m_view_bobbing_speed(0),
72 : m_view_bobbing_fall(0),
73 :
74 : m_digging_anim(0),
75 : m_digging_button(-1),
76 :
77 : m_wield_change_timer(0.125),
78 : m_wield_item_next(),
79 :
80 1 : m_camera_mode(CAMERA_MODE_FIRST)
81 : {
82 : //dstream<<__FUNCTION_NAME<<std::endl;
83 :
84 : // note: making the camera node a child of the player node
85 : // would lead to unexpected behaviour, so we don't do that.
86 1 : m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
87 1 : m_headnode = smgr->addEmptySceneNode(m_playernode);
88 1 : m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
89 1 : m_cameranode->bindTargetAndRotation(true);
90 :
91 : // This needs to be in its own scene manager. It is drawn after
92 : // all other 3D scene nodes and before the GUI.
93 1 : m_wieldmgr = smgr->createNewSceneManager();
94 1 : m_wieldmgr->addCameraSceneNode();
95 1 : m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
96 1 : m_wieldnode->setItem(ItemStack(), m_gamedef);
97 1 : m_wieldnode->drop(); // m_wieldmgr grabbed it
98 1 : m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
99 :
100 : /* TODO: Add a callback function so these can be updated when a setting
101 : * changes. At this point in time it doesn't matter (e.g. /set
102 : * is documented to change server settings only)
103 : *
104 : * TODO: Local caching of settings is not optimal and should at some stage
105 : * be updated to use a global settings object for getting thse values
106 : * (as opposed to the this local caching). This can be addressed in
107 : * a later release.
108 : */
109 1 : m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
110 1 : m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
111 1 : m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
112 1 : m_cache_fov = g_settings->getFloat("fov");
113 1 : m_cache_view_bobbing = g_settings->getBool("view_bobbing");
114 1 : }
115 :
116 2 : Camera::~Camera()
117 : {
118 1 : m_wieldmgr->drop();
119 1 : }
120 :
121 1 : bool Camera::successfullyCreated(std::string &error_message)
122 : {
123 1 : if (!m_playernode) {
124 0 : error_message = "Failed to create the player scene node";
125 1 : } else if (!m_headnode) {
126 0 : error_message = "Failed to create the head scene node";
127 1 : } else if (!m_cameranode) {
128 0 : error_message = "Failed to create the camera scene node";
129 1 : } else if (!m_wieldmgr) {
130 0 : error_message = "Failed to create the wielded item scene manager";
131 1 : } else if (!m_wieldnode) {
132 0 : error_message = "Failed to create the wielded item scene node";
133 : } else {
134 1 : error_message.clear();
135 : }
136 1 : return error_message.empty();
137 : }
138 :
139 : // Returns the fractional part of x
140 3603 : inline f32 my_modf(f32 x)
141 : {
142 : double dummy;
143 3603 : return modf(x, &dummy);
144 : }
145 :
146 1166 : void Camera::step(f32 dtime)
147 : {
148 1166 : if(m_view_bobbing_fall > 0)
149 : {
150 0 : m_view_bobbing_fall -= 3 * dtime;
151 0 : if(m_view_bobbing_fall <= 0)
152 0 : m_view_bobbing_fall = -1; // Mark the effect as finished
153 : }
154 :
155 1166 : bool was_under_zero = m_wield_change_timer < 0;
156 1166 : m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
157 :
158 1166 : if (m_wield_change_timer >= 0 && was_under_zero)
159 15 : m_wieldnode->setItem(m_wield_item_next, m_gamedef);
160 :
161 1166 : if (m_view_bobbing_state != 0)
162 : {
163 : //f32 offset = dtime * m_view_bobbing_speed * 0.035;
164 678 : f32 offset = dtime * m_view_bobbing_speed * 0.030;
165 678 : if (m_view_bobbing_state == 2)
166 : {
167 : #if 0
168 : // Animation is getting turned off
169 : if (m_view_bobbing_anim < 0.5)
170 : m_view_bobbing_anim -= offset;
171 : else
172 : m_view_bobbing_anim += offset;
173 : if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
174 : {
175 : m_view_bobbing_anim = 0;
176 : m_view_bobbing_state = 0;
177 : }
178 : #endif
179 : #if 1
180 : // Animation is getting turned off
181 77 : if(m_view_bobbing_anim < 0.25)
182 : {
183 28 : m_view_bobbing_anim -= offset;
184 49 : } else if(m_view_bobbing_anim > 0.75) {
185 20 : m_view_bobbing_anim += offset;
186 : }
187 77 : if(m_view_bobbing_anim < 0.5)
188 : {
189 48 : m_view_bobbing_anim += offset;
190 48 : if(m_view_bobbing_anim > 0.5)
191 4 : m_view_bobbing_anim = 0.5;
192 : } else {
193 29 : m_view_bobbing_anim -= offset;
194 29 : if(m_view_bobbing_anim < 0.5)
195 2 : m_view_bobbing_anim = 0.5;
196 : }
197 154 : if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
198 77 : fabs(m_view_bobbing_anim - 0.5) < 0.01)
199 : {
200 8 : m_view_bobbing_anim = 0;
201 8 : m_view_bobbing_state = 0;
202 : }
203 : #endif
204 : }
205 : else
206 : {
207 601 : float was = m_view_bobbing_anim;
208 601 : m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
209 593 : bool step = (was == 0 ||
210 995 : (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
211 837 : (was > 0.5f && m_view_bobbing_anim <= 0.5f));
212 601 : if(step)
213 : {
214 37 : MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
215 37 : m_gamedef->event()->put(e);
216 : }
217 : }
218 : }
219 :
220 1166 : if (m_digging_button != -1)
221 : {
222 0 : f32 offset = dtime * 3.5;
223 0 : float m_digging_anim_was = m_digging_anim;
224 0 : m_digging_anim += offset;
225 0 : if (m_digging_anim >= 1)
226 : {
227 0 : m_digging_anim = 0;
228 0 : m_digging_button = -1;
229 : }
230 0 : float lim = 0.15;
231 0 : if(m_digging_anim_was < lim && m_digging_anim >= lim)
232 : {
233 0 : if(m_digging_button == 0)
234 : {
235 0 : MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
236 0 : m_gamedef->event()->put(e);
237 0 : } else if(m_digging_button == 1) {
238 0 : MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
239 0 : m_gamedef->event()->put(e);
240 : }
241 : }
242 : }
243 1166 : }
244 :
245 1166 : void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
246 : f32 tool_reload_ratio, ClientEnvironment &c_env)
247 : {
248 : // Get player position
249 : // Smooth the movement when walking up stairs
250 1166 : v3f old_player_position = m_playernode->getPosition();
251 1166 : v3f player_position = player->getPosition();
252 1166 : if (player->isAttached && player->parent)
253 0 : player_position = player->parent->getPosition();
254 : //if(player->touching_ground && player_position.Y > old_player_position.Y)
255 2332 : if(player->touching_ground &&
256 1166 : player_position.Y > old_player_position.Y)
257 : {
258 0 : f32 oldy = old_player_position.Y;
259 0 : f32 newy = player_position.Y;
260 0 : f32 t = exp(-23*frametime);
261 0 : player_position.Y = oldy * t + newy * (1-t);
262 : }
263 :
264 : // Set player node transformation
265 1166 : m_playernode->setPosition(player_position);
266 1166 : m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
267 1166 : m_playernode->updateAbsolutePosition();
268 :
269 : // Get camera tilt timer (hurt animation)
270 1166 : float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
271 :
272 : // Fall bobbing animation
273 1166 : float fall_bobbing = 0;
274 1166 : if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
275 : {
276 0 : if(m_view_bobbing_fall == -1) // Effect took place and has finished
277 0 : player->camera_impact = m_view_bobbing_fall = 0;
278 0 : else if(m_view_bobbing_fall == 0) // Initialize effect
279 0 : m_view_bobbing_fall = 1;
280 :
281 : // Convert 0 -> 1 to 0 -> 1 -> 0
282 0 : fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
283 : // Smoothen and invert the above
284 0 : fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
285 : // Amplify according to the intensity of the impact
286 0 : fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
287 :
288 0 : fall_bobbing *= m_cache_fall_bobbing_amount;
289 : }
290 :
291 : // Calculate players eye offset for different camera modes
292 1166 : v3f PlayerEyeOffset = player->getEyeOffset();
293 1166 : if (m_camera_mode == CAMERA_MODE_FIRST)
294 1166 : PlayerEyeOffset += player->eye_offset_first;
295 : else
296 0 : PlayerEyeOffset += player->eye_offset_third;
297 :
298 : // Set head node transformation
299 1166 : m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
300 1166 : m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
301 1166 : m_headnode->updateAbsolutePosition();
302 :
303 : // Compute relative camera position and target
304 1166 : v3f rel_cam_pos = v3f(0,0,0);
305 1166 : v3f rel_cam_target = v3f(0,0,1);
306 1166 : v3f rel_cam_up = v3f(0,1,0);
307 :
308 1166 : if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
309 : {
310 670 : f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
311 670 : f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
312 :
313 : #if 1
314 670 : f32 bobknob = 1.2;
315 670 : f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
316 : //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
317 :
318 : v3f bobvec = v3f(
319 670 : 0.3 * bobdir * sin(bobfrac * M_PI),
320 670 : -0.28 * bobtmp * bobtmp,
321 1340 : 0.);
322 :
323 : //rel_cam_pos += 0.2 * bobvec;
324 : //rel_cam_target += 0.03 * bobvec;
325 : //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
326 670 : float f = 1.0;
327 670 : f *= m_cache_view_bobbing_amount;
328 670 : rel_cam_pos += bobvec * f;
329 : //rel_cam_target += 0.995 * bobvec * f;
330 670 : rel_cam_target += bobvec * f;
331 670 : rel_cam_target.Z -= 0.005 * bobvec.Z * f;
332 : //rel_cam_target.X -= 0.005 * bobvec.X * f;
333 : //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
334 670 : rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
335 : #else
336 : f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
337 : f32 angle_rad = angle_deg * M_PI / 180;
338 : f32 r = 0.05;
339 : v3f off = v3f(
340 : r * sin(angle_rad),
341 : r * (cos(angle_rad) - 1),
342 : 0);
343 : rel_cam_pos += off;
344 : //rel_cam_target += off;
345 : rel_cam_up.rotateXYBy(angle_deg);
346 : #endif
347 :
348 : }
349 :
350 : // Compute absolute camera position and target
351 1166 : m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
352 1166 : m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
353 :
354 1166 : v3f abs_cam_up;
355 1166 : m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
356 :
357 : // Seperate camera position for calculation
358 1166 : v3f my_cp = m_camera_position;
359 :
360 : // Reposition the camera for third person view
361 1166 : if (m_camera_mode > CAMERA_MODE_FIRST)
362 : {
363 0 : if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
364 0 : m_camera_direction *= -1;
365 :
366 0 : my_cp.Y += 2;
367 :
368 : // Calculate new position
369 0 : bool abort = false;
370 0 : for (int i = BS; i <= BS*2.75; i++)
371 : {
372 0 : my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
373 0 : my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
374 0 : if (i > 12)
375 0 : my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
376 :
377 : // Prevent camera positioned inside nodes
378 0 : INodeDefManager *nodemgr = m_gamedef->ndef();
379 0 : MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
380 0 : const ContentFeatures& features = nodemgr->get(n);
381 0 : if(features.walkable)
382 : {
383 0 : my_cp.X += m_camera_direction.X*-1*-BS/2;
384 0 : my_cp.Z += m_camera_direction.Z*-1*-BS/2;
385 0 : my_cp.Y += m_camera_direction.Y*-1*-BS/2;
386 0 : abort = true;
387 0 : break;
388 : }
389 : }
390 :
391 : // If node blocks camera position don't move y to heigh
392 0 : if (abort && my_cp.Y > player_position.Y+BS*2)
393 0 : my_cp.Y = player_position.Y+BS*2;
394 : }
395 :
396 : // Update offset if too far away from the center of the map
397 : m_camera_offset.X += CAMERA_OFFSET_STEP*
398 1166 : (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
399 : m_camera_offset.Y += CAMERA_OFFSET_STEP*
400 1166 : (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
401 : m_camera_offset.Z += CAMERA_OFFSET_STEP*
402 1166 : (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
403 :
404 : // Set camera node transformation
405 1166 : m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
406 1166 : m_cameranode->setUpVector(abs_cam_up);
407 : // *100.0 helps in large map coordinates
408 1166 : m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
409 :
410 : // update the camera position in front-view mode to render blocks behind player
411 1166 : if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
412 0 : m_camera_position = my_cp;
413 :
414 : // Get FOV setting
415 1166 : f32 fov_degrees = m_cache_fov;
416 1166 : fov_degrees = MYMAX(fov_degrees, 10.0);
417 1166 : fov_degrees = MYMIN(fov_degrees, 170.0);
418 :
419 : // FOV and aspect ratio
420 1166 : m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
421 1166 : m_fov_y = fov_degrees * M_PI / 180.0;
422 : // Increase vertical FOV on lower aspect ratios (<16:10)
423 1166 : m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
424 1166 : m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
425 1166 : m_cameranode->setAspectRatio(m_aspect);
426 1166 : m_cameranode->setFOV(m_fov_y);
427 :
428 : // Position the wielded item
429 : //v3f wield_position = v3f(45, -35, 65);
430 1166 : v3f wield_position = v3f(55, -35, 65);
431 : //v3f wield_rotation = v3f(-100, 120, -100);
432 1166 : v3f wield_rotation = v3f(-100, 120, -100);
433 1166 : wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
434 1166 : if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
435 : {
436 1166 : f32 frac = 1.0;
437 1166 : if(m_digging_anim > 0.5)
438 0 : frac = 2.0 * (m_digging_anim - 0.5);
439 : // This value starts from 1 and settles to 0
440 1166 : f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
441 : //f32 ratiothing2 = pow(ratiothing, 0.5f);
442 1166 : f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
443 1166 : wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
444 : //wield_position.Z += frac * 5.0 * ratiothing2;
445 1166 : wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
446 1166 : wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
447 : //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
448 : //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
449 : }
450 1166 : if (m_digging_button != -1)
451 : {
452 0 : f32 digfrac = m_digging_anim;
453 0 : wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
454 0 : wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
455 0 : wield_position.Z += 25 * 0.5;
456 :
457 : // Euler angles are PURE EVIL, so why not use quaternions?
458 0 : core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
459 0 : core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
460 0 : core::quaternion quat_slerp;
461 0 : quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
462 0 : quat_slerp.toEuler(wield_rotation);
463 0 : wield_rotation *= core::RADTODEG;
464 : } else {
465 1166 : f32 bobfrac = my_modf(m_view_bobbing_anim);
466 1166 : wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
467 1166 : wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
468 : }
469 1166 : m_wieldnode->setPosition(wield_position);
470 1166 : m_wieldnode->setRotation(wield_rotation);
471 :
472 : // Shine light upon the wield mesh
473 1166 : video::SColor black(255,0,0,0);
474 1166 : m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
475 1166 : m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
476 1166 : m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
477 :
478 : // Render distance feedback loop
479 1166 : updateViewingRange(frametime, busytime);
480 :
481 : // If the player is walking, swimming, or climbing,
482 : // view bobbing is enabled and free_move is off,
483 : // start (or continue) the view bobbing animation.
484 1166 : v3f speed = player->getSpeed();
485 1166 : const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
486 1166 : const bool movement_Y = abs(speed.Y) > BS;
487 :
488 1166 : const bool walking = movement_XZ && player->touching_ground;
489 1166 : const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
490 1166 : const bool climbing = movement_Y && player->is_climbing;
491 4063 : if ((walking || swimming || climbing) &&
492 3570 : m_cache_view_bobbing &&
493 2969 : (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
494 : {
495 : // Start animation
496 601 : m_view_bobbing_state = 1;
497 601 : m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
498 : }
499 565 : else if (m_view_bobbing_state == 1)
500 : {
501 : // Stop animation
502 10 : m_view_bobbing_state = 2;
503 10 : m_view_bobbing_speed = 60;
504 : }
505 1166 : }
506 :
507 1166 : void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
508 : {
509 1166 : if (m_draw_control.range_all)
510 0 : return;
511 :
512 1166 : m_added_busytime += busytime_in;
513 1166 : m_added_frames += 1;
514 :
515 1166 : m_frametime_counter -= frametime_in;
516 1166 : if (m_frametime_counter > 0)
517 1020 : return;
518 146 : m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
519 :
520 : /*dstream<<__FUNCTION_NAME
521 : <<": Collected "<<m_added_frames<<" frames, total of "
522 : <<m_added_busytime<<"s."<<std::endl;
523 :
524 : dstream<<"m_draw_control.blocks_drawn="
525 : <<m_draw_control.blocks_drawn
526 : <<", m_draw_control.blocks_would_have_drawn="
527 : <<m_draw_control.blocks_would_have_drawn
528 : <<std::endl;*/
529 :
530 : // Get current viewing range and FPS settings
531 146 : f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
532 146 : viewing_range_min = MYMAX(15.0, viewing_range_min);
533 :
534 146 : f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
535 146 : viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
536 :
537 : // Immediately apply hard limits
538 146 : if(m_draw_control.wanted_range < viewing_range_min)
539 0 : m_draw_control.wanted_range = viewing_range_min;
540 146 : if(m_draw_control.wanted_range > viewing_range_max)
541 0 : m_draw_control.wanted_range = viewing_range_max;
542 :
543 : // Just so big a value that everything rendered is visible
544 : // Some more allowance than viewing_range_max * BS because of clouds,
545 : // active objects, etc.
546 146 : if(viewing_range_max < 200*BS)
547 146 : m_cameranode->setFarValue(200 * BS * 10);
548 : else
549 0 : m_cameranode->setFarValue(viewing_range_max * BS * 10);
550 :
551 146 : f32 wanted_fps = m_cache_wanted_fps;
552 146 : wanted_fps = MYMAX(wanted_fps, 1.0);
553 146 : f32 wanted_frametime = 1.0 / wanted_fps;
554 :
555 146 : m_draw_control.wanted_min_range = viewing_range_min;
556 146 : m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
557 146 : if (m_draw_control.wanted_max_blocks < 10)
558 2 : m_draw_control.wanted_max_blocks = 10;
559 :
560 146 : f32 block_draw_ratio = 1.0;
561 146 : if (m_draw_control.blocks_would_have_drawn != 0)
562 : {
563 144 : block_draw_ratio = (f32)m_draw_control.blocks_drawn
564 144 : / (f32)m_draw_control.blocks_would_have_drawn;
565 : }
566 :
567 : // Calculate the average frametime in the case that all wanted
568 : // blocks had been drawn
569 146 : f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
570 :
571 146 : m_added_busytime = 0.0;
572 146 : m_added_frames = 0;
573 :
574 146 : f32 wanted_frametime_change = wanted_frametime - frametime;
575 : //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
576 146 : g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
577 :
578 : // If needed frametime change is small, just return
579 : // This value was 0.4 for many months until 2011-10-18 by c55;
580 146 : if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
581 : {
582 : //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
583 75 : return;
584 : }
585 :
586 71 : f32 range = m_draw_control.wanted_range;
587 71 : f32 new_range = range;
588 :
589 71 : f32 d_range = range - m_range_old;
590 71 : f32 d_busytime = busytime_in - m_busytime_old;
591 71 : if (d_range != 0)
592 : {
593 48 : m_time_per_range = d_busytime / d_range;
594 : }
595 : //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
596 71 : g_profiler->avg("time_per_range", m_time_per_range);
597 :
598 : // The minimum allowed calculated frametime-range derivative:
599 : // Practically this sets the maximum speed of changing the range.
600 : // The lower this value, the higher the maximum changing speed.
601 : // A low value here results in wobbly range (0.001)
602 : // A low value can cause oscillation in very nonlinear time/range curves.
603 : // A high value here results in slow changing range (0.0025)
604 : // SUGG: This could be dynamically adjusted so that when
605 : // the camera is turning, this is lower
606 : //f32 min_time_per_range = 0.0010; // Up to 0.4.7
607 71 : f32 min_time_per_range = 0.0005;
608 71 : if(m_time_per_range < min_time_per_range)
609 : {
610 34 : m_time_per_range = min_time_per_range;
611 : //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
612 : }
613 : else
614 : {
615 : //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
616 : }
617 :
618 71 : f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
619 : // Dampen the change a bit to kill oscillations
620 : //wanted_range_change *= 0.9;
621 : //wanted_range_change *= 0.75;
622 71 : wanted_range_change *= 0.5;
623 : //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
624 :
625 : // If needed range change is very small, just return
626 71 : if(fabs(wanted_range_change) < 0.001)
627 : {
628 : //dstream<<"ignoring small wanted_range_change"<<std::endl;
629 0 : return;
630 : }
631 :
632 71 : new_range += wanted_range_change;
633 :
634 : //f32 new_range_unclamped = new_range;
635 71 : new_range = MYMAX(new_range, viewing_range_min);
636 71 : new_range = MYMIN(new_range, viewing_range_max);
637 : /*dstream<<"new_range="<<new_range_unclamped
638 : <<", clamped to "<<new_range<<std::endl;*/
639 :
640 71 : m_range_old = m_draw_control.wanted_range;
641 71 : m_busytime_old = busytime_in;
642 :
643 71 : m_draw_control.wanted_range = new_range;
644 : }
645 :
646 0 : void Camera::setDigging(s32 button)
647 : {
648 0 : if (m_digging_button == -1)
649 0 : m_digging_button = button;
650 0 : }
651 :
652 24 : void Camera::wield(const ItemStack &item)
653 : {
654 24 : if (item.name != m_wield_item_next.name) {
655 21 : m_wield_item_next = item;
656 21 : if (m_wield_change_timer > 0)
657 15 : m_wield_change_timer = -m_wield_change_timer;
658 6 : else if (m_wield_change_timer == 0)
659 0 : m_wield_change_timer = -0.001;
660 : }
661 24 : }
662 :
663 1166 : void Camera::drawWieldedTool(irr::core::matrix4* translation)
664 : {
665 : // Clear Z buffer so that the wielded tool stay in front of world geometry
666 1166 : m_wieldmgr->getVideoDriver()->clearZBuffer();
667 :
668 : // Draw the wielded node (in a separate scene manager)
669 1166 : scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
670 1166 : cam->setAspectRatio(m_cameranode->getAspectRatio());
671 1166 : cam->setFOV(72.0*M_PI/180.0);
672 1166 : cam->setNearValue(0.1);
673 1166 : cam->setFarValue(1000);
674 1166 : if (translation != NULL)
675 : {
676 0 : irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
677 0 : irr::core::vector3df focusPoint = (cam->getTarget()
678 0 : - cam->getAbsolutePosition()).setLength(1)
679 0 : + cam->getAbsolutePosition();
680 :
681 : irr::core::vector3df camera_pos =
682 0 : (startMatrix * *translation).getTranslation();
683 0 : cam->setPosition(camera_pos);
684 0 : cam->setTarget(focusPoint);
685 : }
686 1166 : m_wieldmgr->drawAll();
687 1169 : }
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