2011-09-07 19:08:47 -04:00
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "camera.h"
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#include "debug.h"
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#include "client.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "player.h"
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#include <cmath>
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2011-09-08 07:34:28 -04:00
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const s32 BOBFRAMES = 0x1000000; // must be a power of two
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2011-09-07 19:08:47 -04:00
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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m_headnode(NULL),
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2011-09-07 19:08:47 -04:00
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m_cameranode(NULL),
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m_draw_control(draw_control),
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m_viewing_range_min(5.0),
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m_viewing_range_max(5.0),
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m_camera_position(0,0,0),
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m_camera_direction(0,0,0),
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m_aspect(1.0),
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m_fov_x(1.0),
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m_fov_y(1.0),
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m_wanted_frametime(0.0),
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m_added_frametime(0),
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m_added_frames(0),
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m_range_old(0),
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m_frametime_old(0),
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m_frametime_counter(0),
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m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
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m_view_bobbing_anim(0),
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m_view_bobbing_state(0),
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m_view_bobbing_slow(false)
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{
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//dstream<<__FUNCTION_NAME<<std::endl;
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2011-09-08 07:03:55 -04:00
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_headnode = smgr->addEmptySceneNode(m_playernode);
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m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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m_cameranode->bindTargetAndRotation(true);
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updateSettings();
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}
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Camera::~Camera()
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{
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}
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bool Camera::successfullyCreated(std::wstring& error_message)
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{
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if (m_playernode == NULL)
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{
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error_message = L"Failed to create the player scene node";
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return false;
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}
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if (m_headnode == NULL)
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{
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error_message = L"Failed to create the head scene node";
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return false;
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}
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if (m_cameranode == NULL)
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{
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error_message = L"Failed to create the camera scene node";
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return false;
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}
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return true;
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}
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void Camera::step(f32 dtime)
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{
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if (m_view_bobbing_state != 0)
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{
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f32 bobspeed = (m_view_bobbing_slow ? (BOBFRAMES / 4) : BOBFRAMES);
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s32 offset = MYMAX(dtime * bobspeed, 1);
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if (m_view_bobbing_state == 2)
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{
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// Animation is getting turned off
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s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
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if (subanim < BOBFRAMES/4)
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offset = -1 * MYMIN(offset, subanim);
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else
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offset = MYMIN(offset, BOBFRAMES/2 - subanim);
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}
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m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
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}
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}
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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{
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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2011-09-14 18:32:11 -04:00
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// Set head node transformation
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v3f eye_offset = player->getEyePosition() - player->getPosition();
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m_headnode->setPosition(eye_offset);
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m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
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// Compute relative camera position and target
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v3f relative_cam_pos = eye_offset;
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v3f relative_cam_target = v3f(0,0,1);
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relative_cam_target.rotateYZBy(player->getPitch());
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relative_cam_target += relative_cam_pos;
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2011-09-08 07:34:28 -04:00
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if ((m_view_bobbing_anim & (BOBFRAMES/2-1)) != 0)
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{
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f32 bobamount = cos(player->getPitch() * PI / 180);
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bobamount = 2 * MYMIN(bobamount, 0.5);
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2011-09-08 10:10:44 -04:00
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f32 bobangle = m_view_bobbing_anim * 2 * PI / BOBFRAMES;
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f32 bobangle_s = sin(bobangle);
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f32 bobangle_c = cos(bobangle);
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f32 bobwidth = 0.02 * bobamount / (bobangle_c * bobangle_c + 1);
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f32 bobheight = 1.5 * bobwidth;
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relative_cam_pos.X += bobwidth * bobangle_s;
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relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
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}
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// Compute absolute camera position and target
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m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
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m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
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m_camera_direction -= m_camera_position;
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
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m_cameranode->setAspectRatio(m_aspect);
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m_cameranode->setFOV(m_fov_y);
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// Just so big a value that everything rendered is visible
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// Some more allowance that m_viewing_range_max * BS because of active objects etc.
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m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
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// Render distance feedback loop
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updateViewingRange(frametime);
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2011-09-08 07:03:55 -04:00
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// If the player seems to be walking on solid ground,
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// view bobbing is enabled and free_move is off,
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// start (or continue) the view bobbing animation.
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v3f speed = player->getSpeed();
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if ((hypot(speed.X, speed.Z) > BS) &&
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(player->touching_ground) &&
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(g_settings.getBool("view_bobbing") == true) &&
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(g_settings.getBool("free_move") == false))
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{
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// Start animation
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m_view_bobbing_state = 1;
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}
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else if (m_view_bobbing_state == 1)
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{
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// Stop animation
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m_view_bobbing_state = 2;
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}
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m_view_bobbing_slow = player->in_water_stable;
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}
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void Camera::updateViewingRange(f32 frametime_in)
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{
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if (m_draw_control.range_all)
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return;
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m_added_frametime += frametime_in;
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m_added_frames += 1;
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// Actually this counter kind of sucks because frametime is busytime
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m_frametime_counter -= frametime_in;
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if (m_frametime_counter > 0)
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return;
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m_frametime_counter = 0.2;
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2011-09-07 19:24:47 -04:00
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/*dstream<<__FUNCTION_NAME
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<<": Collected "<<m_added_frames<<" frames, total of "
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<<m_added_frametime<<"s."<<std::endl;
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dstream<<"m_draw_control.blocks_drawn="
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<<m_draw_control.blocks_drawn
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<<", m_draw_control.blocks_would_have_drawn="
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<<m_draw_control.blocks_would_have_drawn
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<<std::endl;*/
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m_draw_control.wanted_min_range = m_viewing_range_min;
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m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
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if (m_draw_control.wanted_max_blocks < 10)
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m_draw_control.wanted_max_blocks = 10;
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f32 block_draw_ratio = 1.0;
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if (m_draw_control.blocks_would_have_drawn != 0)
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{
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block_draw_ratio = (f32)m_draw_control.blocks_drawn
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/ (f32)m_draw_control.blocks_would_have_drawn;
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}
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// Calculate the average frametime in the case that all wanted
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// blocks had been drawn
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f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
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m_added_frametime = 0.0;
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m_added_frames = 0;
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f32 wanted_frametime_change = m_wanted_frametime - frametime;
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2011-09-07 19:24:47 -04:00
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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2011-09-07 19:08:47 -04:00
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// If needed frametime change is small, just return
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if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
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{
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2011-09-07 19:24:47 -04:00
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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return;
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}
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f32 range = m_draw_control.wanted_range;
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f32 new_range = range;
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f32 d_range = range - m_range_old;
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f32 d_frametime = frametime - m_frametime_old;
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if (d_range != 0)
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{
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m_time_per_range = d_frametime / d_range;
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}
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// The minimum allowed calculated frametime-range derivative:
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// Practically this sets the maximum speed of changing the range.
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// The lower this value, the higher the maximum changing speed.
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// A low value here results in wobbly range (0.001)
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// A high value here results in slow changing range (0.0025)
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// SUGG: This could be dynamically adjusted so that when
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// the camera is turning, this is lower
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//f32 min_time_per_range = 0.0015;
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f32 min_time_per_range = 0.0010;
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//f32 min_time_per_range = 0.05 / range;
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if(m_time_per_range < min_time_per_range)
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{
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m_time_per_range = min_time_per_range;
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2011-09-07 19:24:47 -04:00
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//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
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2011-09-07 19:08:47 -04:00
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}
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else
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{
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2011-09-07 19:24:47 -04:00
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//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
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2011-09-07 19:08:47 -04:00
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}
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f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
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// Dampen the change a bit to kill oscillations
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//wanted_range_change *= 0.9;
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//wanted_range_change *= 0.75;
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wanted_range_change *= 0.5;
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2011-09-07 19:24:47 -04:00
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//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
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2011-09-07 19:08:47 -04:00
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// If needed range change is very small, just return
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if(fabs(wanted_range_change) < 0.001)
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{
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2011-09-07 19:24:47 -04:00
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//dstream<<"ignoring small wanted_range_change"<<std::endl;
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2011-09-07 19:08:47 -04:00
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return;
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}
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new_range += wanted_range_change;
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2011-09-07 19:24:47 -04:00
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//f32 new_range_unclamped = new_range;
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2011-09-07 19:08:47 -04:00
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new_range = MYMAX(new_range, m_viewing_range_min);
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new_range = MYMIN(new_range, m_viewing_range_max);
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2011-09-07 19:24:47 -04:00
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/*dstream<<"new_range="<<new_range_unclamped
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<<", clamped to "<<new_range<<std::endl;*/
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2011-09-07 19:08:47 -04:00
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m_draw_control.wanted_range = new_range;
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m_range_old = new_range;
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m_frametime_old = frametime;
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}
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void Camera::updateSettings()
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{
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m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
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m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
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m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
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m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
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f32 fov_degrees = g_settings.getFloat("fov");
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fov_degrees = MYMAX(fov_degrees, 10.0);
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fov_degrees = MYMIN(fov_degrees, 170.0);
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2011-09-08 10:10:44 -04:00
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m_fov_y = fov_degrees * PI / 180.0;
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2011-09-07 19:08:47 -04:00
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f32 wanted_fps = g_settings.getFloat("wanted_fps");
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wanted_fps = MYMAX(wanted_fps, 1.0);
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m_wanted_frametime = 1.0 / wanted_fps;
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}
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