2014-08-14 19:08:21 -04:00

680 lines
26 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2004-2013 Steve Baker <sjbaker1@airmail.net>
// Copyright (C) 2006-2013 SuperTuxKart-Team, Steve Baker
//
// 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 3
// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/camera.hpp"
#include <math.h>
#include "audio/music_manager.hpp"
#include "config/user_config.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/rain.hpp"
#include "io/xml_node.hpp"
#include "karts/abstract_kart.hpp"
#include "karts/explosion_animation.hpp"
#include "karts/kart.hpp"
#include "karts/kart_properties.hpp"
#include "karts/skidding.hpp"
#include "modes/world.hpp"
#include "physics/btKart.hpp"
#include "race/race_manager.hpp"
#include "tracks/track.hpp"
#include "utils/aligned_array.hpp"
#include "utils/constants.hpp"
#include "utils/vs.hpp"
#include "ICameraSceneNode.h"
#include "ISceneManager.h"
AlignedArray<Camera::EndCameraInformation> Camera::m_end_cameras;
std::vector<Camera*> Camera::m_all_cameras;
Camera* Camera::s_active_camera = NULL;
// ============================================================================
Camera::Camera(int camera_index, AbstractKart* kart) : m_kart(NULL)
{
m_mode = CM_NORMAL;
m_index = camera_index;
m_rain = NULL;
m_original_kart = kart;
m_camera = irr_driver->addCameraSceneNode();
#ifdef DEBUG
if (kart != NULL)
m_camera->setName(core::stringc("Camera for ") + kart->getKartProperties()->getName());
else
m_camera->setName("Camera");
#endif
setupCamera();
if (kart != NULL)
{
m_distance = kart->getKartProperties()->getCameraDistance();
setKart(kart);
}
else
{
m_distance = 1000.0f;
}
m_ambient_light = World::getWorld()->getTrack()->getDefaultAmbientColor();
// TODO: Put these values into a config file
// Global or per split screen zone?
// Either global or per user (for instance, some users may not like
// the extra camera rotation so they could set m_rotation_range to
// zero to disable it for themselves).
m_position_speed = 8.0f;
m_target_speed = 10.0f;
m_rotation_range = 0.4f;
m_rotation_range = 0.0f;
reset();
} // Camera
// ----------------------------------------------------------------------------
/** Removes the camera scene node from the scene.
*/
Camera::~Camera()
{
if(m_rain) delete m_rain;
irr_driver->removeCameraSceneNode(m_camera);
} // ~Camera
//-----------------------------------------------------------------------------
/** Changes the owner of this camera to the new kart.
* \param new_kart The new kart to use this camera.
*/
void Camera::setKart(AbstractKart *new_kart)
{
m_kart = new_kart;
#ifdef DEBUG
if(new_kart)
{
std::string name = new_kart->getIdent()+"'s camera";
getCameraSceneNode()->setName(name.c_str() );
}
#endif
} // setKart
//-----------------------------------------------------------------------------
/** This function clears all end camera data structure. This is necessary
* since all end cameras are shared between all camera instances (i.e. are
* static), otherwise (if no end camera is defined for a track) the old
* end camera structure would be used.
*/
void Camera::clearEndCameras()
{
m_end_cameras.clear();
} // clearEndCameras
//-----------------------------------------------------------------------------
/** Reads the information about the end camera. This information is shared
* between all cameras, so this is a static function.
* \param node The XML node containing all end camera informations
*/
void Camera::readEndCamera(const XMLNode &root)
{
m_end_cameras.clear();
for(unsigned int i=0; i<root.getNumNodes(); i++)
{
unsigned int index = i;
// In reverse mode, reverse the order in which the
// end cameras are read.
if(QuadGraph::get()->isReverse())
index = root.getNumNodes() - 1 - i;
const XMLNode *node = root.getNode(index);
EndCameraInformation eci;
if(!eci.readXML(*node)) continue;
m_end_cameras.push_back(eci);
} // for i<getNumNodes()
} // readEndCamera
//-----------------------------------------------------------------------------
/** Sets up the viewport, aspect ratio, field of view, and scaling for this
* camera.
*/
void Camera::setupCamera()
{
m_aspect = (float)(UserConfigParams::m_width)/UserConfigParams::m_height;
switch(race_manager->getNumLocalPlayers())
{
case 1: m_viewport = core::recti(0, 0,
UserConfigParams::m_width,
UserConfigParams::m_height);
m_scaling = core::vector2df(1.0f, 1.0f);
m_fov = DEGREE_TO_RAD*75.0f;
break;
case 2: m_viewport = core::recti(0,
m_index==0 ? 0
: UserConfigParams::m_height>>1,
UserConfigParams::m_width,
m_index==0 ? UserConfigParams::m_height>>1
: UserConfigParams::m_height);
m_scaling = core::vector2df(1.0f, 0.5f);
m_aspect *= 2.0f;
m_fov = DEGREE_TO_RAD*65.0f;
break;
case 3:
/*
if(m_index<2)
{
m_viewport = core::recti(m_index==0 ? 0
: UserConfigParams::m_width>>1,
0,
m_index==0 ? UserConfigParams::m_width>>1
: UserConfigParams::m_width,
UserConfigParams::m_height>>1);
m_scaling = core::vector2df(0.5f, 0.5f);
m_fov = DEGREE_TO_RAD*50.0f;
}
else
{
m_viewport = core::recti(0, UserConfigParams::m_height>>1,
UserConfigParams::m_width,
UserConfigParams::m_height);
m_scaling = core::vector2df(1.0f, 0.5f);
m_fov = DEGREE_TO_RAD*65.0f;
m_aspect *= 2.0f;
}
break;*/
case 4:
{ // g++ 4.3 whines about the variables in switch/case if not {}-wrapped (???)
const int x1 = (m_index%2==0 ? 0 : UserConfigParams::m_width>>1);
const int y1 = (m_index<2 ? 0 : UserConfigParams::m_height>>1);
const int x2 = (m_index%2==0 ? UserConfigParams::m_width>>1 : UserConfigParams::m_width);
const int y2 = (m_index<2 ? UserConfigParams::m_height>>1 : UserConfigParams::m_height);
m_viewport = core::recti(x1, y1, x2, y2);
m_scaling = core::vector2df(0.5f, 0.5f);
m_fov = DEGREE_TO_RAD*50.0f;
}
break;
default:
if(UserConfigParams::logMisc())
Log::warn("Camera", "Incorrect number of players: '%d' - assuming 1.",
race_manager->getNumLocalPlayers());
m_viewport = core::recti(0, 0,
UserConfigParams::m_width,
UserConfigParams::m_height);
m_scaling = core::vector2df(1.0f, 1.0f);
m_fov = DEGREE_TO_RAD*75.0f;
break;
} // switch
m_camera->setFOV(m_fov);
m_camera->setAspectRatio(m_aspect);
m_camera->setFarValue(World::getWorld()->getTrack()->getCameraFar());
if (UserConfigParams::m_weather_effects &&
World::getWorld()->getTrack()->getWeatherType() == WEATHER_RAIN)
{
m_rain = new Rain(this, NULL);
}
} // setupCamera
// ----------------------------------------------------------------------------
/** Sets the mode of the camera.
* \param mode Mode the camera should be switched to.
*/
void Camera::setMode(Mode mode)
{
// If we switch from reverse view, move the camera immediately to the
// correct position.
if((m_mode==CM_REVERSE && mode==CM_NORMAL) || (m_mode==CM_FALLING && mode==CM_NORMAL))
{
Vec3 start_offset(0, 1.6f, -3);
Vec3 current_position = m_kart->getTrans()(start_offset);
m_camera->setPosition( current_position.toIrrVector());
m_camera->setTarget(m_camera->getPosition());
}
if(mode==CM_FINAL)
{
if(m_end_cameras.size()>0)
m_camera->setPosition(m_end_cameras[0].m_position.toIrrVector());
m_next_end_camera = m_end_cameras.size()>1 ? 1 : 0;
m_current_end_camera = 0;
m_camera->setFOV(m_fov);
handleEndCamera(0);
} // mode==CM_FINAL
m_mode = mode;
} // setMode
// ----------------------------------------------------------------------------
/** Returns the current mode of the camera.
*/
Camera::Mode Camera::getMode()
{
return m_mode;
}
//-----------------------------------------------------------------------------
/** Reset is called when a new race starts. Make sure that the camera
is aligned neutral, and not like in the previous race
*/
void Camera::reset()
{
m_kart = m_original_kart;
setMode(CM_NORMAL);
if (m_kart != NULL)
setInitialTransform();
} // reset
//-----------------------------------------------------------------------------
/** Saves the current kart position as initial starting position for the
* camera.
*/
void Camera::setInitialTransform()
{
if (m_kart == NULL) return;
Vec3 start_offset(0, 1.6f, -3);
Vec3 current_position = m_kart->getTrans()(start_offset);
m_camera->setPosition( current_position.toIrrVector());
// Reset the target from the previous target (in case of a restart
// of a race) - otherwise the camera will initially point in the wrong
// direction till smoothMoveCamera has corrected this. Setting target
// to position doesn't make sense, but smoothMoves will adjust the
// value before the first frame is rendered
m_camera->setTarget(m_camera->getPosition());
m_camera->setRotation(core::vector3df(0, 0, 0));
m_camera->setRotation( core::vector3df( 0.0f, 0.0f, 0.0f ) );
m_camera->setFOV(m_fov);
assert(!isnan(m_camera->getPosition().X));
assert(!isnan(m_camera->getPosition().Y));
assert(!isnan(m_camera->getPosition().Z));
} // setInitialTransform
//-----------------------------------------------------------------------------
/** Moves the camera smoothly from the current camera position (and target)
* to the new position and target.
* \param wanted_position The position the camera wanted to reach.
* \param wanted_target The point the camera wants to point to.
*/
void Camera::smoothMoveCamera(float dt)
{
Kart *kart = dynamic_cast<Kart*>(m_kart);
if (kart->isFlying())
{
Vec3 vec3 = m_kart->getXYZ() + Vec3(sin(m_kart->getHeading()) * -4.0f, 0.5f, cos(m_kart->getHeading()) * -4.0f);
m_camera->setTarget(m_kart->getXYZ().toIrrVector());
m_camera->setPosition(vec3.toIrrVector());
return;
}
core::vector3df current_position = m_camera->getPosition();
// Smoothly interpolate towards the position and target
const KartProperties *kp = m_kart->getKartProperties();
float max_increase_with_zipper = kp->getZipperMaxSpeedIncrease();
float max_speed_without_zipper = kp->getMaxSpeed();
float current_speed = m_kart->getSpeed();
const Skidding *ks = m_kart->getSkidding();
float skid_factor = ks->getVisualSkidRotation();
float skid_angle = asin(skid_factor);
float ratio = (current_speed - max_speed_without_zipper) / max_increase_with_zipper;
ratio = ratio > -0.12f ? ratio : -0.12f;
float camera_distance = -3 * (0.5f + ratio);// distance of camera from kart in x and z plane
if (camera_distance > -2.0f) camera_distance = -2.0f;
Vec3 camera_offset(camera_distance * sin(skid_angle / 2),
1.1f * (1 + ratio / 2),
camera_distance * cos(skid_angle / 2));// defines how far camera should be from player kart.
Vec3 m_kart_camera_position_with_offset = m_kart->getTrans()(camera_offset);
core::vector3df current_target = m_kart->getXYZ().toIrrVector();// next target
current_target.Y += 0.5f;
core::vector3df wanted_position = m_kart_camera_position_with_offset.toIrrVector();// new required position of camera
if ((m_kart->getSpeed() > 5 ) || (m_kart->getSpeed() < 0 ))
{
current_position += ((wanted_position - current_position) * dt
* (m_kart->getSpeed()>0 ? m_kart->getSpeed()/3 + 1.0f
: -1.5f * m_kart->getSpeed() + 2.0f));
}
else
{
current_position += (wanted_position - current_position) * dt * 5;
}
if(m_mode!=CM_FALLING)
m_camera->setPosition(current_position);
m_camera->setTarget(current_target);//set new target
assert(!isnan(m_camera->getPosition().X));
assert(!isnan(m_camera->getPosition().Y));
assert(!isnan(m_camera->getPosition().Z));
if (race_manager->getNumLocalPlayers() < 2)
{
sfx_manager->positionListener(current_position, current_target - current_position);
}
} // smoothMoveCamera
//-----------------------------------------------------------------------------
/** Computes the wanted camera position and target for normal camera mode.
* Besides being used in update(dt), it is also used when switching the
* camera from reverse mode to normal mode - in which case we don't want
* to have a smooth camera.
* \param wanted_position The position the camera should be.
* \param wanted_target The target position the camera should target.
*/
void Camera::computeNormalCameraPosition(Vec3 *wanted_position,
Vec3 *wanted_target)
{
*wanted_target = m_kart->getXYZ();
wanted_target->setY(wanted_target->getY()+ 0.75f);
// This first line moves the camera around behind the kart, pointing it
// towards where the kart is turning (and turning even more while skidding).
// The skidding effect is dampened.
float steering = m_kart->getSteerPercent()
* (1.0f + (m_kart->getSkidding()->getSkidFactor() - 1.0f)
/2.3f );
// quadratically to dampen small variations (but keep sign)
float dampened_steer = fabsf(steering) * steering;
float tan_up = tan(m_kart->getKartProperties()->getCameraForwardUpAngle());
Vec3 relative_position(-m_distance*m_rotation_range*dampened_steer*0.5f,
m_distance*tan_up+0.75f,
-m_distance);
*wanted_position = m_kart->getTrans()(relative_position);
} // computeNormalCameraPosition
//-----------------------------------------------------------------------------
/** Determine the camera settings for the current frame.
* \param above_kart How far above the camera should aim at.
* \param cam_angle Angle above the kart plane for the camera.
* \param sideway Sideway movement of the camera.
* \param distance Distance from kart.
*/
void Camera::getCameraSettings(float *above_kart, float *cam_angle,
float *sideway, float *distance,
bool *smoothing)
{
const KartProperties *kp = m_kart->getKartProperties();
switch(m_mode)
{
case CM_NORMAL:
case CM_FALLING:
{
if(UserConfigParams::m_camera_debug==2)
{
*above_kart = 0;
*cam_angle = 0;
}
else
{
*above_kart = 0.75f;
*cam_angle = kp->getCameraForwardUpAngle();
}
float steering = m_kart->getSteerPercent()
* (1.0f + (m_kart->getSkidding()->getSkidFactor()
- 1.0f)/2.3f );
// quadratically to dampen small variations (but keep sign)
float dampened_steer = fabsf(steering) * steering;
*sideway = -m_rotation_range*dampened_steer*0.5f;
*distance = -m_distance;
*smoothing = true;
break;
} // CM_FALLING
case CM_REVERSE: // Same as CM_NORMAL except it looks backwards
{
*above_kart = 0.75f;
*cam_angle = kp->getCameraBackwardUpAngle();
*sideway = 0;
*distance = 2.0f*m_distance;
*smoothing = false;
break;
}
case CM_CLOSEUP: // Lower to the ground and closer to the kart
{
*above_kart = 0.75f;
*cam_angle = 20.0f*DEGREE_TO_RAD;
*sideway = m_rotation_range
* m_kart->getSteerPercent()
* m_kart->getSkidding()->getSkidFactor();
*distance = -0.5f*m_distance;
*smoothing = false;
break;
}
case CM_LEADER_MODE:
{
*above_kart = 0.0f;
*cam_angle = 40*DEGREE_TO_RAD;
*sideway = 0;
*distance = 2.0f*m_distance;
*smoothing = true;
break;
}
case CM_FINAL:
case CM_SIMPLE_REPLAY:
// TODO: Implement
break;
}
} // getCameraSettings
//-----------------------------------------------------------------------------
/** Called once per time frame to move the camera to the right position.
* \param dt Time step.
*/
void Camera::update(float dt)
{
if (m_kart == NULL) return; // cameras not attached to kart must be positioned manually
float above_kart, cam_angle, side_way, distance;
bool smoothing;
// The following settings give a debug camera which shows the track from
// high above the kart straight down.
if (UserConfigParams::m_camera_debug==1)
{
core::vector3df xyz = m_kart->getXYZ().toIrrVector();
m_camera->setTarget(xyz);
xyz.Y = xyz.Y+55;
xyz.Z -= 5.0f;
m_camera->setPosition(xyz);
// To view inside tunnels (FIXME 27>15 why??? makes no sense
// - the kart should not be visible, but it works)
m_camera->setNearValue(27.0);
}
else if (m_mode==CM_FINAL)
{
handleEndCamera(dt);
}
// If an explosion is happening, stop moving the camera,
// but keep it target on the kart.
else if (dynamic_cast<ExplosionAnimation*>(m_kart->getKartAnimation()))
{
getCameraSettings(&above_kart, &cam_angle, &side_way, &distance, &smoothing);
// The camera target needs to be 'smooth moved', otherwise
// there will be a noticable jump in the first frame
// Aim at the usual same position of the kart (i.e. slightly
// above the kart).
// Note: this code is replicated from smoothMoveCamera so that
// the camera keeps on pointing to the same spot.
core::vector3df current_target = (m_kart->getXYZ().toIrrVector()+core::vector3df(0, above_kart, 0));
m_camera->setTarget(current_target);
}
else
{
getCameraSettings(&above_kart, &cam_angle, &side_way, &distance, &smoothing);
positionCamera(dt, above_kart, cam_angle, side_way, distance, smoothing);
}
if (UserConfigParams::m_graphical_effects && m_rain)
{
m_rain->setPosition( getCameraSceneNode()->getPosition() );
m_rain->update(dt);
} // UserConfigParams::m_graphical_effects
} // update
// ----------------------------------------------------------------------------
/** Actually sets the camera based on the given parameter.
* \param above_kart How far above the camera should aim at.
* \param cam_angle Angle above the kart plane for the camera.
* \param sideway Sideway movement of the camera.
* \param distance Distance from kart.
*/
void Camera::positionCamera(float dt, float above_kart, float cam_angle,
float side_way, float distance, float smoothing)
{
Vec3 wanted_position;
Vec3 wanted_target = m_kart->getXYZ();
if(UserConfigParams::m_camera_debug==2)
wanted_target.setY(m_kart->getVehicle()->getWheelInfo(2).m_raycastInfo.m_contactPointWS.getY());
else
wanted_target.setY(wanted_target.getY()+above_kart);
float tan_up = tan(cam_angle);
Vec3 relative_position(side_way,
fabsf(distance)*tan_up+above_kart,
distance);
btTransform t=m_kart->getTrans();
if(stk_config->m_camera_follow_skid &&
m_kart->getSkidding()->getVisualSkidRotation()!=0)
{
// If the camera should follow the graphical skid, add the
// visual rotation to the relative vector:
btQuaternion q(m_kart->getSkidding()->getVisualSkidRotation(), 0, 0);
t.setBasis(t.getBasis() * btMatrix3x3(q));
}
wanted_position = t(relative_position);
if (smoothing)
{
smoothMoveCamera(dt);
}
else
{
if (m_mode!=CM_FALLING)
m_camera->setPosition(wanted_position.toIrrVector());
m_camera->setTarget(wanted_target.toIrrVector());
if (race_manager->getNumLocalPlayers() < 2)
{
sfx_manager->positionListener(m_camera->getPosition(),
wanted_target - m_camera->getPosition());
}
}
Kart *kart = dynamic_cast<Kart*>(m_kart);
if (kart && !kart->isFlying())
{
// Rotate the up vector (0,1,0) by the rotation ... which is just column 1
Vec3 up = m_kart->getTrans().getBasis().getColumn(1);
float f = 0.04f; // weight for new up vector to reduce shaking
m_camera->setUpVector(f * up.toIrrVector() +
(1.0f - f) * m_camera->getUpVector());
} // kart && !flying
else
m_camera->setUpVector(core::vector3df(0, 1, 0));
} // positionCamera
// ----------------------------------------------------------------------------
/** This function handles the end camera. It adjusts the camera position
* according to the current camera type, and checks if a switch to the
* next camera should be made.
* \param dt Time step size.
*/
void Camera::handleEndCamera(float dt)
{
// First test if the kart is close enough to the next end camera, and
// if so activate it.
if( m_end_cameras.size()>0 &&
m_end_cameras[m_next_end_camera].isReached(m_kart->getXYZ()))
{
m_current_end_camera = m_next_end_camera;
if(m_end_cameras[m_current_end_camera].m_type
==EndCameraInformation::EC_STATIC_FOLLOW_KART)
{
m_camera->setPosition(
m_end_cameras[m_current_end_camera].m_position.toIrrVector()
);
}
m_camera->setFOV(m_fov);
m_next_end_camera++;
if(m_next_end_camera>=(unsigned)m_end_cameras.size())
m_next_end_camera = 0;
}
EndCameraInformation::EndCameraType info
= m_end_cameras.size()==0 ? EndCameraInformation::EC_AHEAD_OF_KART
: m_end_cameras[m_current_end_camera].m_type;
switch(info)
{
case EndCameraInformation::EC_STATIC_FOLLOW_KART:
{
// Since the camera has no parents, we can use the relative
// position here (otherwise we need to call updateAbsolutePosition
// after changing the relative position in order to get the right
// position here).
const core::vector3df &cp = m_camera->getPosition();
const Vec3 &kp = m_kart->getXYZ();
// Estimate the fov, assuming that the vector from the camera to
// the kart and the kart length are orthogonal to each other
// --> tan (fov) = kart_length / camera_kart_distance
// In order to show a little bit of the surrounding of the kart
// the kart length is multiplied by 6 (experimentally found)
float fov = 6*atan2(m_kart->getKartLength(),
(cp-kp.toIrrVector()).getLength());
m_camera->setFOV(fov);
m_camera->setTarget(m_kart->getXYZ().toIrrVector());
break;
}
case EndCameraInformation::EC_AHEAD_OF_KART:
{
const KartProperties *kp=m_kart->getKartProperties();
float cam_angle = kp->getCameraBackwardUpAngle();
positionCamera(dt, /*above_kart*/0.75f,
cam_angle, /*side_way*/0,
2.0f*m_distance, /*smoothing*/false);
break;
}
default: break;
} // switch
} // handleEndCamera
// ----------------------------------------------------------------------------
/** Sets viewport etc. for this camera. Called from irr_driver just before
* rendering the view for this kart.
*/
void Camera::activate()
{
s_active_camera = this;
irr::scene::ISceneManager *sm = irr_driver->getSceneManager();
sm->setActiveCamera(m_camera);
irr_driver->getVideoDriver()->setViewPort(m_viewport);
} // activate
// ----------------------------------------------------------------------------