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set_fov: Add support for time-based transitions (#9705)

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ANAND 2020-05-02 16:22:11 +05:30 committed by GitHub
parent ac368af4fe
commit e0ea87f1f3
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8 changed files with 123 additions and 34 deletions

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@ -86,6 +86,51 @@ Camera::~Camera()
m_wieldmgr->drop();
}
void Camera::notifyFovChange()
{
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
assert(player);
PlayerFovSpec spec = player->getFov();
/*
* Update m_old_fov_degrees first - it serves as the starting point of the
* upcoming transition.
*
* If an FOV transition is already active, mark current FOV as the start of
* the new transition. If not, set it to the previous transition's target FOV.
*/
if (m_fov_transition_active)
m_old_fov_degrees = m_curr_fov_degrees;
else
m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov;
/*
* Update m_server_sent_fov next - it corresponds to the target FOV of the
* upcoming transition.
*
* Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if
* server-sent FOV is a multiplier, and multiply it with m_cache_fov instead
* of overriding.
*/
if (spec.fov == 0.0f) {
m_server_sent_fov = false;
m_target_fov_degrees = m_cache_fov;
} else {
m_server_sent_fov = true;
m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov;
}
if (spec.transition_time > 0.0f)
m_fov_transition_active = true;
// If FOV smooth transition is active, initialize required variables
if (m_fov_transition_active) {
m_transition_time = spec.transition_time;
m_fov_diff = m_target_fov_degrees - m_old_fov_degrees;
}
}
bool Camera::successfullyCreated(std::string &error_message)
{
if (!m_playernode) {
@ -462,33 +507,38 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
m_camera_position = my_cp;
/*
* Apply server-sent FOV. If server doesn't enforce FOV,
* check for zoom and set to zoom FOV.
* Otherwise, default to m_cache_fov
* Apply server-sent FOV, instantaneous or smooth transition.
* If not, check for zoom and set to zoom FOV.
* Otherwise, default to m_cache_fov.
*/
if (m_fov_transition_active) {
// Smooth FOV transition
// Dynamically calculate FOV delta based on frametimes
f32 delta = (frametime / m_transition_time) * m_fov_diff;
m_curr_fov_degrees += delta;
f32 fov_degrees;
PlayerFovSpec fov_spec = player->getFov();
if (fov_spec.fov > 0.0f) {
// If server-sent FOV is a multiplier, multiply
// it with m_cache_fov instead of overriding
if (fov_spec.is_multiplier)
fov_degrees = m_cache_fov * fov_spec.fov;
else
fov_degrees = fov_spec.fov;
// Mark transition as complete if target FOV has been reached
if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) ||
(m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) {
m_fov_transition_active = false;
m_curr_fov_degrees = m_target_fov_degrees;
}
} else if (m_server_sent_fov) {
// Instantaneous FOV change
m_curr_fov_degrees = m_target_fov_degrees;
} else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
// Player requests zoom, apply zoom FOV
fov_degrees = player->getZoomFOV();
m_curr_fov_degrees = player->getZoomFOV();
} else {
// Set to client's selected FOV
fov_degrees = m_cache_fov;
m_curr_fov_degrees = m_cache_fov;
}
fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f);
// FOV and aspect ratio
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
m_aspect = (f32) window_size.X / (f32) window_size.Y;
m_fov_y = fov_degrees * M_PI / 180.0;
m_fov_y = m_curr_fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));