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Allow zoom to actually show more data.

This allows the client to retrieve blocks at a greater distance
from the server, thus allowing for a real zoom.
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lhofhansl committed Nov 16, 2017
1 parent ee6bb5a commit ae9b1aa1774aedca8f452514d9462c281e36773a
Showing with 33 additions and 15 deletions.
  1. +3 −2 src/camera.cpp
  2. +14 −13 src/clientiface.cpp
  3. +14 −0 src/util/numeric.cpp
  4. +2 −0 src/util/numeric.h
@@ -458,7 +458,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
} else {
fov_degrees = m_cache_fov;
}
fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
fov_degrees = rangelim(fov_degrees, 1.0, 160.0);

// FOV and aspect ratio
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
@@ -550,7 +550,8 @@ void Camera::updateViewingRange()
{
f32 viewing_range = g_settings->getFloat("viewing_range");
f32 near_plane = g_settings->getFloat("near_plane");
m_draw_control.wanted_range = viewing_range;

m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
if (m_draw_control.range_all) {
m_cameranode->setFarValue(100000.0);
@@ -196,6 +196,20 @@ void RemoteClient::GetNextBlocks (
s16 wanted_range = sao->getWantedRange() + 1;
float camera_fov = sao->getFov();

const s16 full_d_max = std::min(adjustDist(m_max_send_distance, camera_fov), wanted_range);
const s16 d_opt = std::min(adjustDist(m_block_optimize_distance, camera_fov), wanted_range);
const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;

s16 d_max = full_d_max;
s16 d_max_gen = std::min(adjustDist(m_max_gen_distance, camera_fov), wanted_range);

// Don't loop very much at a time, adjust with distance,
// do more work per RTT with greater distances.
s16 max_d_increment_at_time = full_d_max / 9 + 1;
if (d_max > d_start + max_d_increment_at_time)
d_max = d_start + max_d_increment_at_time;

// cos(angle between velocity and camera) * |velocity|
// Limit to 0.0f in case player moves backwards.
f32 dot = rangelim(camera_dir.dotProduct(playerspeed), 0.0f, 300.0f);
@@ -204,19 +218,6 @@ void RemoteClient::GetNextBlocks (
// limit max fov effect to 50%, 60% at 20n/s fly speed
camera_fov = camera_fov / (1 + dot / 300.0f);

const s16 full_d_max = std::min(m_max_send_distance, wanted_range);
const s16 d_opt = std::min(m_block_optimize_distance, wanted_range);
const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
//infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;

s16 d_max = full_d_max;
s16 d_max_gen = std::min(m_max_gen_distance, wanted_range);

// Don't loop very much at a time
s16 max_d_increment_at_time = 2;
if (d_max > d_start + max_d_increment_at_time)
d_max = d_start + max_d_increment_at_time;

s32 nearest_emerged_d = -1;
s32 nearest_emergefull_d = -1;
s32 nearest_sent_d = -1;
@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "noise.h" // PseudoRandom, PcgRandom
#include "threading/mutex_auto_lock.h"
#include <cstring>
#include <cmath>


// myrand
@@ -161,3 +162,16 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,

return true;
}

s16 adjustDist(s16 dist, float zoom_fov)
{
// 1.775 ~= 72 * PI / 180 * 1.4, the default on the client
const float default_fov = 1.775f;
// heuristic cut-off for zooming
if (zoom_fov > default_fov / 2.0f)
return dist;

// new_dist = dist * ((1 - cos(FOV / 2)) / (1-cos(zoomFOV /2))) ^ (1/3)
return round(dist * cbrt((1.0f - cos(default_fov / 2.0f)) /
(1.0f - cos(zoom_fov / 2.0f))));
}
@@ -232,6 +232,8 @@ u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed);
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
f32 camera_fov, f32 range, f32 *distance_ptr=NULL);

s16 adjustDist(s16 dist, float zoom_fov);

/*
Returns nearest 32-bit integer for given floating point number.
<cmath> and <math.h> in VC++ don't provide round().

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