3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
22 #include "irrlichttypes_extrabloated.h"
23 #include "inventory.h"
24 #include "client/tile.h"
25 #include <ICameraSceneNode.h>
26 #include <ISceneNode.h>
30 #include "util/Optional.h"
33 struct MapDrawControl;
35 class RenderingEngine;
36 class WieldMeshSceneNode;
40 scene::ISceneNode *parent_node;
42 video::SColor textcolor;
43 Optional<video::SColor> bgcolor;
46 Nametag(scene::ISceneNode *a_parent_node,
47 const std::string &text,
48 const video::SColor &textcolor,
49 const Optional<video::SColor> &bgcolor,
51 parent_node(a_parent_node),
59 video::SColor getBgColor(bool use_fallback) const
62 return bgcolor.value();
63 else if (!use_fallback)
64 return video::SColor(0, 0, 0, 0);
65 else if (textcolor.getLuminance() > 186)
66 // Dark background for light text
67 return video::SColor(50, 50, 50, 50);
69 // Light background for dark text
70 return video::SColor(50, 255, 255, 255);
74 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
77 Client camera class, manages the player and camera scene nodes, the viewing distance
78 and performs view bobbing etc. It also displays the wielded tool in front of the
84 Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
87 // Get camera scene node.
88 // It has the eye transformation, pitch and view bobbing applied.
89 inline scene::ICameraSceneNode* getCameraNode() const
94 // Get the camera position (in absolute scene coordinates).
95 // This has view bobbing applied.
96 inline v3f getPosition() const
98 return m_camera_position;
101 // Returns the absolute position of the head SceneNode in the world
102 inline v3f getHeadPosition() const
104 return m_headnode->getAbsolutePosition();
107 // Get the camera direction (in absolute camera coordinates).
108 // This has view bobbing applied.
109 inline v3f getDirection() const
111 return m_camera_direction;
114 // Get the camera offset
115 inline v3s16 getOffset() const
117 return m_camera_offset;
120 // Horizontal field of view
121 inline f32 getFovX() const
126 // Vertical field of view
127 inline f32 getFovY() const
132 // Get maximum of getFovX() and getFovY()
133 inline f32 getFovMax() const
135 return MYMAX(m_fov_x, m_fov_y);
138 // Returns a lambda that when called with an object's position and bounding-sphere
139 // radius (both in BS space) returns true if, and only if the object should be
141 auto getFrustumCuller() const
143 return [planes = getFrustumCullPlanes(),
144 camera_offset = intToFloat(m_camera_offset, BS)
145 ](v3f position, f32 radius) {
146 v3f pos_camspace = position - camera_offset;
147 for (auto &plane : planes) {
148 if (plane.getDistanceTo(pos_camspace) > radius)
155 // Notify about new server-sent FOV and initialize smooth FOV transition
156 void notifyFovChange();
158 // Step the camera: updates the viewing range and view bobbing.
159 void step(f32 dtime);
161 // Update the camera from the local player's position.
162 void update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio);
164 // Update render distance
165 void updateViewingRange();
167 // Start digging animation
168 // Pass 0 for left click, 1 for right click
169 void setDigging(s32 button);
171 // Replace the wielded item mesh
172 void wield(const ItemStack &item);
174 // Draw the wielded tool.
175 // This has to happen *after* the main scene is drawn.
176 // Warning: This clears the Z buffer.
177 void drawWieldedTool(irr::core::matrix4* translation=NULL);
179 // Toggle the current camera mode
180 void toggleCameraMode() {
181 if (m_camera_mode == CAMERA_MODE_FIRST)
182 m_camera_mode = CAMERA_MODE_THIRD;
183 else if (m_camera_mode == CAMERA_MODE_THIRD)
184 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
186 m_camera_mode = CAMERA_MODE_FIRST;
189 // Set the current camera mode
190 inline void setCameraMode(CameraMode mode)
192 m_camera_mode = mode;
195 //read the current camera mode
196 inline CameraMode getCameraMode()
198 return m_camera_mode;
201 Nametag *addNametag(scene::ISceneNode *parent_node,
202 const std::string &text, video::SColor textcolor,
203 Optional<video::SColor> bgcolor, const v3f &pos);
205 void removeNametag(Nametag *nametag);
209 inline void addArmInertia(f32 player_yaw);
212 // Use getFrustumCuller().
213 // This helper just exists to decrease the header's number of includes.
214 std::array<core::plane3d<f32>, 4> getFrustumCullPlanes() const;
217 scene::ISceneNode *m_playernode = nullptr;
218 scene::ISceneNode *m_headnode = nullptr;
219 scene::ICameraSceneNode *m_cameranode = nullptr;
221 scene::ISceneManager *m_wieldmgr = nullptr;
222 WieldMeshSceneNode *m_wieldnode = nullptr;
225 MapDrawControl& m_draw_control;
229 // Default Client FOV (as defined by the "fov" setting)
232 // Absolute camera position
233 v3f m_camera_position;
234 // Absolute camera direction
235 v3f m_camera_direction;
237 v3s16 m_camera_offset;
239 bool m_stepheight_smooth_active = false;
241 // Server-sent FOV variables
242 bool m_server_sent_fov = false;
243 f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;
245 // FOV transition variables
246 bool m_fov_transition_active = false;
247 f32 m_fov_diff, m_transition_time;
249 v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
255 // Field of view and aspect ratio stuff
260 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
261 f32 m_view_bobbing_anim = 0.0f;
262 // If 0, view bobbing is off (e.g. player is standing).
263 // If 1, view bobbing is on (player is walking).
264 // If 2, view bobbing is getting switched off.
265 s32 m_view_bobbing_state = 0;
266 // Speed of view bobbing animation
267 f32 m_view_bobbing_speed = 0.0f;
269 f32 m_view_bobbing_fall = 0.0f;
271 // Digging animation frame (0 <= m_digging_anim < 1)
272 f32 m_digging_anim = 0.0f;
273 // If -1, no digging animation
274 // If 0, left-click digging animation
275 // If 1, right-click digging animation
276 s32 m_digging_button = -1;
278 // Animation when changing wielded item
279 f32 m_wield_change_timer = 0.125f;
280 ItemStack m_wield_item_next;
282 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
284 f32 m_cache_fall_bobbing_amount;
285 f32 m_cache_view_bobbing_amount;
288 std::list<Nametag *> m_nametags;
289 bool m_show_nametag_backgrounds;
291 // Last known light color of the player
292 video::SColor m_player_light_color;