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 HandIndex { MAINHAND = 0, OFFHAND = 1 };
79 WieldNode(HandIndex index, Client *client, scene::ISceneManager *mgr);
82 void addArmInertia(f32 player_yaw, v3f camera_direction);
83 void update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio);
84 void setDigging(s32 button);
85 void wield(const ItemStack &item);
92 WieldMeshSceneNode *m_meshnode = nullptr;
94 // Digging animation frame (0 <= m_digging_anim < 1)
95 f32 m_digging_anim = 0.0f;
97 // If -1, no digging animation
98 // If 0, left-click digging animation
99 // If 1, right-click digging animation
100 s32 m_digging_button = -1;
102 // Animation when changing wielded item
103 f32 m_change_timer = 0.125f;
104 ItemStack m_item_next;
105 bool m_item_old = false;
107 // Last known light color of the player
108 video::SColor m_player_light_color;
111 v2f m_offset = v2f(55.0f, -35.0f);
118 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
121 Client camera class, manages the player and camera scene nodes, the viewing distance
122 and performs view bobbing etc. It also displays the wielded tool in front of the
128 Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
131 // Get camera scene node.
132 // It has the eye transformation, pitch and view bobbing applied.
133 inline scene::ICameraSceneNode* getCameraNode() const
138 // Get the camera position (in absolute scene coordinates).
139 // This has view bobbing applied.
140 inline v3f getPosition() const
142 return m_camera_position;
145 // Returns the absolute position of the head SceneNode in the world
146 inline v3f getHeadPosition() const
148 return m_headnode->getAbsolutePosition();
151 // Get the camera direction (in absolute camera coordinates).
152 // This has view bobbing applied.
153 inline v3f getDirection() const
155 return m_camera_direction;
158 // Get the camera offset
159 inline v3s16 getOffset() const
161 return m_camera_offset;
164 // Horizontal field of view
165 inline f32 getFovX() const
170 // Vertical field of view
171 inline f32 getFovY() const
176 // Get maximum of getFovX() and getFovY()
177 inline f32 getFovMax() const
179 return MYMAX(m_fov_x, m_fov_y);
182 // Returns a lambda that when called with an object's position and bounding-sphere
183 // radius (both in BS space) returns true if, and only if the object should be
185 auto getFrustumCuller() const
187 return [planes = getFrustumCullPlanes(),
188 camera_offset = intToFloat(m_camera_offset, BS)
189 ](v3f position, f32 radius) {
190 v3f pos_camspace = position - camera_offset;
191 for (auto &plane : planes) {
192 if (plane.getDistanceTo(pos_camspace) > radius)
199 // Notify about new server-sent FOV and initialize smooth FOV transition
200 void notifyFovChange();
202 // Step the camera: updates the viewing range and view bobbing.
203 void step(f32 dtime);
205 // Update the camera from the local player's position.
206 void update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio);
208 // Update render distance
209 void updateViewingRange();
211 // Start digging animation
212 // button: Pass 0 for left click, 1 for right click
213 void setDigging(s32 button, HandIndex hand);
215 // Replace the wielded item mesh
216 void wield(const ItemStack &item, HandIndex hand);
218 // Draw the wielded tool.
219 // This has to happen *after* the main scene is drawn.
220 // Warning: This clears the Z buffer.
221 void drawWieldedTool(irr::core::matrix4* translation=NULL);
223 // Toggle the current camera mode
224 void toggleCameraMode() {
225 if (m_camera_mode == CAMERA_MODE_FIRST)
226 m_camera_mode = CAMERA_MODE_THIRD;
227 else if (m_camera_mode == CAMERA_MODE_THIRD)
228 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
230 m_camera_mode = CAMERA_MODE_FIRST;
233 // Set the current camera mode
234 inline void setCameraMode(CameraMode mode)
236 m_camera_mode = mode;
239 //read the current camera mode
240 inline CameraMode getCameraMode()
242 return m_camera_mode;
245 Nametag *addNametag(scene::ISceneNode *parent_node,
246 const std::string &text, video::SColor textcolor,
247 Optional<video::SColor> bgcolor, const v3f &pos);
249 void removeNametag(Nametag *nametag);
253 inline void addArmInertia(f32 player_yaw);
256 // Use getFrustumCuller().
257 // This helper just exists to decrease the header's number of includes.
258 std::array<core::plane3d<f32>, 4> getFrustumCullPlanes() const;
261 scene::ISceneNode *m_playernode = nullptr;
262 scene::ISceneNode *m_headnode = nullptr;
263 scene::ICameraSceneNode *m_cameranode = nullptr;
265 WieldNode *m_wieldnodes[2];
267 scene::ISceneManager *m_wieldmgr = nullptr;
270 MapDrawControl& m_draw_control;
274 // Default Client FOV (as defined by the "fov" setting)
277 // Absolute camera position
278 v3f m_camera_position;
279 // Absolute camera direction
280 v3f m_camera_direction;
282 v3s16 m_camera_offset;
284 bool m_stepheight_smooth_active = false;
286 // Server-sent FOV variables
287 bool m_server_sent_fov = false;
288 f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;
290 // FOV transition variables
291 bool m_fov_transition_active = false;
292 f32 m_fov_diff, m_transition_time;
294 // Field of view and aspect ratio stuff
299 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
300 f32 m_view_bobbing_anim = 0.0f;
301 // If 0, view bobbing is off (e.g. player is standing).
302 // If 1, view bobbing is on (player is walking).
303 // If 2, view bobbing is getting switched off.
304 s32 m_view_bobbing_state = 0;
305 // Speed of view bobbing animation
306 f32 m_view_bobbing_speed = 0.0f;
308 f32 m_view_bobbing_fall = 0.0f;
310 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
312 f32 m_cache_fall_bobbing_amount;
313 f32 m_cache_view_bobbing_amount;
316 std::list<Nametag *> m_nametags;
317 bool m_show_nametag_backgrounds;
319 // Last known light color of the player
320 video::SColor m_player_light_color;