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);
81 void addArmInertia(f32 player_yaw, v3f camera_direction);
82 void update(video::SColor player_light_color, f32 view_bobbing_anim, f32 tool_reload_ratio);
83 void setDigging(s32 button);
84 void wield(const ItemStack &item);
91 WieldMeshSceneNode *m_meshnode = nullptr;
93 // Digging animation frame (0 <= m_digging_anim < 1)
94 f32 m_digging_anim = 0.0f;
96 // If -1, no digging animation
97 // If 0, left-click digging animation
98 // If 1, right-click digging animation
99 s32 m_digging_button = -1;
101 // Animation when changing wielded item
102 f32 m_change_timer = 0.125f;
103 ItemStack m_item_next;
104 bool m_item_old = false;
106 // Last known light color of the player
107 video::SColor m_player_light_color;
110 v2f m_offset = v2f(55.0f, -35.0f);
117 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
120 Client camera class, manages the player and camera scene nodes, the viewing distance
121 and performs view bobbing etc. It also displays the wielded tool in front of the
127 Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
130 // Get camera scene node.
131 // It has the eye transformation, pitch and view bobbing applied.
132 inline scene::ICameraSceneNode* getCameraNode() const
137 // Get the camera position (in absolute scene coordinates).
138 // This has view bobbing applied.
139 inline v3f getPosition() const
141 return m_camera_position;
144 // Returns the absolute position of the head SceneNode in the world
145 inline v3f getHeadPosition() const
147 return m_headnode->getAbsolutePosition();
150 // Get the camera direction (in absolute camera coordinates).
151 // This has view bobbing applied.
152 inline v3f getDirection() const
154 return m_camera_direction;
157 // Get the camera offset
158 inline v3s16 getOffset() const
160 return m_camera_offset;
163 // Horizontal field of view
164 inline f32 getFovX() const
169 // Vertical field of view
170 inline f32 getFovY() const
175 // Get maximum of getFovX() and getFovY()
176 inline f32 getFovMax() const
178 return MYMAX(m_fov_x, m_fov_y);
181 // Returns a lambda that when called with an object's position and bounding-sphere
182 // radius (both in BS space) returns true if, and only if the object should be
184 auto getFrustumCuller() const
186 return [planes = getFrustumCullPlanes(),
187 camera_offset = intToFloat(m_camera_offset, BS)
188 ](v3f position, f32 radius) {
189 v3f pos_camspace = position - camera_offset;
190 for (auto &plane : planes) {
191 if (plane.getDistanceTo(pos_camspace) > radius)
198 // Notify about new server-sent FOV and initialize smooth FOV transition
199 void notifyFovChange();
201 // Step the camera: updates the viewing range and view bobbing.
202 void step(f32 dtime);
204 // Update the camera from the local player's position.
205 void update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio);
207 // Update render distance
208 void updateViewingRange();
210 // Start digging animation
211 // button: Pass 0 for left click, 1 for right click
212 void setDigging(s32 button, HandIndex hand);
214 // Replace the wielded item mesh
215 void wield(const ItemStack &item, HandIndex hand);
217 // Draw the wielded tool.
218 // This has to happen *after* the main scene is drawn.
219 // Warning: This clears the Z buffer.
220 void drawWieldedTool(irr::core::matrix4* translation=NULL);
222 // Toggle the current camera mode
223 void toggleCameraMode() {
224 if (m_camera_mode == CAMERA_MODE_FIRST)
225 m_camera_mode = CAMERA_MODE_THIRD;
226 else if (m_camera_mode == CAMERA_MODE_THIRD)
227 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
229 m_camera_mode = CAMERA_MODE_FIRST;
232 // Set the current camera mode
233 inline void setCameraMode(CameraMode mode)
235 m_camera_mode = mode;
238 //read the current camera mode
239 inline CameraMode getCameraMode()
241 return m_camera_mode;
244 Nametag *addNametag(scene::ISceneNode *parent_node,
245 const std::string &text, video::SColor textcolor,
246 Optional<video::SColor> bgcolor, const v3f &pos);
248 void removeNametag(Nametag *nametag);
252 inline void addArmInertia(f32 player_yaw);
255 // Use getFrustumCuller().
256 // This helper just exists to decrease the header's number of includes.
257 std::array<core::plane3d<f32>, 4> getFrustumCullPlanes() const;
260 scene::ISceneNode *m_playernode = nullptr;
261 scene::ISceneNode *m_headnode = nullptr;
262 scene::ICameraSceneNode *m_cameranode = nullptr;
264 WieldNode *m_wieldnodes[2];
266 scene::ISceneManager *m_wieldmgr = nullptr;
269 MapDrawControl& m_draw_control;
273 // Default Client FOV (as defined by the "fov" setting)
276 // Absolute camera position
277 v3f m_camera_position;
278 // Absolute camera direction
279 v3f m_camera_direction;
281 v3s16 m_camera_offset;
283 bool m_stepheight_smooth_active = false;
285 // Server-sent FOV variables
286 bool m_server_sent_fov = false;
287 f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;
289 // FOV transition variables
290 bool m_fov_transition_active = false;
291 f32 m_fov_diff, m_transition_time;
293 // Field of view and aspect ratio stuff
298 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
299 f32 m_view_bobbing_anim = 0.0f;
300 // If 0, view bobbing is off (e.g. player is standing).
301 // If 1, view bobbing is on (player is walking).
302 // If 2, view bobbing is getting switched off.
303 s32 m_view_bobbing_state = 0;
304 // Speed of view bobbing animation
305 f32 m_view_bobbing_speed = 0.0f;
307 f32 m_view_bobbing_fall = 0.0f;
309 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
311 f32 m_cache_fall_bobbing_amount;
312 f32 m_cache_view_bobbing_amount;
315 std::list<Nametag *> m_nametags;
316 bool m_show_nametag_backgrounds;
318 // Last known light color of the player
319 video::SColor m_player_light_color;