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>
28 #include "util/Optional.h"
31 struct MapDrawControl;
33 class RenderingEngine;
34 class WieldMeshSceneNode;
38 scene::ISceneNode *parent_node;
40 video::SColor textcolor;
41 Optional<video::SColor> bgcolor;
43 ITextureSource *texture_source;
44 std::vector<video::ITexture *> images;
45 core::dimension2di images_dim;
47 Nametag(scene::ISceneNode *a_parent_node,
48 const std::string &text,
49 const video::SColor &textcolor,
50 const Optional<video::SColor> &bgcolor,
53 const std::vector<std::string> &image_names):
54 parent_node(a_parent_node),
63 setImages(image_names);
66 void setImages(const std::vector<std::string> &image_names)
69 images_dim = core::dimension2di(0, 0);
71 for (const std::string &image_name : image_names) {
72 video::ITexture *texture = texture_source->getTexture(image_name);
73 core::dimension2di imgsize(texture->getOriginalSize());
75 images_dim.Width += imgsize.Width;
76 if (images_dim.Height < imgsize.Height)
77 images_dim.Height = imgsize.Height;
79 images.push_back(texture);
83 video::SColor getBgColor(bool use_fallback) const
86 return bgcolor.value();
87 else if (!use_fallback)
88 return video::SColor(0, 0, 0, 0);
89 else if (textcolor.getLuminance() > 186)
90 // Dark background for light text
91 return video::SColor(50, 50, 50, 50);
93 // Light background for dark text
94 return video::SColor(50, 255, 255, 255);
98 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
101 Client camera class, manages the player and camera scene nodes, the viewing distance
102 and performs view bobbing etc. It also displays the wielded tool in front of the
108 Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine);
111 // Get camera scene node.
112 // It has the eye transformation, pitch and view bobbing applied.
113 inline scene::ICameraSceneNode* getCameraNode() const
118 // Get the camera position (in absolute scene coordinates).
119 // This has view bobbing applied.
120 inline v3f getPosition() const
122 return m_camera_position;
125 // Returns the absolute position of the head SceneNode in the world
126 inline v3f getHeadPosition() const
128 return m_headnode->getAbsolutePosition();
131 // Get the camera direction (in absolute camera coordinates).
132 // This has view bobbing applied.
133 inline v3f getDirection() const
135 return m_camera_direction;
138 // Get the camera offset
139 inline v3s16 getOffset() const
141 return m_camera_offset;
144 // Horizontal field of view
145 inline f32 getFovX() const
150 // Vertical field of view
151 inline f32 getFovY() const
156 // Get maximum of getFovX() and getFovY()
157 inline f32 getFovMax() const
159 return MYMAX(m_fov_x, m_fov_y);
162 // Notify about new server-sent FOV and initialize smooth FOV transition
163 void notifyFovChange();
165 // Step the camera: updates the viewing range and view bobbing.
166 void step(f32 dtime);
168 // Update the camera from the local player's position.
169 void update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio);
171 // Update render distance
172 void updateViewingRange();
174 // Start digging animation
175 // Pass 0 for left click, 1 for right click
176 void setDigging(s32 button);
178 // Replace the wielded item mesh
179 void wield(const ItemStack &item);
181 // Draw the wielded tool.
182 // This has to happen *after* the main scene is drawn.
183 // Warning: This clears the Z buffer.
184 void drawWieldedTool(irr::core::matrix4* translation=NULL);
186 // Toggle the current camera mode
187 void toggleCameraMode() {
188 if (m_camera_mode == CAMERA_MODE_FIRST)
189 m_camera_mode = CAMERA_MODE_THIRD;
190 else if (m_camera_mode == CAMERA_MODE_THIRD)
191 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
193 m_camera_mode = CAMERA_MODE_FIRST;
196 // Set the current camera mode
197 inline void setCameraMode(CameraMode mode)
199 m_camera_mode = mode;
202 //read the current camera mode
203 inline CameraMode getCameraMode()
205 return m_camera_mode;
208 Nametag *addNametag(scene::ISceneNode *parent_node,
209 const std::string &text, video::SColor textcolor,
210 Optional<video::SColor> bgcolor, const v3f &pos,
211 const std::vector<std::string> &image_names);
213 void removeNametag(Nametag *nametag);
217 inline void addArmInertia(f32 player_yaw);
221 scene::ISceneNode *m_playernode = nullptr;
222 scene::ISceneNode *m_headnode = nullptr;
223 scene::ICameraSceneNode *m_cameranode = nullptr;
225 scene::ISceneManager *m_wieldmgr = nullptr;
226 WieldMeshSceneNode *m_wieldnode = nullptr;
229 MapDrawControl& m_draw_control;
233 // Default Client FOV (as defined by the "fov" setting)
236 // Absolute camera position
237 v3f m_camera_position;
238 // Absolute camera direction
239 v3f m_camera_direction;
241 v3s16 m_camera_offset;
243 bool m_stepheight_smooth_active = false;
245 // Server-sent FOV variables
246 bool m_server_sent_fov = false;
247 f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;
249 // FOV transition variables
250 bool m_fov_transition_active = false;
251 f32 m_fov_diff, m_transition_time;
253 v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
259 // Field of view and aspect ratio stuff
264 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
265 f32 m_view_bobbing_anim = 0.0f;
266 // If 0, view bobbing is off (e.g. player is standing).
267 // If 1, view bobbing is on (player is walking).
268 // If 2, view bobbing is getting switched off.
269 s32 m_view_bobbing_state = 0;
270 // Speed of view bobbing animation
271 f32 m_view_bobbing_speed = 0.0f;
273 f32 m_view_bobbing_fall = 0.0f;
275 // Digging animation frame (0 <= m_digging_anim < 1)
276 f32 m_digging_anim = 0.0f;
277 // If -1, no digging animation
278 // If 0, left-click digging animation
279 // If 1, right-click digging animation
280 s32 m_digging_button = -1;
282 // Animation when changing wielded item
283 f32 m_wield_change_timer = 0.125f;
284 ItemStack m_wield_item_next;
286 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
288 f32 m_cache_fall_bobbing_amount;
289 f32 m_cache_view_bobbing_amount;
292 std::list<Nametag *> m_nametags;
293 bool m_show_nametag_backgrounds;