/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "irrlichttypes_extrabloated.h" #include "inventory.h" #include "client/tile.h" #include #include #include #include "util/Optional.h" class LocalPlayer; struct MapDrawControl; class Client; class RenderingEngine; class WieldMeshSceneNode; struct Nametag { scene::ISceneNode *parent_node; std::string text; video::SColor textcolor; Optional bgcolor; v3f pos; Nametag(scene::ISceneNode *a_parent_node, const std::string &text, const video::SColor &textcolor, const Optional &bgcolor, const v3f &pos): parent_node(a_parent_node), text(text), textcolor(textcolor), bgcolor(bgcolor), pos(pos) { } video::SColor getBgColor(bool use_fallback) const { if (bgcolor) return bgcolor.value(); else if (!use_fallback) return video::SColor(0, 0, 0, 0); else if (textcolor.getLuminance() > 186) // Dark background for light text return video::SColor(50, 50, 50, 50); else // Light background for dark text return video::SColor(50, 255, 255, 255); } }; enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT}; /* Client camera class, manages the player and camera scene nodes, the viewing distance and performs view bobbing etc. It also displays the wielded tool in front of the first-person camera. */ class Camera { public: Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine); ~Camera(); // Get camera scene node. // It has the eye transformation, pitch and view bobbing applied. inline scene::ICameraSceneNode* getCameraNode() const { return m_cameranode; } // Get the camera position (in absolute scene coordinates). // This has view bobbing applied. inline v3f getPosition() const { return m_camera_position; } // Returns the absolute position of the head SceneNode in the world inline v3f getHeadPosition() const { return m_headnode->getAbsolutePosition(); } // Get the camera direction (in absolute camera coordinates). // This has view bobbing applied. inline v3f getDirection() const { return m_camera_direction; } // Get the camera offset inline v3s16 getOffset() const { return m_camera_offset; } // Horizontal field of view inline f32 getFovX() const { return m_fov_x; } // Vertical field of view inline f32 getFovY() const { return m_fov_y; } // Get maximum of getFovX() and getFovY() inline f32 getFovMax() const { return MYMAX(m_fov_x, m_fov_y); } // Notify about new server-sent FOV and initialize smooth FOV transition void notifyFovChange(); // Checks if the constructor was able to create the scene nodes bool successfullyCreated(std::string &error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); // Update the camera from the local player's position. // busytime is used to adjust the viewing range. void update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio); // Update render distance void updateViewingRange(); // Start digging animation // Pass 0 for left click, 1 for right click void setDigging(s32 button); // Replace the wielded item mesh void wield(const ItemStack &item); // Draw the wielded tool. // This has to happen *after* the main scene is drawn. // Warning: This clears the Z buffer. void drawWieldedTool(irr::core::matrix4* translation=NULL); // Toggle the current camera mode void toggleCameraMode() { if (m_camera_mode == CAMERA_MODE_FIRST) m_camera_mode = CAMERA_MODE_THIRD; else if (m_camera_mode == CAMERA_MODE_THIRD) m_camera_mode = CAMERA_MODE_THIRD_FRONT; else m_camera_mode = CAMERA_MODE_FIRST; } // Set the current camera mode inline void setCameraMode(CameraMode mode) { m_camera_mode = mode; } //read the current camera mode inline CameraMode getCameraMode() { return m_camera_mode; } Nametag *addNametag(scene::ISceneNode *parent_node, const std::string &text, video::SColor textcolor, Optional bgcolor, const v3f &pos); void removeNametag(Nametag *nametag); void drawNametags(); inline void addArmInertia(f32 player_yaw); private: // Nodes scene::ISceneNode *m_playernode = nullptr; scene::ISceneNode *m_headnode = nullptr; scene::ICameraSceneNode *m_cameranode = nullptr; scene::ISceneManager *m_wieldmgr = nullptr; WieldMeshSceneNode *m_wieldnode = nullptr; // draw control MapDrawControl& m_draw_control; Client *m_client; // Default Client FOV (as defined by the "fov" setting) f32 m_cache_fov; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; bool m_stepheight_smooth_active = false; // Server-sent FOV variables bool m_server_sent_fov = false; f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees; // FOV transition variables bool m_fov_transition_active = false; f32 m_fov_diff, m_transition_time; v2f m_wieldmesh_offset = v2f(55.0f, -35.0f); v2f m_arm_dir; v2f m_cam_vel; v2f m_cam_vel_old; v2f m_last_cam_pos; // Field of view and aspect ratio stuff f32 m_aspect = 1.0f; f32 m_fov_x = 1.0f; f32 m_fov_y = 1.0f; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim = 0.0f; // If 0, view bobbing is off (e.g. player is standing). // If 1, view bobbing is on (player is walking). // If 2, view bobbing is getting switched off. s32 m_view_bobbing_state = 0; // Speed of view bobbing animation f32 m_view_bobbing_speed = 0.0f; // Fall view bobbing f32 m_view_bobbing_fall = 0.0f; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim = 0.0f; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button = -1; // Animation when changing wielded item f32 m_wield_change_timer = 0.125f; ItemStack m_wield_item_next; CameraMode m_camera_mode = CAMERA_MODE_FIRST; f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; bool m_arm_inertia; std::list m_nametags; bool m_show_nametag_backgrounds; };