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* Add zoom, tweakable with zoom_fov, default key: Z (like optifine)Esteban I. Ruiz Moreno2016-08-10
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* Camera: remove auto tune FPS, single view range settingRealBadAngel2016-02-21
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* Minimap: show player markersRealBadAngel2016-02-19
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* Move object nametags to cameraRealBadAngel2016-02-18
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* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
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* Change error_message from wstring to stringShadowNinja2015-03-27
| | | | This removes a lot of narrow/wide conversions where a wide string was never used.
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Fix regression (increase/decrease viewing range with +/- keys)Craig Robbins2014-12-07
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add support for interlaced polarized 3d screenssapier2014-05-18
| | | | Add (experimental) support for topbottom as well as sidebyside 3d mode
* Add support for dpi based HUD scalingsapier2014-04-27
| | | | | | Add support for (configurable) multiline hotbar Improved screensize handling Add userdefined gui scale by BlockMen
* Fix all warnings reported by clangSfan52014-04-15
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* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
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* Add third person viewBlockMen2014-04-12
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* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Fix and improve view range tunerPerttu Ahola2013-08-03
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* Add a little animation when changing the wielded itemPilzAdam2013-05-20
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* Swing the camera down when the player lands on the ground, based on the ↵MirceaKitsune2013-04-11
| | | | velocity the surface is hit with.
* fix mesh leak in camera classsapier2013-04-07
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Optimize headersPerttu Ahola2012-06-17
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* c55sound continuedPerttu Ahola2012-03-24
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
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* Page up and down change the minimum viewing rangeKahrl2012-02-01
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* inventorycube: use all three specified textures; also moved mesh creation / ↵Kahrl2011-12-03
| | | | modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
* Fix structs being declared as classesGiuseppe Bilotta2011-12-01
| | | | | | Some compilers complain when a class is declared as a struct or vice versa. Fix by making sure that the correct tag is used both in declaration and definition.
* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
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* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h ↵Kahrl2011-09-21
| | | | and refactored some other code into calls of that
* Create a separate scene manager for the wielded tool. This fixes the ↵Kahrl2011-09-21
| | | | glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark).
* Digging animationKahrl2011-09-20
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* Wielded tool updates, leaves and glass work nowKahrl2011-09-19
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* Convert any inventory item into a mesh, bring back ↵Kahrl2011-09-19
| | | | InventoryItem::getImageRay(), some const-correctness fixes
* Added sprite extruderKahrl2011-09-19
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* This looks more like MC view bobbing, but still not even closeKahrl2011-09-18
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* Made wielded tool move slightly (and smoothly) during view bobbing. Making ↵Kahrl2011-09-15
| | | | the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
* View bobbing is slower in the water.Kahrl2011-09-15
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* Implemented view bobbing (testing simple lemniscate shape)Kahrl2011-09-08
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* Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-08
camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
| | ----------------------------- | v | | | /-----------------\ v | | | +-----------------------------+ | | DefinitionsSent | |IN: | | | | | TOSERVER_REQUEST_MEDIA | | \-----------------/ | | | | +-----------------------------+ | | ^ | | | ----------------------------- | v v +-----------------------------+ --------------------------------+ |IN: | | ^ | TOSERVER_CLIENT_READY | v | +-----------------------------+ +------------------------+ | | |OUT: | | v | TOCLIENT_ACCESS_DENIED | | +-----------------------------+ +------------------------+ | |OUT: | | | | TOCLIENT_MOVE_PLAYER | v | | TOCLIENT_PRIVILEGES | /-----------------\ | | TOCLIENT_INVENTORY_FORMSPEC | | | | | UpdateCrafting | | Denied | | | TOCLIENT_INVENTORY | | | | | TOCLIENT_HP (opt) | \-----------------/ | | TOCLIENT_BREATH | | | TOCLIENT_DEATHSCREEN | | +-----------------------------+ | | | v | /-----------------\ async mod action (ban, kick) | | |--------------------------------------------------------------- ---->| Active | | | |---------------------------------------------- | \-----------------/ timeout v | | | +-----------------------------+ | | | |OUT: | | | | | TOCLIENT_DISCONNECT | | | | +-----------------------------+ | | | | | | v v | | +-----------------------------+ /-----------------\ | | |IN: | | | | | | TOSERVER_DISCONNECT |------------------->| Disconnecting | | | +-----------------------------+ | | | | \-----------------/ | | any auth packet which was | | allowed in TOCLIENT_AUTH_ACCEPT | v | *-----------------------------* Auth +-------------------------------+ | |Authentication, depending on | succeeds |OUT: | | | packet sent by client |---------->| TOCLIENT_ACCEPT_SUDO_MODE | | *-----------------------------* +-------------------------------+ | | | | | Auth fails /-----------------\ | v | | | +-------------------------------+ | SudoMode | | |OUT: | | | | | TOCLIENT_DENY_SUDO_MODE | \-----------------/ | +-------------------------------+ | | | v | | +-----------------------------+ | | sets password accordingly |IN: | -------------------+-------------------------------| TOSERVER_FIRST_SRP | +-----------------------------+ */ namespace con { class Connection; } // Also make sure to update the ClientInterface::statenames // array when modifying these enums enum ClientState { CS_Invalid, CS_Disconnecting, CS_Denied, CS_Created, CS_AwaitingInit2, CS_HelloSent, CS_InitDone, CS_DefinitionsSent, CS_Active, CS_SudoMode }; enum ClientStateEvent { CSE_Hello, CSE_AuthAccept, CSE_InitLegacy, CSE_GotInit2, CSE_SetDenied, CSE_SetDefinitionsSent, CSE_SetClientReady, CSE_SudoSuccess, CSE_SudoLeave, CSE_Disconnect }; /* Used for queueing and sorting block transfers in containers Lower priority number means higher priority. */ struct PrioritySortedBlockTransfer { PrioritySortedBlockTransfer(float a_priority, const v3s16 &a_pos, session_t a_peer_id) { priority = a_priority; pos = a_pos; peer_id = a_peer_id; } bool operator < (const PrioritySortedBlockTransfer &other) const { return priority < other.priority; } float priority; v3s16 pos; session_t peer_id; }; class RemoteClient { public: // peer_id=0 means this client has no associated peer // NOTE: If client is made allowed to exist while peer doesn't, // this has to be set to 0 when there is no peer. // Also, the client must be moved to some other container. session_t peer_id = PEER_ID_INEXISTENT; // The serialization version to use with the client u8 serialization_version = SER_FMT_VER_INVALID; // u16 net_proto_version = 0; /* Authentication information */ std::string enc_pwd = ""; bool create_player_on_auth_success = false; AuthMechanism chosen_mech = AUTH_MECHANISM_NONE; void *auth_data = nullptr; u32 allowed_auth_mechs = 0; u32 allowed_sudo_mechs = 0; bool isSudoMechAllowed(AuthMechanism mech) { return allowed_sudo_mechs & mech; } bool isMechAllowed(AuthMechanism mech) { return allowed_auth_mechs & mech; } RemoteClient(); ~RemoteClient() = default; /* Finds block that should be sent next to the client. Environment should be locked when this is called. dtime is used for resetting send radius at slow interval */ void GetNextBlocks(ServerEnvironment *env, EmergeManager* emerge, float dtime, std::vector<PrioritySortedBlockTransfer> &dest); void GotBlock(v3s16 p); void SentBlock(v3s16 p); void SetBlockNotSent(v3s16 p); void SetBlocksNotSent(std::map<v3s16, MapBlock*> &blocks); /** * tell client about this block being modified right now. * this information is required to requeue the block in case it's "on wire" * while modification is processed by server * @param p position of modified block */ void ResendBlockIfOnWire(v3s16 p); u32 getSendingCount() const { return m_blocks_sending.size(); } // Increments timeouts and removes timed-out blocks from list // NOTE: This doesn't fix the server-not-sending-block bug // because it is related to emerging, not sending. //void RunSendingTimeouts(float dtime, float timeout); void PrintInfo(std::ostream &o) { o<<"RemoteClient "<<peer_id<<": " <<"m_blocks_sent.size()="<<m_blocks_sent.size() <<", m_blocks_sending.size()="<<m_blocks_sending.size() <<", m_nearest_unsent_d="<<m_nearest_unsent_d <<", m_excess_gotblocks="<<m_excess_gotblocks <<std::endl; m_excess_gotblocks = 0; } // Time from last placing or removing blocks float m_time_from_building = 9999; /* List of active objects that the client knows of. */ std::set<u16> m_known_objects; ClientState getState() const { return m_state; } std::string getName() const { return m_name; } void setName(const std::string &name) { m_name = name; } /* update internal client state */ void notifyEvent(ClientStateEvent event); /* set expected serialization version */ void setPendingSerializationVersion(u8 version) { m_pending_serialization_version = version; } void setDeployedCompressionMode(u16 byteFlag) { m_deployed_compression = byteFlag; } void confirmSerializationVersion() { serialization_version = m_pending_serialization_version; } /* get uptime */ u64 uptime() const; /* set version information */ void setVersionInfo(u8 major, u8 minor, u8 patch, const std::string &full) { m_version_major = major; m_version_minor = minor; m_version_patch = patch; m_full_version = full; } /* read version information */ u8 getMajor() const { return m_version_major; } u8 getMinor() const { return m_version_minor; } u8 getPatch() const { return m_version_patch; } private: // Version is stored in here after INIT before INIT2 u8 m_pending_serialization_version = SER_FMT_VER_INVALID; /* current state of client */ ClientState m_state = CS_Created; /* Blocks that have been sent to client. - These don't have to be sent again. - A block is cleared from here when client says it has deleted it from it's memory List of block positions. No MapBlock* is stored here because the blocks can get deleted. */ std::set<v3s16> m_blocks_sent; s16 m_nearest_unsent_d = 0; v3s16 m_last_center; float m_nearest_unsent_reset_timer = 0.0f; const u16 m_max_simul_sends; const float m_min_time_from_building; const s16 m_max_send_distance; const s16 m_block_optimize_distance; const s16 m_max_gen_distance; const bool m_occ_cull; /* Blocks that are currently on the line. This is used for throttling the sending of blocks. - The size of this list is limited to some value Block is added when it is sent with BLOCKDATA. Block is removed when GOTBLOCKS is received. Value is time from sending. (not used at the moment) */ std::map<v3s16, float> m_blocks_sending; /* Blocks that have been modified since last sending them. These blocks will not be marked as sent, even if the client reports it has received them to account for blocks that are being modified while on the line. List of block positions. */ std::set<v3s16> m_blocks_modified; /* Count of excess GotBlocks(). There is an excess amount because the client sometimes gets a block so late that the server sends it again, and the client then sends two GOTBLOCKs. This is resetted by PrintInfo() */ u32 m_excess_gotblocks = 0; // CPU usage optimization float m_nothing_to_send_pause_timer = 0.0f; /* name of player using this client */ std::string m_name = ""; /* client information */ u8 m_version_major = 0; u8 m_version_minor = 0; u8 m_version_patch = 0; std::string m_full_version = "unknown"; u16 m_deployed_compression = 0; /* time this client was created */ const u64 m_connection_time = porting::getTimeS(); }; typedef std::unordered_map<u16, RemoteClient*> RemoteClientMap; class ClientInterface { public: friend class Server; ClientInterface(const std::shared_ptr<con::Connection> &con); ~ClientInterface(); /* run sync step */ void step(float dtime); /* get list of active client id's */ std::vector<session_t> getClientIDs(ClientState min_state=CS_Active); /* mark block as not sent to active client sessions */ void markBlockposAsNotSent(const v3s16 &pos); /* verify is server user limit was reached */ bool isUserLimitReached(); /* get list of client player names */ const std::vector<std::string> &getPlayerNames() const { return m_clients_names; } /* send message to client */ void send(session_t peer_id, u8 channelnum, NetworkPacket *pkt, bool reliable); /* send to all clients */ void sendToAll(NetworkPacket *pkt); void sendToAllCompat(NetworkPacket *pkt, NetworkPacket *legacypkt, u16 min_proto_ver); /* delete a client */ void DeleteClient(session_t peer_id); /* create client */ void CreateClient(session_t peer_id); /* get a client by peer_id */ RemoteClient *getClientNoEx(session_t peer_id, ClientState state_min = CS_Active); /* get client by peer_id (make sure you have list lock before!*/ RemoteClient *lockedGetClientNoEx(session_t peer_id, ClientState state_min = CS_Active); /* get state of client by id*/ ClientState getClientState(session_t peer_id); /* set client playername */ void setPlayerName(session_t peer_id, const std::string &name); /* get protocol version of client */ u16 getProtocolVersion(session_t peer_id); /* set client version */ void setClientVersion(session_t peer_id, u8 major, u8 minor, u8 patch, const std::string &full); /* event to update client state */ void event(session_t peer_id, ClientStateEvent event); /* Set environment. Do not call this function if environment is already set */ void setEnv(ServerEnvironment *env) { assert(m_env == NULL); // pre-condition m_env = env; } static std::string state2Name(ClientState state); protected: //TODO find way to avoid this functions void lock() { m_clients_mutex.lock(); } void unlock() { m_clients_mutex.unlock(); } RemoteClientMap& getClientList() { return m_clients; } private: /* update internal player list */ void UpdatePlayerList(); // Connection std::shared_ptr<con::Connection> m_con; std::mutex m_clients_mutex; // Connected clients (behind the con mutex) RemoteClientMap m_clients; std::vector<std::string> m_clients_names; //for announcing masterserver // Environment ServerEnvironment *m_env; float m_print_info_timer; static const char *statenames[]; };