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path: root/util/colors.txt
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0 128 128 128   # CONTENT_STONE
2 39 66 106     # CONTENT_WATER
3 255 255 0     # CONTENT_TORCH
9 39 66 106     # CONTENT_WATERSOURCE
e 117 86 41     # CONTENT_SIGN_WALL
f 128 79 0      # CONTENT_CHEST
10 118 118 118  # CONTENT_FURNACE
15 103 78 42    # CONTENT_FENCE
1e 162 119 53   # CONTENT_RAIL
1f 154 110 40   # CONTENT_LADDER
20 255 100 0    # CONTENT_LAVA
21 255 100 0    # CONTENT_LAVASOURCE
800 107 134 51  # CONTENT_GRASS
801 86 58 31    # CONTENT_TREE
802 48 95 8     # CONTENT_LEAVES
803 102 129 38  # CONTENT_GRASS_FOOTSTEPS
804 178 178 0   # CONTENT_MESE
805 101 84 36   # CONTENT_MUD
808 104 78 42   # CONTENT_WOOD
809 210 194 156 # CONTENT_SAND
80a 123 123 123 # CONTENT_COBBLE
80b 199 199 199 # CONTENT_STEEL
80c 183 183 222 # CONTENT_GLASS
80d 219 202 178 # CONTENT_MOSSYCOBBLE
80e 70 70 70    # CONTENT_GRAVEL
80f 204 0 0     # CONTENT_SANDSTONE
810 0 215 0     # CONTENT_CACTUS
811 170 50 25   # CONTENT_BRICK
812 104 78 42   # CONTENT_CLAY
813 58 105 18   # CONTENT_PAPYRUS
814 196 160 0   # CONTENT_BOOKSHELF
815 205 190 121 # CONTENT_JUNGLETREE
816 62 101 25   # CONTENT_JUNGLEGRASS
817 255 153 255 # CONTENT_NC
818 102 50 255  # CONTENT_NC_RB
819 200 0 0     # CONTENT_APPLE

default:stone 128 128 128
default:stone_with_coal 50 50 50
default:water_flowing 39 66 106
default:torch 255 255 0
default:water_source 39 66 106
default:sign_wall 117 86 41
default:chest 128 79 0
default:furnace 118 118 118
default:fence_wood 103 78 42
default:rail 162 119 53
default:ladder 154 110 40
default:lava_flowing 255 100 0
default:lava_source 255 100 0
default:dirt_with_grass 107 134 51
default:tree 86 58 31
default:leaves 48 95 8
default:dirt_with_grass_and_footsteps 102 129 38
default:mese 178 178 0
default:dirt 101 84 36
default:wood 104 78 42
default:sand 210 194 156
default:cobble 123 123 123
default:steelblock 199 199 199
default:glass 183 183 222
default:mossycobble 219 202 178
default:gravel 70 70 70
default:sandstone 204 0 0
default:cactus 0 215 0
default:brick 170 50 25
default:clay 104 78 42
default:papyrus 58 105 18
default:bookshelf 196 160 0
default:jungletree 205 190 121
default:junglegrass 62 101 25
default:nyancat 255 153 255
default:nyancat_rainbow 102 50 255
default:apple 200 0 0
default:desert_sand 210 180 50
default:desert_stone 150 100 30
default:dry_shrub 100 80 40

55' href='#n155'>155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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 <ICameraSceneNode.h>
#include <ISceneNode.h>
#include <list>
#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<video::SColor> bgcolor;
	v3f pos;

	Nametag(scene::ISceneNode *a_parent_node,
			const std::string &text,
			const video::SColor &textcolor,
			const Optional<video::SColor> &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<video::SColor> 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;

	// 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<Nametag *> m_nametags;
	bool m_show_nametag_backgrounds;
};