^ dig animation key frames
^ walk+dig animation key frames
^ animation frame speed
+- set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
+ ^ in first person view
+ ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
InvRef: Reference to an inventory
methods:
#define CAMERA_OFFSET_STEP 200
#include "nodedef.h"
-#include "game.h" // CameraModes
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
IGameDef *gamedef):
fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
}
+ // Calculate players eye offset for different camera modes
+ v3f PlayerEyeOffset = player->getEyeOffset();
+ if (current_camera_mode == CAMERA_MODE_FIRST)
+ PlayerEyeOffset += player->eye_offset_first;
+ else
+ PlayerEyeOffset += player->eye_offset_third;
+
// Set head node transformation
- m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+ m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
m_headnode->updateAbsolutePosition();
struct MapDrawControl;
class IGameDef;
+enum CameraModes {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
player->local_animations[3] = readV2F1000(is);
player->local_animation_speed = readF1000(is);
}
+ else if(command == TOCLIENT_EYE_OFFSET)
+ {
+ std::string datastring((char *)&data[2], datasize - 2);
+ std::istringstream is(datastring, std::ios_base::binary);
+
+ LocalPlayer *player = m_env.getLocalPlayer();
+ assert(player != NULL);
+
+ player->eye_offset_first = readV3F1000(is);
+ player->eye_offset_third = readV3F1000(is);
+ }
else
{
infostream<<"Client: Ignoring unknown command "
#include "mapblock.h"
#include "profiler.h"
#include "settings.h"
-#include "game.h" // CameraModes
+#include "camera.h" // CameraModes
#include "util/mathconstants.h"
#include <algorithm>
v2f1000 walk+dig
f1000 frame_speed
*/
+
+ TOCLIENT_EYE_OFFSET = 0x52,
+ /*
+ u16 command
+ v3f1000 first
+ v3f1000 third
+ */
};
enum ToServerCommand
#include "util/mathconstants.h"
#include "map.h"
#include "main.h" // g_settings
-#include "game.h" // CameraModes
+#include "camera.h" // CameraModes
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
walking = true;
m_animation_speed = player->local_animation_speed;
+ if(!player->touching_ground &&
+ g_settings->getBool("free_move") &&
+ m_gamedef->checkLocalPrivilege("fly") &&
+ g_settings->getBool("fast_move") &&
+ m_gamedef->checkLocalPrivilege("fast"))
+ m_animation_speed *= 1.5;
if(controls.sneak && walking)
- m_animation_speed = player->local_animation_speed/2;
+ m_animation_speed /= 2;
player->last_animation_speed = m_animation_speed;
return false;
}
-bool is_third_person = false;
-
static void show_chat_menu(FormspecFormSource* current_formspec,
TextDest* current_textdest, IWritableTextureSource* tsrc,
IrrlichtDevice * device, Client* client, std::string text)
class ChatBackend; /* to avoid having to include chat.h */
struct SubgameSpec;
-enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
void the_game(
bool &kill,
#include "tile.h"
#include "localplayer.h"
#include "camera.h"
-#include "game.h" // CameraModes
#include <IGUIStaticText.h>
m_need_to_get_new_sneak_node(true),
m_can_jump(false),
camera_mode(0),
- last_animation(NO_ANIM)
+ last_animation(NO_ANIM),
+ eye_offset_first(v3f(0,0,0)),
+ eye_offset_third(v3f(0,0,0))
{
// Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points
class ClientActiveObject;
-enum localPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
+enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local animation, walking, digging, both
class LocalPlayer : public Player
{
float camera_impact;
int camera_mode;
+ v3f eye_offset_first;
+ v3f eye_offset_third;
+
int last_animation;
float last_animation_speed;
return 0;
}
-// set_local_animation(self, {stand/ilde}, {walk}, {dig}, {walk+dig}, frame_speed)
+// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED;
return 0;
}
+// set_eye_offset(self, v3f first pv, v3f third pv)
+int ObjectRef::l_set_eye_offset(lua_State *L)
+{
+ //NO_MAP_LOCK_REQUIRED;
+ ObjectRef *ref = checkobject(L, 1);
+ Player *player = getplayer(ref);
+ if (player == NULL)
+ return 0;
+ // Do it
+ v3f offset_first = v3f(0, 0, 0);
+ v3f offset_third = v3f(0, 0, 0);
+
+ if(!lua_isnil(L, 2))
+ offset_first = read_v3f(L, 2);
+ if(!lua_isnil(L, 3))
+ offset_third = read_v3f(L, 3);
+
+ // Prevent abuse of offset values (keep player always visible)
+ offset_third.X = rangelim(offset_third.X,-10,10);
+ offset_third.Z = rangelim(offset_third.Z,-5,5);
+ /* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */
+ offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS
+
+ if (!getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third))
+ return 0;
+
+ lua_pushboolean(L, true);
+ return 0;
+}
+
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_bone_position(lua_State *L)
{
luamethod(ObjectRef, set_sky),
luamethod(ObjectRef, override_day_night_ratio),
luamethod(ObjectRef, set_local_animation),
+ luamethod(ObjectRef, set_eye_offset),
{0,0}
};
// override_day_night_ratio(self, type, list)
static int l_override_day_night_ratio(lua_State *L);
- // set_local_animation(self, {stand/ilde}, {walk}, {dig}, {walk+dig}, frame_speed)
+ // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
static int l_set_local_animation(lua_State *L);
+ // set_eye_offset(self, v3f first pv, v3f third pv)
+ static int l_set_eye_offset(lua_State *L);
+
public:
ObjectRef(ServerActiveObject *object);
m_clients.send(peer_id, 0, data, true);
}
+void Server::SendEyeOffset(u16 peer_id, v3f first, v3f third)
+{
+ std::ostringstream os(std::ios_base::binary);
+
+ writeU16(os, TOCLIENT_EYE_OFFSET);
+ writeV3F1000(os, first);
+ writeV3F1000(os, third);
+
+ // Make data buffer
+ std::string s = os.str();
+ SharedBuffer<u8> data((u8 *)s.c_str(), s.size());
+ // Send as reliable
+ m_clients.send(peer_id, 0, data, true);
+}
void Server::SendPlayerPrivileges(u16 peer_id)
{
Player *player = m_env->getPlayer(peer_id);
return true;
}
+bool Server::setPlayerEyeOffset(Player *player, v3f first, v3f third)
+{
+ if (!player)
+ return false;
+
+ SendEyeOffset(player->peer_id, first, third);
+ return true;
+}
+
bool Server::setSky(Player *player, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> ¶ms)
{
{ return m_con.GetPeerAddress(peer_id); }
bool setLocalPlayerAnimations(Player *player, v2f animation_frames[4], f32 frame_speed);
+ bool setPlayerEyeOffset(Player *player, v3f first, v3f third);
bool setSky(Player *player, const video::SColor &bgcolor,
const std::string &type, const std::vector<std::string> ¶ms);
void SendPlayerBreath(u16 peer_id);
void SendMovePlayer(u16 peer_id);
void SendLocalPlayerAnimations(u16 peer_id, v2f animation_frames[4], f32 animation_speed);
+ void SendEyeOffset(u16 peer_id, v3f first, v3f third);
void SendPlayerPrivileges(u16 peer_id);
void SendPlayerInventoryFormspec(u16 peer_id);
void SendShowFormspecMessage(u16 peer_id, const std::string &formspec, const std::string &formname);