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authorKahrl <kahrl@gmx.net>2011-09-08 01:08:47 +0200
committerKahrl <kahrl@gmx.net>2011-09-08 01:08:47 +0200
commitbaf7da9d4a7fc0566840b159903999d76d99a228 (patch)
tree66ed23105449fcf51e971d5f8fcbf03d04973fb7 /src/camera.h
parentc0b35fa429c68b49b2d6a5124aff6dcc31400b63 (diff)
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Collected and moved existing camera infrastructure from game.cpp to 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.
Diffstat (limited to 'src/camera.h')
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+/*
+Minetest-c55
+Copyright (C) 2010-2011 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 General Public License as published by
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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.
+*/
+
+#ifndef CAMERA_HEADER
+#define CAMERA_HEADER
+
+#include "common_irrlicht.h"
+#include "utility.h"
+
+class LocalPlayer;
+class MapDrawControl;
+
+/*
+ Client camera class, manages the player and camera scene nodes, the viewing distance
+ and performs view bobbing etc.
+*/
+class Camera
+{
+public:
+ Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
+ ~Camera();
+
+ // Get player scene node.
+ // This node is positioned at the player's torso (without any view bobbing),
+ // as given by Player::m_position, Player::m_pitch and Player::m_yaw.
+ // Things like wielded tools should be positioned relative to this node.
+ inline scene::ISceneNode* getPlayerNode() const
+ {
+ return m_playernode;
+ }
+
+ // Get camera scene node.
+ // The camera node is a child of the player node.
+ // It has the eye transformation 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;
+ }
+
+ // Get the camera direction (in absolute camera coordinates).
+ // This has view bobbing applied.
+ inline v3f getDirection() const
+ {
+ return m_camera_direction;
+ }
+
+ // 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);
+ }
+
+ // Step the camera: updates the viewing range and view bobbing.
+ void step(f32 dtime);
+
+ // Update the camera from the local player's position.
+ // frametime is used to adjust the viewing range.
+ void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
+
+ // Render distance feedback loop
+ void updateViewingRange(f32 frametime_in);
+
+ // Update settings from g_settings
+ void updateSettings();
+
+private:
+ // Scene manager and nodes
+ scene::ISceneManager* m_smgr;
+ scene::ISceneNode* m_playernode;
+ scene::ICameraSceneNode* m_cameranode;
+
+ // draw control
+ MapDrawControl& m_draw_control;
+
+ // viewing_range_min_nodes setting
+ f32 m_viewing_range_min;
+ // viewing_range_max_nodes setting
+ f32 m_viewing_range_max;
+
+ // Absolute camera position
+ v3f m_camera_position;
+ // Absolute camera direction
+ v3f m_camera_direction;
+
+ // Field of view and aspect ratio stuff
+ f32 m_aspect;
+ f32 m_fov_x;
+ f32 m_fov_y;
+
+ // Stuff for viewing range calculations
+ f32 m_wanted_frametime;
+ f32 m_added_frametime;
+ s16 m_added_frames;
+ f32 m_range_old;
+ f32 m_frametime_old;
+ f32 m_frametime_counter;
+ f32 m_time_per_range;
+
+ // View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
+ u32 m_view_bobbing_anim;
+ // Number of frames to continue the view bobbing animation.
+ u32 m_view_bobbing_anim_left;
+};
+
+#endif
+