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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/camera.h
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
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diff --git a/src/client/camera.h b/src/client/camera.h
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+/*
+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>
+
+class LocalPlayer;
+struct MapDrawControl;
+class Client;
+class WieldMeshSceneNode;
+
+struct Nametag {
+ Nametag(scene::ISceneNode *a_parent_node,
+ const std::string &a_nametag_text,
+ const video::SColor &a_nametag_color,
+ const v3f &a_nametag_pos):
+ parent_node(a_parent_node),
+ nametag_text(a_nametag_text),
+ nametag_color(a_nametag_color),
+ nametag_pos(a_nametag_pos)
+ {
+ }
+ scene::ISceneNode *parent_node;
+ std::string nametag_text;
+ video::SColor nametag_color;
+ v3f nametag_pos;
+};
+
+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);
+ ~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;
+ }
+
+ // 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);
+ }
+
+ // 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 &nametag_text, video::SColor nametag_color,
+ const v3f &pos);
+
+ void removeNametag(Nametag *nametag);
+
+ const std::list<Nametag *> &getNametags() { return m_nametags; }
+
+ 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;
+
+ // Absolute camera position
+ v3f m_camera_position;
+ // Absolute camera direction
+ v3f m_camera_direction;
+ // Camera offset
+ v3s16 m_camera_offset;
+
+ 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;
+ f32 m_cache_fov;
+ bool m_arm_inertia;
+
+ std::list<Nametag *> m_nametags;
+};