summaryrefslogtreecommitdiff
path: root/src/metadata.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/metadata.cpp')
0 files changed, 0 insertions, 0 deletions
href='#n59'>59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
/*
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.
*/

#ifndef CAMERA_HEADER
#define CAMERA_HEADER

#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
#include "mesh.h"
#include "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
#include <ISceneNode.h>
#include <list>

#include "client.h"

class LocalPlayer;
struct MapDrawControl;
class IGameDef;
class WieldMeshSceneNode;

struct Nametag {
	Nametag(scene::ISceneNode *a_parent_node,
			const std::string &a_nametag_text,
			const video::SColor &a_nametag_color):
		parent_node(a_parent_node),
		nametag_text(a_nametag_text),
		nametag_color(a_nametag_color)
	{
	}
	scene::ISceneNode *parent_node;
	std::string nametag_text;
	video::SColor nametag_color;
};

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(scene::ISceneManager* smgr, MapDrawControl& draw_control,
			IGameDef *gamedef);
	~Camera();

	// Get player scene node.
	// This node is positioned at the player's torso (without any view bobbing),
	// as given by Player::m_position. Yaw is applied but not pitch.
	inline scene::ISceneNode* getPlayerNode() const
	{
		return m_playernode;
	}

	// Get head scene node.
	// It has the eye transformation and pitch applied,
	// but no view bobbing.
	inline scene::ISceneNode* getHeadNode() const
	{
		return m_headnode;
	}

	// 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, ClientEnvironment &c_env);

	// 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;
	}

	//read the current camera mode