/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include #include #include "client.h" 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): 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, 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, 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; } // 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, std::string nametag_text, video::SColor nametag_color); void removeNametag(Nametag *nametag); const std::list &getNametags() { return m_nametags; } void drawNametags(); private: // Nodes scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; WieldMeshSceneNode* m_wieldnode; // draw control MapDrawControl& m_draw_control; Client *m_client; video::IVideoDriver *m_driver; // Absolute camera position v3f m_camera_position; // Absolute camera direction v3f m_camera_direction; // Camera offset v3s16 m_camera_offset; // Field of view and aspect ratio stuff f32 m_aspect; f32 m_fov_x; f32 m_fov_y; // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) f32 m_view_bobbing_anim; // 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; // Speed of view bobbing animation f32 m_view_bobbing_speed; // Fall view bobbing f32 m_view_bobbing_fall; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim; // If -1, no digging animation // If 0, left-click digging animation // If 1, right-click digging animation s32 m_digging_button; // Animation when changing wielded item f32 m_wield_change_timer; ItemStack m_wield_item_next; CameraMode m_camera_mode; f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; f32 m_cache_fov; f32 m_cache_zoom_fov; std::list m_nametags; }; #endif