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authorsfan5 <sfan5@live.de>2022-04-03 21:44:22 +0200
committersfan5 <sfan5@live.de>2022-04-03 21:44:22 +0200
commit837cea6b4a2315966b9670ae50cff9d3679bcff4 (patch)
tree10980fe3d0fa5cdbc8203b0447599316af734f5b /src/client/mesh.cpp
parentb0b9732359d43325c8bd820abeb8417353365a0c (diff)
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Fix -mwindows flag not being applied anymore
closes #12165
Diffstat (limited to 'src/client/mesh.cpp')
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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.
*/

#ifndef CAMERA_HEADER
#define CAMERA_HEADER

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

class LocalPlayer;
struct MapDrawControl;
class IGameDef;

/*
	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;
	}

	// 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::wstring& 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,
			v2u32 screensize, f32 tool_reload_ratio);

	// Render distance feedback loop
	void updateViewingRange(f32 frametime_in, f32 busytime_in);

	// 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, u16 playeritem);

	// Draw the wielded tool.
	// This has to happen *after* the main scene is drawn.
	// Warning: This clears the Z buffer.
	void drawWieldedTool();

private:
	// Scene manager and nodes
	scene::ISceneManager* m_smgr;
	scene::ISceneNode* m_playernode;
	scene::ISceneNode* m_headnode;
	scene::ICameraSceneNode* m_cameranode;

	scene::ISceneManager* m_wieldmgr;
	scene::IMeshSceneNode* m_wieldnode;
	u8 m_wieldlight;

	// draw control
	MapDrawControl& m_draw_control;
	
	IGameDef *m_gamedef;

	// 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_added_busytime;
	s16 m_added_frames;
	f32 m_range_old;