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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 "inventory.h"
+#include "tile.h"
+#include "utility.h"
+
+class LocalPlayer;
+class MapDrawControl;
+class ExtrudedSpriteSceneNode;
+
+/*
+ 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);
+ ~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.
+ // 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();
+
+ // Replace the wielded item mesh
+ void wield(const InventoryItem* item);
+
+ // Start digging animation
+ // Pass 0 for left click, 1 for right click
+ void setDigging(s32 button);
+
+ // 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;
+ ExtrudedSpriteSceneNode* m_wieldnode;
+
+ // 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_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;
+
+ // 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;
+};
+
+
+/*
+ A scene node that displays a 2D mesh extruded into the third dimension,
+ to add an illusion of depth.
+
+ Since this class was created to display the wielded tool of the local
+ player, and only tools and items are rendered like this (but not solid
+ content like stone and mud, which are shown as cubes), the option to
+ draw a textured cube instead is provided.
+ */
+class ExtrudedSpriteSceneNode: public scene::ISceneNode
+{
+public:
+ ExtrudedSpriteSceneNode(
+ scene::ISceneNode* parent,
+ scene::ISceneManager* mgr,
+ s32 id = -1,
+ const v3f& position = v3f(0,0,0),
+ const v3f& rotation = v3f(0,0,0),
+ const v3f& scale = v3f(1,1,1));
+ ~ExtrudedSpriteSceneNode();
+
+ void setSprite(video::ITexture* texture);
+ void setCube(const TileSpec tiles[6]);
+
+ f32 getSpriteThickness() const { return m_thickness; }
+ void setSpriteThickness(f32 thickness);
+
+ void updateLight(u8 light);
+
+ void removeSpriteFromCache(video::ITexture* texture);
+
+ virtual const core::aabbox3d<f32>& getBoundingBox() const;
+ virtual void OnRegisterSceneNode();
+ virtual void render();
+
+private:
+ scene::IMeshSceneNode* m_meshnode;
+ f32 m_thickness;
+ scene::IMesh* m_cubemesh;
+ bool m_is_cube;
+ u8 m_light;
+
+ // internal extrusion helper methods
+ io::path getExtrudedName(video::ITexture* texture);
+ scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
+ scene::IAnimatedMesh* extrude(video::ITexture* texture);
+ scene::IMesh* createCubeMesh();
+};
+
+#endif