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Diffstat (limited to 'src/camera.h')
-rw-r--r-- | src/camera.h | 230 |
1 files changed, 230 insertions, 0 deletions
diff --git a/src/camera.h b/src/camera.h new file mode 100644 index 000000000..66825e372 --- /dev/null +++ b/src/camera.h @@ -0,0 +1,230 @@ +/* +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 |