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Diffstat (limited to 'src/client/camera.h')
-rw-r--r-- | src/client/camera.h | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/src/client/camera.h b/src/client/camera.h new file mode 100644 index 000000000..88de3570a --- /dev/null +++ b/src/client/camera.h @@ -0,0 +1,231 @@ +/* +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. +*/ + +#pragma once + +#include "irrlichttypes_extrabloated.h" +#include "inventory.h" +#include "client/tile.h" +#include <ICameraSceneNode.h> +#include <ISceneNode.h> +#include <list> + +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, + const v3f &a_nametag_pos): + parent_node(a_parent_node), + nametag_text(a_nametag_text), + nametag_color(a_nametag_color), + nametag_pos(a_nametag_pos) + { + } + scene::ISceneNode *parent_node; + std::string nametag_text; + video::SColor nametag_color; + v3f nametag_pos; +}; + +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(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); + + // 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, + const std::string &nametag_text, video::SColor nametag_color, + const v3f &pos); + + void removeNametag(Nametag *nametag); + + const std::list<Nametag *> &getNametags() { return m_nametags; } + + void drawNametags(); + + inline void addArmInertia(f32 player_yaw); + +private: + // Nodes + scene::ISceneNode *m_playernode = nullptr; + scene::ISceneNode *m_headnode = nullptr; + scene::ICameraSceneNode *m_cameranode = nullptr; + + scene::ISceneManager *m_wieldmgr = nullptr; + WieldMeshSceneNode *m_wieldnode = nullptr; + + // draw control + MapDrawControl& m_draw_control; + + Client *m_client; + + // Absolute camera position + v3f m_camera_position; + // Absolute camera direction + v3f m_camera_direction; + // Camera offset + v3s16 m_camera_offset; + + v2f m_wieldmesh_offset = v2f(55.0f, -35.0f); + v2f m_arm_dir; + v2f m_cam_vel; + v2f m_cam_vel_old; + v2f m_last_cam_pos; + + // Field of view and aspect ratio stuff + f32 m_aspect = 1.0f; + f32 m_fov_x = 1.0f; + f32 m_fov_y = 1.0f; + + // View bobbing animation frame (0 <= m_view_bobbing_anim < 1) + f32 m_view_bobbing_anim = 0.0f; + // 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 = 0; + // Speed of view bobbing animation + f32 m_view_bobbing_speed = 0.0f; + // Fall view bobbing + f32 m_view_bobbing_fall = 0.0f; + + // Digging animation frame (0 <= m_digging_anim < 1) + f32 m_digging_anim = 0.0f; + // If -1, no digging animation + // If 0, left-click digging animation + // If 1, right-click digging animation + s32 m_digging_button = -1; + + // Animation when changing wielded item + f32 m_wield_change_timer = 0.125f; + ItemStack m_wield_item_next; + + CameraMode m_camera_mode = CAMERA_MODE_FIRST; + + f32 m_cache_fall_bobbing_amount; + f32 m_cache_view_bobbing_amount; + f32 m_cache_fov; + bool m_arm_inertia; + + std::list<Nametag *> m_nametags; +}; |