aboutsummaryrefslogtreecommitdiff
path: root/src/camera.h
blob: 88f03e66d303a47675beb671928c153793821b5d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
/*
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 "utility.h"

class LocalPlayer;
class MapDrawControl;

/*
	Client camera class, manages the player and camera scene nodes, the viewing distance
	and performs view bobbing etc.
*/
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, Player::m_pitch and Player::m_yaw.
	// Things like wielded tools should be positioned relative to this node.
	inline scene::ISceneNode* getPlayerNode() const
	{
		return m_playernode;
	}

	// Get camera scene node.
	// The camera node is a child of the player node.
	// It has the eye transformation 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);
	}

	// 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();

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

	// 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 < 0x10000)
	u32 m_view_bobbing_anim;
	// Number of frames to continue the view bobbing animation.
	u32 m_view_bobbing_anim_left;
};

#endif