aboutsummaryrefslogtreecommitdiff
path: root/src/camera.h
blob: 82c8d4be34824121ab98e6fa3e84478c833e01d8 (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
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
/*
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>

#include "client.h"

class LocalPlayer;
struct MapDrawControl;
class IGameDef;

enum CameraModes {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(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;
	}
	
	// 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::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,
			int current_camera_mode, ClientEnvironment &c_env);

	// 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;
	// Camera offset
	v3s16 m_camera_offset;

	// 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;
	f32 m_busytime_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;
	// Fall view bobbing
	f32 m_view_bobbing_fall;

	// 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;

	//dummymesh for camera
	irr::scene::IAnimatedMesh* m_dummymesh;

	// Animation when changing wielded item
	f32 m_wield_change_timer;
	scene::IMesh *m_wield_mesh_next;
	u16 m_previous_playeritem;
	std::string m_previous_itemname;
};

#endif