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/*
	If CMake is used, includes the cmake-generated cmake_config.h.
	Otherwise use default values
*/

#pragma once

#define STRINGIFY(x) #x
#define STR(x) STRINGIFY(x)


#if defined USE_CMAKE_CONFIG_H
	#include "cmake_config.h"
#elif defined (__ANDROID__) || defined (ANDROID)
	#define PROJECT_NAME "minetest"
	#define PROJECT_NAME_C "Minetest"
	#define STATIC_SHAREDIR ""
	#include "android_version.h"
	#ifdef NDEBUG
		#define BUILD_TYPE "Release"
	#else
		#define BUILD_TYPE "Debug"
	#endif
#else
	#ifdef NDEBUG
		#define BUILD_TYPE "Release"
	#else
		#define BUILD_TYPE "Debug"
	#endif
#endif

#define BUILD_INFO \
	"BUILD_TYPE=" BUILD_TYPE "\n"          \
	"RUN_IN_PLACE=" STR(RUN_IN_PLACE) "\n" \
	"USE_GETTEXT=" STR(USE_GETTEXT) "\n"   \
	"USE_SOUND=" STR(USE_SOUND) "\n"       \
	"USE_CURL=" STR(USE_CURL) "\n"         \
	"USE_FREETYPE=" STR(USE_FREETYPE) "\n" \
	"USE_LUAJIT=" STR(USE_LUAJIT) "\n"     \
	"STATIC_SHAREDIR=" STR(STATIC_SHAREDIR);
#n170'>170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239
/*
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 "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
#include <ISceneNode.h>
#include <list>

#include "client.h"

class LocalPlayer;
struct MapDrawControl;
class IGameDef;
class WieldMeshSceneNode;

struct Nametag {
	Nametag(scene::ISceneNode *a_parent_node,
			const std::string &a_nametag_text,
			const video::SColor &a_nametag_color):
		parent_node(a_parent_node),
		nametag_text(a_nametag_text),
		nametag_color(a_nametag_color)
	{
	}
	scene::ISceneNode *parent_node;
	std::string nametag_text;
	video::SColor nametag_color;
};

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(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::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, ClientEnvironment &c_env);

	// 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;
	}

	//read the current camera mode
	inline CameraMode getCameraMode()
	{
		return m_camera_mode;
	}

	Nametag *addNametag(scene::ISceneNode *parent_node,
		std::string nametag_text, video::SColor nametag_color);

	void removeNametag(Nametag *nametag);

	std::list<Nametag *> *getNametags()
	{ return &m_nametags; }

	void drawNametags();

private:
	// Nodes
	scene::ISceneNode* m_playernode;
	scene::ISceneNode* m_headnode;
	scene::ICameraSceneNode* m_cameranode;

	scene::ISceneManager* m_wieldmgr;
	WieldMeshSceneNode* m_wieldnode;

	// draw control
	MapDrawControl& m_draw_control;

	IGameDef *m_gamedef;
	video::IVideoDriver *m_driver;

	// 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;

	// 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;

	// Animation when changing wielded item
	f32 m_wield_change_timer;
	ItemStack m_wield_item_next;

	CameraMode m_camera_mode;

	f32 m_cache_fall_bobbing_amount;
	f32 m_cache_view_bobbing_amount;
	f32 m_cache_fov;
	bool m_cache_view_bobbing;

	std::list<Nametag *> m_nametags;
};

#endif