forked from Mirrorlandia_minetest/minetest
235 lines
6.1 KiB
C++
235 lines
6.1 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CAMERA_HEADER
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#define CAMERA_HEADER
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#include "common_irrlicht.h"
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#include "inventory.h"
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#include "tile.h"
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#include "utility.h"
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#include <ICameraSceneNode.h>
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#include <IMeshCache.h>
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#include <IAnimatedMesh.h>
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class LocalPlayer;
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class MapDrawControl;
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class ExtrudedSpriteSceneNode;
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class IGameDef;
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/*
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Client camera class, manages the player and camera scene nodes, the viewing distance
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and performs view bobbing etc. It also displays the wielded tool in front of the
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first-person camera.
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*/
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class Camera
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{
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public:
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Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
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~Camera();
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// Get player scene node.
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// This node is positioned at the player's torso (without any view bobbing),
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// as given by Player::m_position. Yaw is applied but not pitch.
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inline scene::ISceneNode* getPlayerNode() const
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{
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return m_playernode;
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}
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// Get head scene node.
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// It has the eye transformation and pitch applied,
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// but no view bobbing.
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inline scene::ISceneNode* getHeadNode() const
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{
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return m_headnode;
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}
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// Get camera scene node.
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// It has the eye transformation, pitch and view bobbing applied.
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inline scene::ICameraSceneNode* getCameraNode() const
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{
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return m_cameranode;
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}
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// Get the camera position (in absolute scene coordinates).
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// This has view bobbing applied.
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inline v3f getPosition() const
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{
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return m_camera_position;
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}
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// Get the camera direction (in absolute camera coordinates).
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// This has view bobbing applied.
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inline v3f getDirection() const
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{
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return m_camera_direction;
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}
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// Horizontal field of view
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inline f32 getFovX() const
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{
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return m_fov_x;
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}
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// Vertical field of view
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inline f32 getFovY() const
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{
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return m_fov_y;
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}
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// Get maximum of getFovX() and getFovY()
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inline f32 getFovMax() const
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{
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return MYMAX(m_fov_x, m_fov_y);
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}
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// Checks if the constructor was able to create the scene nodes
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bool successfullyCreated(std::wstring& error_message);
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// Step the camera: updates the viewing range and view bobbing.
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void step(f32 dtime);
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// Update the camera from the local player's position.
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// frametime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in);
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// Update settings from g_settings
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void updateSettings();
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// Replace the wielded item mesh
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void wield(const InventoryItem* item, IGameDef *gamedef);
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// Start digging animation
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// Pass 0 for left click, 1 for right click
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void setDigging(s32 button);
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// Draw the wielded tool.
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// This has to happen *after* the main scene is drawn.
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// Warning: This clears the Z buffer.
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void drawWieldedTool();
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private:
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// Scene manager and nodes
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scene::ISceneManager* m_smgr;
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scene::ISceneNode* m_playernode;
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scene::ISceneNode* m_headnode;
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scene::ICameraSceneNode* m_cameranode;
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scene::ISceneManager* m_wieldmgr;
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ExtrudedSpriteSceneNode* m_wieldnode;
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// draw control
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MapDrawControl& m_draw_control;
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// viewing_range_min_nodes setting
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f32 m_viewing_range_min;
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// viewing_range_max_nodes setting
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f32 m_viewing_range_max;
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// Absolute camera position
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v3f m_camera_position;
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// Absolute camera direction
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v3f m_camera_direction;
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// Field of view and aspect ratio stuff
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f32 m_aspect;
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f32 m_fov_x;
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f32 m_fov_y;
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// Stuff for viewing range calculations
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f32 m_wanted_frametime;
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f32 m_added_frametime;
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s16 m_added_frames;
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f32 m_range_old;
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f32 m_frametime_old;
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f32 m_frametime_counter;
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f32 m_time_per_range;
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// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
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f32 m_view_bobbing_anim;
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// If 0, view bobbing is off (e.g. player is standing).
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// If 1, view bobbing is on (player is walking).
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// If 2, view bobbing is getting switched off.
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s32 m_view_bobbing_state;
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// Speed of view bobbing animation
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f32 m_view_bobbing_speed;
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// Digging animation frame (0 <= m_digging_anim < 1)
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f32 m_digging_anim;
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// If -1, no digging animation
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// If 0, left-click digging animation
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// If 1, right-click digging animation
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s32 m_digging_button;
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};
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/*
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A scene node that displays a 2D mesh extruded into the third dimension,
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to add an illusion of depth.
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Since this class was created to display the wielded tool of the local
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player, and only tools and items are rendered like this (but not solid
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content like stone and mud, which are shown as cubes), the option to
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draw a textured cube instead is provided.
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*/
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class ExtrudedSpriteSceneNode: public scene::ISceneNode
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{
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public:
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ExtrudedSpriteSceneNode(
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id = -1,
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const v3f& position = v3f(0,0,0),
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const v3f& rotation = v3f(0,0,0),
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const v3f& scale = v3f(1,1,1));
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~ExtrudedSpriteSceneNode();
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void setSprite(video::ITexture* texture);
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void setCube(const TileSpec tiles[6]);
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f32 getSpriteThickness() const { return m_thickness; }
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void setSpriteThickness(f32 thickness);
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void updateLight(u8 light);
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void removeSpriteFromCache(video::ITexture* texture);
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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virtual void OnRegisterSceneNode();
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virtual void render();
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private:
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scene::IMeshSceneNode* m_meshnode;
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f32 m_thickness;
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scene::IMesh* m_cubemesh;
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bool m_is_cube;
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u8 m_light;
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// internal extrusion helper methods
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io::path getExtrudedName(video::ITexture* texture);
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scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
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scene::IAnimatedMesh* extrude(video::ITexture* texture);
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scene::IMesh* createCubeMesh();
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};
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#endif
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