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f470cb7270
Remove player object property 'can zoom'. Add player object property 'zoom fov'. Remove clientside setting for 'zoom fov'. Object property default is 15 degrees in creative mode, zoom disabled in survival mode. Needed due to zoom now loading and/or generating distant world according to zoom FOV. Update object properties serialisation version to 3.
232 lines
5.8 KiB
C++
232 lines
5.8 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include "inventory.h"
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#include "client/tile.h"
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#include <ICameraSceneNode.h>
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#include <ISceneNode.h>
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#include <list>
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class LocalPlayer;
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struct MapDrawControl;
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class Client;
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class WieldMeshSceneNode;
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struct Nametag {
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Nametag(scene::ISceneNode *a_parent_node,
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const std::string &a_nametag_text,
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const video::SColor &a_nametag_color,
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const v3f &a_nametag_pos):
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parent_node(a_parent_node),
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nametag_text(a_nametag_text),
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nametag_color(a_nametag_color),
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nametag_pos(a_nametag_pos)
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{
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}
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scene::ISceneNode *parent_node;
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std::string nametag_text;
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video::SColor nametag_color;
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v3f nametag_pos;
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};
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enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
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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(MapDrawControl &draw_control, Client *client);
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~Camera();
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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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// Get the camera offset
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inline v3s16 getOffset() const
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{
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return m_camera_offset;
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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::string &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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// busytime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, f32 busytime,
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f32 tool_reload_ratio);
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// Update render distance
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void updateViewingRange();
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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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// Replace the wielded item mesh
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void wield(const ItemStack &item);
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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(irr::core::matrix4* translation=NULL);
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// Toggle the current camera mode
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void toggleCameraMode() {
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if (m_camera_mode == CAMERA_MODE_FIRST)
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m_camera_mode = CAMERA_MODE_THIRD;
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else if (m_camera_mode == CAMERA_MODE_THIRD)
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m_camera_mode = CAMERA_MODE_THIRD_FRONT;
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else
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m_camera_mode = CAMERA_MODE_FIRST;
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}
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// Set the current camera mode
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inline void setCameraMode(CameraMode mode)
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{
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m_camera_mode = mode;
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}
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//read the current camera mode
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inline CameraMode getCameraMode()
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{
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return m_camera_mode;
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}
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Nametag *addNametag(scene::ISceneNode *parent_node,
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const std::string &nametag_text, video::SColor nametag_color,
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const v3f &pos);
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void removeNametag(Nametag *nametag);
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const std::list<Nametag *> &getNametags() { return m_nametags; }
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void drawNametags();
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inline void addArmInertia(f32 player_yaw);
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private:
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// Nodes
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scene::ISceneNode *m_playernode = nullptr;
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scene::ISceneNode *m_headnode = nullptr;
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scene::ICameraSceneNode *m_cameranode = nullptr;
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scene::ISceneManager *m_wieldmgr = nullptr;
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WieldMeshSceneNode *m_wieldnode = nullptr;
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// draw control
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MapDrawControl& m_draw_control;
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Client *m_client;
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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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// Camera offset
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v3s16 m_camera_offset;
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v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
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v2f m_arm_dir;
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v2f m_cam_vel;
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v2f m_cam_vel_old;
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v2f m_last_cam_pos;
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// Field of view and aspect ratio stuff
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f32 m_aspect = 1.0f;
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f32 m_fov_x = 1.0f;
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f32 m_fov_y = 1.0f;
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// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
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f32 m_view_bobbing_anim = 0.0f;
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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 = 0;
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// Speed of view bobbing animation
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f32 m_view_bobbing_speed = 0.0f;
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// Fall view bobbing
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f32 m_view_bobbing_fall = 0.0f;
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// Digging animation frame (0 <= m_digging_anim < 1)
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f32 m_digging_anim = 0.0f;
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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 = -1;
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// Animation when changing wielded item
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f32 m_wield_change_timer = 0.125f;
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ItemStack m_wield_item_next;
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CameraMode m_camera_mode = CAMERA_MODE_FIRST;
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f32 m_cache_fall_bobbing_amount;
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f32 m_cache_view_bobbing_amount;
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f32 m_cache_fov;
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bool m_arm_inertia;
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std::list<Nametag *> m_nametags;
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};
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