mirror of
https://github.com/minetest/minetest.git
synced 2024-11-15 04:03:46 +01:00
221 lines
5.5 KiB
C++
221 lines
5.5 KiB
C++
/*
|
|
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;
|
|
class WieldMeshSceneNode;
|
|
|
|
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::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,
|
|
f32 tool_reload_ratio, 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);
|
|
|
|
// 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;
|
|
}
|
|
|
|
private:
|
|
// Nodes
|
|
scene::ISceneNode* m_playernode;
|
|
scene::ISceneNode* m_headnode;
|
|
scene::ICameraSceneNode* m_cameranode;
|
|
|
|
scene::ISceneManager* m_wieldmgr;
|
|
WieldMeshSceneNode* m_wieldnode;
|
|
scene::ILightSceneNode* m_wieldlightnode;
|
|
|
|
// 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;
|
|
|
|
// 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_wanted_fps;
|
|
f32 m_cache_fov;
|
|
bool m_cache_view_bobbing;
|
|
};
|
|
|
|
#endif
|