BlockColor-Engine/src/camera.h

240 lines
5.9 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 "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