/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 #include "client.h" class LocalPlayer; struct MapDrawControl; class IGameDef; 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, u16 playeritem); // 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; scene::IMeshSceneNode* m_wieldnode; u8 m_wieldlight; // 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; //dummymesh for camera irr::scene::IAnimatedMesh* m_dummymesh; // Animation when changing wielded item f32 m_wield_change_timer; scene::IMesh *m_wield_mesh_next; u16 m_previous_playeritem; std::string m_previous_itemname; CameraMode m_camera_mode; }; #endif