mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 16:08:51 -05:00
30075467b8
This removes a lot of narrow/wide conversions where a wide string was never used.
221 lines
5.5 KiB
C++
221 lines
5.5 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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#ifndef CAMERA_HEADER
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#define CAMERA_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "inventory.h"
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#include "mesh.h"
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#include "client/tile.h"
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#include "util/numeric.h"
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#include <ICameraSceneNode.h>
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#include "client.h"
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class LocalPlayer;
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struct MapDrawControl;
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class IGameDef;
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class WieldMeshSceneNode;
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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(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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IGameDef *gamedef);
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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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// 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, ClientEnvironment &c_env);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in, f32 busytime_in);
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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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//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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private:
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// Nodes
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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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WieldMeshSceneNode* m_wieldnode;
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scene::ILightSceneNode* m_wieldlightnode;
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// draw control
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MapDrawControl& m_draw_control;
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IGameDef *m_gamedef;
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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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// 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_added_busytime;
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s16 m_added_frames;
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f32 m_range_old;
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f32 m_busytime_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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// Fall view bobbing
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f32 m_view_bobbing_fall;
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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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// Animation when changing wielded item
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f32 m_wield_change_timer;
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ItemStack m_wield_item_next;
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CameraMode m_camera_mode;
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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_wanted_fps;
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f32 m_cache_fov;
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bool m_cache_view_bobbing;
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};
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#endif
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