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- /*
- 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.
- */
- #pragma once
- #include "irrlichttypes_extrabloated.h"
- #include "inventory.h"
- #include "client/tile.h"
- #include <ICameraSceneNode.h>
- #include <ISceneNode.h>
- #include <list>
- class LocalPlayer;
- struct MapDrawControl;
- class Client;
- class WieldMeshSceneNode;
- struct Nametag {
- Nametag(scene::ISceneNode *a_parent_node,
- const std::string &a_nametag_text,
- const video::SColor &a_nametag_color,
- const v3f &a_nametag_pos):
- parent_node(a_parent_node),
- nametag_text(a_nametag_text),
- nametag_color(a_nametag_color),
- nametag_pos(a_nametag_pos)
- {
- }
- scene::ISceneNode *parent_node;
- std::string nametag_text;
- video::SColor nametag_color;
- v3f nametag_pos;
- };
- 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(MapDrawControl &draw_control, Client *client);
- ~Camera();
- // 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);
- // 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;
- }
- // Set the current camera mode
- inline void setCameraMode(CameraMode mode)
- {
- m_camera_mode = mode;
- }
- //read the current camera mode
- inline CameraMode getCameraMode()
- {
- return m_camera_mode;
- }
- Nametag *addNametag(scene::ISceneNode *parent_node,
- const std::string &nametag_text, video::SColor nametag_color,
- const v3f &pos);
- void removeNametag(Nametag *nametag);
- const std::list<Nametag *> &getNametags() { return m_nametags; }
- void drawNametags();
- inline void addArmInertia(f32 player_yaw);
- private:
- // Nodes
- scene::ISceneNode *m_playernode = nullptr;
- scene::ISceneNode *m_headnode = nullptr;
- scene::ICameraSceneNode *m_cameranode = nullptr;
- scene::ISceneManager *m_wieldmgr = nullptr;
- WieldMeshSceneNode *m_wieldnode = nullptr;
- // draw control
- MapDrawControl& m_draw_control;
- Client *m_client;
- // Absolute camera position
- v3f m_camera_position;
- // Absolute camera direction
- v3f m_camera_direction;
- // Camera offset
- v3s16 m_camera_offset;
- v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
- v2f m_arm_dir;
- v2f m_cam_vel;
- v2f m_cam_vel_old;
- v2f m_last_cam_pos;
- // Field of view and aspect ratio stuff
- f32 m_aspect = 1.0f;
- f32 m_fov_x = 1.0f;
- f32 m_fov_y = 1.0f;
- // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
- f32 m_view_bobbing_anim = 0.0f;
- // 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 = 0;
- // Speed of view bobbing animation
- f32 m_view_bobbing_speed = 0.0f;
- // Fall view bobbing
- f32 m_view_bobbing_fall = 0.0f;
- // Digging animation frame (0 <= m_digging_anim < 1)
- f32 m_digging_anim = 0.0f;
- // If -1, no digging animation
- // If 0, left-click digging animation
- // If 1, right-click digging animation
- s32 m_digging_button = -1;
- // Animation when changing wielded item
- f32 m_wield_change_timer = 0.125f;
- ItemStack m_wield_item_next;
- CameraMode m_camera_mode = CAMERA_MODE_FIRST;
- f32 m_cache_fall_bobbing_amount;
- f32 m_cache_view_bobbing_amount;
- f32 m_cache_fov;
- bool m_arm_inertia;
- std::list<Nametag *> m_nametags;
- };
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