/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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 "common_irrlicht.h"
+#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
-#include "utility.h"
+#include "mesh.h"
+#include "tile.h"
+#include "util/numeric.h"
+#include <ICameraSceneNode.h>
class LocalPlayer;
-class MapDrawControl;
-class ExtrudedSpriteSceneNode;
+struct MapDrawControl;
+class IGameDef;
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
class Camera
{
public:
- Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
+ Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ IGameDef *gamedef);
~Camera();
// Get player scene node.
return m_cameranode;
}
- // Get wielded item scene node.
- inline ExtrudedSpriteSceneNode* getWieldNode() const
- {
- return m_wieldnode;
- }
-
// Get the camera position (in absolute scene coordinates).
// This has view bobbing applied.
inline v3f getPosition() const
void step(f32 dtime);
// Update the camera from the local player's position.
- // frametime is used to adjust the viewing range.
- void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
+ // busytime is used to adjust the viewing range.
+ void update(LocalPlayer* player, f32 frametime, f32 busytime,
+ v2u32 screensize, f32 tool_reload_ratio);
// Render distance feedback loop
- void updateViewingRange(f32 frametime_in);
+ void updateViewingRange(f32 frametime_in, f32 busytime_in);
- // Update settings from g_settings
- void updateSettings();
+ // Start digging animation
+ // Pass 0 for left click, 1 for right click
+ void setDigging(s32 button);
// Replace the wielded item mesh
- void wield(InventoryItem* item);
+ void wield(const ItemStack &item, u16 playeritem);
- // Start or stop digging animation
- void setDigging(bool digging);
+ // Draw the wielded tool.
+ // This has to happen *after* the main scene is drawn.
+ // Warning: This clears the Z buffer.
+ void drawWieldedTool();
private:
// Scene manager and nodes
scene::ISceneNode* m_playernode;
scene::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
- ExtrudedSpriteSceneNode* m_wieldnode;
+
+ scene::ISceneManager* m_wieldmgr;
+ scene::IMeshSceneNode* m_wieldnode;
+ u8 m_wieldlight;
// draw control
MapDrawControl& m_draw_control;
-
- // viewing_range_min_nodes setting
- f32 m_viewing_range_min;
- // viewing_range_max_nodes setting
- f32 m_viewing_range_max;
+
+ IGameDef *m_gamedef;
// Absolute camera position
v3f m_camera_position;
f32 m_fov_y;
// Stuff for viewing range calculations
- f32 m_wanted_frametime;
- f32 m_added_frametime;
+ f32 m_added_busytime;
s16 m_added_frames;
f32 m_range_old;
- f32 m_frametime_old;
+ f32 m_busytime_old;
f32 m_frametime_counter;
f32 m_time_per_range;
- // View bobbing animation frame (0 <= m_view_bobbing < 0x1000000)
- s32 m_view_bobbing_anim;
+ // 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;
-};
-
-
-/*
- A scene node that displays a 2D mesh extruded into the third dimension,
- to add an illusion of depth.
-
- Since this class was created to display the wielded tool of the local
- player, and only tools and items are rendered like this (but not solid
- content like stone and mud, which are shown as cubes), the option to
- draw a textured cube instead is provided.
- */
-class ExtrudedSpriteSceneNode: public scene::ISceneNode
-{
-public:
- ExtrudedSpriteSceneNode(
- scene::ISceneNode* parent,
- scene::ISceneManager* mgr,
- s32 id = -1,
- const v3f& position = v3f(0,0,0),
- const v3f& rotation = v3f(0,0,0),
- const v3f& scale = v3f(0,0,0));
- ~ExtrudedSpriteSceneNode();
-
- void setSprite(video::ITexture* texture);
- void setCube(const TileSpec faces[6]);
-
- f32 getSpriteThickness() const { return m_thickness; }
- void setSpriteThickness(f32 thickness);
-
- void removeSpriteFromCache(video::ITexture* texture);
-
- virtual const core::aabbox3d<f32>& getBoundingBox() const;
- virtual void OnRegisterSceneNode();
- virtual void render();
-
-private:
- scene::IMeshSceneNode* m_meshnode;
- f32 m_thickness;
- scene::IMesh* m_cubemesh;
- bool m_is_cube;
-
- // internal extrusion helper methods
- io::path getExtrudedName(video::ITexture* texture);
- scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
- scene::IAnimatedMesh* extrude(video::ITexture* texture);
- scene::IMesh* createCubeMesh();
+ // 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;
};
#endif