X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;ds=sidebyside;f=src%2Fcamera.h;h=996be79b27e8a054911fa3470b28f880cb6b5ce5;hb=9b551d5cbcaf71a8c39bbf7e886290649aed4799;hp=168863c3ec618af56693576c339c5af6de858d93;hpb=989aba1966373885d4cac306daea25e102f8d68d;p=minetest.git diff --git a/src/camera.h b/src/camera.h index 168863c3e..996be79b2 100644 --- a/src/camera.h +++ b/src/camera.h @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +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 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. */ @@ -20,16 +20,21 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef CAMERA_HEADER #define CAMERA_HEADER -#include "common_irrlicht.h" +#include "irrlichttypes_extrabloated.h" #include "inventory.h" #include "mesh.h" #include "tile.h" -#include "utility.h" +#include "util/numeric.h" #include +#include "client.h" + class LocalPlayer; struct MapDrawControl; class IGameDef; +class WieldMeshSceneNode; + +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 @@ -39,7 +44,8 @@ class IGameDef; class Camera { public: - Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control); + Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, + IGameDef *gamedef); ~Camera(); // Get player scene node. @@ -78,6 +84,12 @@ class Camera { return m_camera_direction; } + + // Get the camera offset + inline v3s16 getOffset() const + { + return m_camera_offset; + } // Horizontal field of view inline f32 getFovX() const @@ -104,43 +116,62 @@ class Camera 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, - f32 tool_reload_ratio); + // 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); + 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, IGameDef *gamedef); + 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(); + 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: - // Scene manager and nodes - scene::ISceneManager* m_smgr; + // Nodes scene::ISceneNode* m_playernode; scene::ISceneNode* m_headnode; scene::ICameraSceneNode* m_cameranode; scene::ISceneManager* m_wieldmgr; - scene::IMeshSceneNode* m_wieldnode; - u8 m_wieldlight; + WieldMeshSceneNode* m_wieldnode; + scene::ILightSceneNode* m_wieldlightnode; // 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; @@ -148,10 +179,10 @@ class Camera f32 m_fov_y; // Stuff for viewing range calculations - 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; @@ -163,6 +194,8 @@ class Camera 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; @@ -170,6 +203,12 @@ class Camera // 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; }; #endif