X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.h;h=88de3570ae25779ccf65ff6e8dbec570e19f554f;hb=359c8f82ceaef19563d0dba67a090e8fdc2dfb71;hp=aa9139148e60b6d8cf5ad4e624b3accda12fcceb;hpb=c50c9a10f12fb28724b30ec0db00aee39c4a1414;p=minetest.git diff --git a/src/camera.h b/src/camera.h index aa9139148..88de3570a 100644 --- a/src/camera.h +++ b/src/camera.h @@ -17,19 +17,38 @@ 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 +#pragma once #include "irrlichttypes_extrabloated.h" #include "inventory.h" -#include "mesh.h" -#include "tile.h" -#include "util/numeric.h" +#include "client/tile.h" #include +#include +#include class LocalPlayer; struct MapDrawControl; -class IGameDef; +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 @@ -39,26 +58,9 @@ class IGameDef; class Camera { public: - Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, - IGameDef *gamedef); + Camera(MapDrawControl &draw_control, Client *client); ~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 @@ -80,6 +82,12 @@ 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 { @@ -99,7 +107,7 @@ class Camera } // Checks if the constructor was able to create the scene nodes - bool successfullyCreated(std::wstring& error_message); + bool successfullyCreated(std::string &error_message); // Step the camera: updates the viewing range and view bobbing. void step(f32 dtime); @@ -107,83 +115,117 @@ class Camera // 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, - v2u32 screensize, f32 tool_reload_ratio); + f32 tool_reload_ratio); - // Render distance feedback loop - void updateViewingRange(f32 frametime_in, f32 busytime_in); + // 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, u16 playeritem); + 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; + } + + // 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 &getNametags() { return m_nametags; } + + void drawNametags(); + + inline void addArmInertia(f32 player_yaw); private: - // Scene manager and nodes - scene::ISceneManager* m_smgr; - scene::ISceneNode* m_playernode; - scene::ISceneNode* m_headnode; - scene::ICameraSceneNode* m_cameranode; + // Nodes + scene::ISceneNode *m_playernode = nullptr; + scene::ISceneNode *m_headnode = nullptr; + scene::ICameraSceneNode *m_cameranode = nullptr; - scene::ISceneManager* m_wieldmgr; - scene::IMeshSceneNode* m_wieldnode; - u8 m_wieldlight; + scene::ISceneManager *m_wieldmgr = nullptr; + WieldMeshSceneNode *m_wieldnode = nullptr; // draw control MapDrawControl& m_draw_control; - - IGameDef *m_gamedef; + + 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; - 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; + 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; + 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; + s32 m_view_bobbing_state = 0; // Speed of view bobbing animation - f32 m_view_bobbing_speed; + f32 m_view_bobbing_speed = 0.0f; // Fall view bobbing - f32 m_view_bobbing_fall; + f32 m_view_bobbing_fall = 0.0f; // Digging animation frame (0 <= m_digging_anim < 1) - f32 m_digging_anim; + 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; - - //dummymesh for camera - irr::scene::IAnimatedMesh* m_dummymesh; + s32 m_digging_button = -1; // 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; -}; + f32 m_wield_change_timer = 0.125f; + ItemStack m_wield_item_next; + + CameraMode m_camera_mode = CAMERA_MODE_FIRST; -#endif + f32 m_cache_fall_bobbing_amount; + f32 m_cache_view_bobbing_amount; + f32 m_cache_fov; + bool m_arm_inertia; + + std::list m_nametags; +};