X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.h;h=cb0e9686dd7a94aaf93ac11298c8cacdf1967bf9;hb=198ed60cabd3066977df5360b7b32a6b895ea744;hp=ba5d72bf41dd790613f6cad3487e1a8b8306aef2;hpb=fc92da432401051a8cc17618941625aec6b12d20;p=minetest.git diff --git a/src/camera.h b/src/camera.h index ba5d72bf4..cb0e9686d 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. */ @@ -20,33 +20,68 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef CAMERA_HEADER #define CAMERA_HEADER -#include "common_irrlicht.h" -#include "utility.h" +#include "irrlichttypes_extrabloated.h" +#include "inventory.h" +#include "mesh.h" +#include "client/tile.h" +#include "util/numeric.h" +#include +#include +#include + +#include "client.h" class LocalPlayer; -class MapDrawControl; +struct MapDrawControl; +class IGameDef; +class WieldMeshSceneNode; + +struct Nametag { + Nametag(scene::ISceneNode *a_parent_node, + const std::string &a_nametag_text, + const video::SColor &a_nametag_color): + parent_node(a_parent_node), + nametag_text(a_nametag_text), + nametag_color(a_nametag_color) + { + } + scene::ISceneNode *parent_node; + std::string nametag_text; + video::SColor nametag_color; +}; + +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. + and performs view bobbing etc. It also displays the wielded tool in front of the + first-person camera. */ class Camera { public: - Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control); + Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, + IGameDef *gamedef); ~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. - // Things like wielded tools should be positioned relative to this node. 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 and view bobbing applied. + // It has the eye transformation, pitch and view bobbing applied. inline scene::ICameraSceneNode* getCameraNode() const { return m_cameranode; @@ -66,6 +101,12 @@ 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 { @@ -84,61 +125,116 @@ class Camera 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. - // 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, + f32 tool_reload_ratio, ClientEnvironment &c_env); + + // 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; + } + + //read the current camera mode + inline CameraMode getCameraMode() + { + return m_camera_mode; + } + + Nametag *addNametag(scene::ISceneNode *parent_node, + std::string nametag_text, video::SColor nametag_color); + + void removeNametag(Nametag *nametag); - // Render distance feedback loop - void updateViewingRange(f32 frametime_in); + std::list *getNametags() + { return &m_nametags; } - // Update settings from g_settings - void updateSettings(); + void drawNametags(); 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; + WieldMeshSceneNode* m_wieldnode; + // 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; + video::IVideoDriver *m_driver; // 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; f32 m_fov_x; f32 m_fov_y; - // Stuff for viewing range calculations - f32 m_wanted_frametime; - f32 m_added_frametime; - s16 m_added_frames; - f32 m_range_old; - f32 m_frametime_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; - // If true, view bobbing is slown down (player is swimming) - bool m_view_bobbing_slow; + // 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; + // If -1, no digging animation + // 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; + + f32 m_cache_fall_bobbing_amount; + f32 m_cache_view_bobbing_amount; + f32 m_cache_fov; + f32 m_cache_zoom_fov; + bool m_cache_view_bobbing; + + std::list m_nametags; }; #endif -