3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "irrlichttypes_extrabloated.h"
24 #include "inventory.h"
26 #include "client/tile.h"
27 #include "util/numeric.h"
28 #include <ICameraSceneNode.h>
33 struct MapDrawControl;
35 class WieldMeshSceneNode;
37 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
40 Client camera class, manages the player and camera scene nodes, the viewing distance
41 and performs view bobbing etc. It also displays the wielded tool in front of the
47 Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
51 // Get player scene node.
52 // This node is positioned at the player's torso (without any view bobbing),
53 // as given by Player::m_position. Yaw is applied but not pitch.
54 inline scene::ISceneNode* getPlayerNode() const
59 // Get head scene node.
60 // It has the eye transformation and pitch applied,
61 // but no view bobbing.
62 inline scene::ISceneNode* getHeadNode() const
67 // Get camera scene node.
68 // It has the eye transformation, pitch and view bobbing applied.
69 inline scene::ICameraSceneNode* getCameraNode() const
74 // Get the camera position (in absolute scene coordinates).
75 // This has view bobbing applied.
76 inline v3f getPosition() const
78 return m_camera_position;
81 // Get the camera direction (in absolute camera coordinates).
82 // This has view bobbing applied.
83 inline v3f getDirection() const
85 return m_camera_direction;
88 // Get the camera offset
89 inline v3s16 getOffset() const
91 return m_camera_offset;
94 // Horizontal field of view
95 inline f32 getFovX() const
100 // Vertical field of view
101 inline f32 getFovY() const
106 // Get maximum of getFovX() and getFovY()
107 inline f32 getFovMax() const
109 return MYMAX(m_fov_x, m_fov_y);
112 // Checks if the constructor was able to create the scene nodes
113 bool successfullyCreated(std::string &error_message);
115 // Step the camera: updates the viewing range and view bobbing.
116 void step(f32 dtime);
118 // Update the camera from the local player's position.
119 // busytime is used to adjust the viewing range.
120 void update(LocalPlayer* player, f32 frametime, f32 busytime,
121 f32 tool_reload_ratio, ClientEnvironment &c_env);
123 // Render distance feedback loop
124 void updateViewingRange(f32 frametime_in, f32 busytime_in);
126 // Start digging animation
127 // Pass 0 for left click, 1 for right click
128 void setDigging(s32 button);
130 // Replace the wielded item mesh
131 void wield(const ItemStack &item);
133 // Draw the wielded tool.
134 // This has to happen *after* the main scene is drawn.
135 // Warning: This clears the Z buffer.
136 void drawWieldedTool(irr::core::matrix4* translation=NULL);
138 // Toggle the current camera mode
139 void toggleCameraMode() {
140 if (m_camera_mode == CAMERA_MODE_FIRST)
141 m_camera_mode = CAMERA_MODE_THIRD;
142 else if (m_camera_mode == CAMERA_MODE_THIRD)
143 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
145 m_camera_mode = CAMERA_MODE_FIRST;
148 //read the current camera mode
149 inline CameraMode getCameraMode()
151 return m_camera_mode;
156 scene::ISceneNode* m_playernode;
157 scene::ISceneNode* m_headnode;
158 scene::ICameraSceneNode* m_cameranode;
160 scene::ISceneManager* m_wieldmgr;
161 WieldMeshSceneNode* m_wieldnode;
164 MapDrawControl& m_draw_control;
168 // Absolute camera position
169 v3f m_camera_position;
170 // Absolute camera direction
171 v3f m_camera_direction;
173 v3s16 m_camera_offset;
175 // Field of view and aspect ratio stuff
180 // Stuff for viewing range calculations
181 f32 m_added_busytime;
185 f32 m_frametime_counter;
186 f32 m_time_per_range;
188 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
189 f32 m_view_bobbing_anim;
190 // If 0, view bobbing is off (e.g. player is standing).
191 // If 1, view bobbing is on (player is walking).
192 // If 2, view bobbing is getting switched off.
193 s32 m_view_bobbing_state;
194 // Speed of view bobbing animation
195 f32 m_view_bobbing_speed;
197 f32 m_view_bobbing_fall;
199 // Digging animation frame (0 <= m_digging_anim < 1)
201 // If -1, no digging animation
202 // If 0, left-click digging animation
203 // If 1, right-click digging animation
204 s32 m_digging_button;
206 // Animation when changing wielded item
207 f32 m_wield_change_timer;
208 ItemStack m_wield_item_next;
210 CameraMode m_camera_mode;
212 f32 m_cache_fall_bobbing_amount;
213 f32 m_cache_view_bobbing_amount;
214 f32 m_cache_wanted_fps;
216 bool m_cache_view_bobbing;