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"
27 #include "util/numeric.h"
28 #include <ICameraSceneNode.h>
33 struct MapDrawControl;
36 enum CameraModes {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
39 Client camera class, manages the player and camera scene nodes, the viewing distance
40 and performs view bobbing etc. It also displays the wielded tool in front of the
46 Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
50 // Get player scene node.
51 // This node is positioned at the player's torso (without any view bobbing),
52 // as given by Player::m_position. Yaw is applied but not pitch.
53 inline scene::ISceneNode* getPlayerNode() const
58 // Get head scene node.
59 // It has the eye transformation and pitch applied,
60 // but no view bobbing.
61 inline scene::ISceneNode* getHeadNode() const
66 // Get camera scene node.
67 // It has the eye transformation, pitch and view bobbing applied.
68 inline scene::ICameraSceneNode* getCameraNode() const
73 // Get the camera position (in absolute scene coordinates).
74 // This has view bobbing applied.
75 inline v3f getPosition() const
77 return m_camera_position;
80 // Get the camera direction (in absolute camera coordinates).
81 // This has view bobbing applied.
82 inline v3f getDirection() const
84 return m_camera_direction;
87 // Get the camera offset
88 inline v3s16 getOffset() const
90 return m_camera_offset;
93 // Horizontal field of view
94 inline f32 getFovX() const
99 // Vertical field of view
100 inline f32 getFovY() const
105 // Get maximum of getFovX() and getFovY()
106 inline f32 getFovMax() const
108 return MYMAX(m_fov_x, m_fov_y);
111 // Checks if the constructor was able to create the scene nodes
112 bool successfullyCreated(std::wstring& error_message);
114 // Step the camera: updates the viewing range and view bobbing.
115 void step(f32 dtime);
117 // Update the camera from the local player's position.
118 // busytime is used to adjust the viewing range.
119 void update(LocalPlayer* player, f32 frametime, f32 busytime,
120 v2u32 screensize, f32 tool_reload_ratio,
121 int current_camera_mode, 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, u16 playeritem);
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();
139 // Scene manager and nodes
140 scene::ISceneManager* m_smgr;
141 scene::ISceneNode* m_playernode;
142 scene::ISceneNode* m_headnode;
143 scene::ICameraSceneNode* m_cameranode;
145 scene::ISceneManager* m_wieldmgr;
146 scene::IMeshSceneNode* m_wieldnode;
150 MapDrawControl& m_draw_control;
154 // Absolute camera position
155 v3f m_camera_position;
156 // Absolute camera direction
157 v3f m_camera_direction;
159 v3s16 m_camera_offset;
161 // Field of view and aspect ratio stuff
166 // Stuff for viewing range calculations
167 f32 m_added_busytime;
171 f32 m_frametime_counter;
172 f32 m_time_per_range;
174 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
175 f32 m_view_bobbing_anim;
176 // If 0, view bobbing is off (e.g. player is standing).
177 // If 1, view bobbing is on (player is walking).
178 // If 2, view bobbing is getting switched off.
179 s32 m_view_bobbing_state;
180 // Speed of view bobbing animation
181 f32 m_view_bobbing_speed;
183 f32 m_view_bobbing_fall;
185 // Digging animation frame (0 <= m_digging_anim < 1)
187 // If -1, no digging animation
188 // If 0, left-click digging animation
189 // If 1, right-click digging animation
190 s32 m_digging_button;
192 //dummymesh for camera
193 irr::scene::IAnimatedMesh* m_dummymesh;
195 // Animation when changing wielded item
196 f32 m_wield_change_timer;
197 scene::IMesh *m_wield_mesh_next;
198 u16 m_previous_playeritem;
199 std::string m_previous_itemname;