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.
22 #include "irrlichttypes_extrabloated.h"
23 #include "inventory.h"
24 #include "client/tile.h"
25 #include <ICameraSceneNode.h>
26 #include <ISceneNode.h>
30 struct MapDrawControl;
32 class WieldMeshSceneNode;
35 Nametag(scene::ISceneNode *a_parent_node,
36 const std::string &a_nametag_text,
37 const video::SColor &a_nametag_color,
38 const v3f &a_nametag_pos):
39 parent_node(a_parent_node),
40 nametag_text(a_nametag_text),
41 nametag_color(a_nametag_color),
42 nametag_pos(a_nametag_pos)
45 scene::ISceneNode *parent_node;
46 std::string nametag_text;
47 video::SColor nametag_color;
51 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
54 Client camera class, manages the player and camera scene nodes, the viewing distance
55 and performs view bobbing etc. It also displays the wielded tool in front of the
61 Camera(MapDrawControl &draw_control, Client *client);
64 // Get camera scene node.
65 // It has the eye transformation, pitch and view bobbing applied.
66 inline scene::ICameraSceneNode* getCameraNode() const
71 // Get the camera position (in absolute scene coordinates).
72 // This has view bobbing applied.
73 inline v3f getPosition() const
75 return m_camera_position;
78 // Get the camera direction (in absolute camera coordinates).
79 // This has view bobbing applied.
80 inline v3f getDirection() const
82 return m_camera_direction;
85 // Get the camera offset
86 inline v3s16 getOffset() const
88 return m_camera_offset;
91 // Horizontal field of view
92 inline f32 getFovX() const
97 // Vertical field of view
98 inline f32 getFovY() const
103 // Get maximum of getFovX() and getFovY()
104 inline f32 getFovMax() const
106 return MYMAX(m_fov_x, m_fov_y);
109 // Checks if the constructor was able to create the scene nodes
110 bool successfullyCreated(std::string &error_message);
112 // Step the camera: updates the viewing range and view bobbing.
113 void step(f32 dtime);
115 // Update the camera from the local player's position.
116 // busytime is used to adjust the viewing range.
117 void update(LocalPlayer* player, f32 frametime, f32 busytime,
118 f32 tool_reload_ratio);
120 // Update render distance
121 void updateViewingRange();
123 // Start digging animation
124 // Pass 0 for left click, 1 for right click
125 void setDigging(s32 button);
127 // Replace the wielded item mesh
128 void wield(const ItemStack &item);
130 // Draw the wielded tool.
131 // This has to happen *after* the main scene is drawn.
132 // Warning: This clears the Z buffer.
133 void drawWieldedTool(irr::core::matrix4* translation=NULL);
135 // Toggle the current camera mode
136 void toggleCameraMode() {
137 if (m_camera_mode == CAMERA_MODE_FIRST)
138 m_camera_mode = CAMERA_MODE_THIRD;
139 else if (m_camera_mode == CAMERA_MODE_THIRD)
140 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
142 m_camera_mode = CAMERA_MODE_FIRST;
145 // Set the current camera mode
146 inline void setCameraMode(CameraMode mode)
148 m_camera_mode = mode;
151 //read the current camera mode
152 inline CameraMode getCameraMode()
154 return m_camera_mode;
157 Nametag *addNametag(scene::ISceneNode *parent_node,
158 const std::string &nametag_text, video::SColor nametag_color,
161 void removeNametag(Nametag *nametag);
163 const std::list<Nametag *> &getNametags() { return m_nametags; }
167 inline void addArmInertia(f32 player_yaw);
171 scene::ISceneNode *m_playernode = nullptr;
172 scene::ISceneNode *m_headnode = nullptr;
173 scene::ICameraSceneNode *m_cameranode = nullptr;
175 scene::ISceneManager *m_wieldmgr = nullptr;
176 WieldMeshSceneNode *m_wieldnode = nullptr;
179 MapDrawControl& m_draw_control;
183 // Absolute camera position
184 v3f m_camera_position;
185 // Absolute camera direction
186 v3f m_camera_direction;
188 v3s16 m_camera_offset;
190 v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
196 // Field of view and aspect ratio stuff
201 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
202 f32 m_view_bobbing_anim = 0.0f;
203 // If 0, view bobbing is off (e.g. player is standing).
204 // If 1, view bobbing is on (player is walking).
205 // If 2, view bobbing is getting switched off.
206 s32 m_view_bobbing_state = 0;
207 // Speed of view bobbing animation
208 f32 m_view_bobbing_speed = 0.0f;
210 f32 m_view_bobbing_fall = 0.0f;
212 // Digging animation frame (0 <= m_digging_anim < 1)
213 f32 m_digging_anim = 0.0f;
214 // If -1, no digging animation
215 // If 0, left-click digging animation
216 // If 1, right-click digging animation
217 s32 m_digging_button = -1;
219 // Animation when changing wielded item
220 f32 m_wield_change_timer = 0.125f;
221 ItemStack m_wield_item_next;
223 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
225 f32 m_cache_fall_bobbing_amount;
226 f32 m_cache_view_bobbing_amount;
230 std::list<Nametag *> m_nametags;