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"
25 #include "client/tile.h"
26 #include <ICameraSceneNode.h>
27 #include <ISceneNode.h>
31 struct MapDrawControl;
33 class WieldMeshSceneNode;
36 Nametag(scene::ISceneNode *a_parent_node,
37 const std::string &a_nametag_text,
38 const video::SColor &a_nametag_color,
39 const v3f a_nametag_pos):
40 parent_node(a_parent_node),
41 nametag_text(a_nametag_text),
42 nametag_color(a_nametag_color),
43 nametag_pos(a_nametag_pos)
46 scene::ISceneNode *parent_node;
47 std::string nametag_text;
48 video::SColor nametag_color;
52 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
55 Client camera class, manages the player and camera scene nodes, the viewing distance
56 and performs view bobbing etc. It also displays the wielded tool in front of the
62 Camera(MapDrawControl &draw_control, Client *client);
65 // Get camera scene node.
66 // It has the eye transformation, pitch and view bobbing applied.
67 inline scene::ICameraSceneNode* getCameraNode() const
72 // Get the camera position (in absolute scene coordinates).
73 // This has view bobbing applied.
74 inline v3f getPosition() const
76 return m_camera_position;
79 // Get the camera direction (in absolute camera coordinates).
80 // This has view bobbing applied.
81 inline v3f getDirection() const
83 return m_camera_direction;
86 // Get the camera offset
87 inline v3s16 getOffset() const
89 return m_camera_offset;
92 // Horizontal field of view
93 inline f32 getFovX() const
98 // Vertical field of view
99 inline f32 getFovY() const
104 // Get maximum of getFovX() and getFovY()
105 inline f32 getFovMax() const
107 return MYMAX(m_fov_x, m_fov_y);
110 // Checks if the constructor was able to create the scene nodes
111 bool successfullyCreated(std::string &error_message);
113 // Step the camera: updates the viewing range and view bobbing.
114 void step(f32 dtime);
116 // Update the camera from the local player's position.
117 // busytime is used to adjust the viewing range.
118 void update(LocalPlayer* player, f32 frametime, f32 busytime,
119 f32 tool_reload_ratio);
121 // Update render distance
122 void updateViewingRange();
124 // Start digging animation
125 // Pass 0 for left click, 1 for right click
126 void setDigging(s32 button);
128 // Replace the wielded item mesh
129 void wield(const ItemStack &item);
131 // Draw the wielded tool.
132 // This has to happen *after* the main scene is drawn.
133 // Warning: This clears the Z buffer.
134 void drawWieldedTool(irr::core::matrix4* translation=NULL);
136 // Toggle the current camera mode
137 void toggleCameraMode() {
138 if (m_camera_mode == CAMERA_MODE_FIRST)
139 m_camera_mode = CAMERA_MODE_THIRD;
140 else if (m_camera_mode == CAMERA_MODE_THIRD)
141 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
143 m_camera_mode = CAMERA_MODE_FIRST;
146 // Set the current camera mode
147 inline void setCameraMode(CameraMode mode)
149 m_camera_mode = mode;
152 //read the current camera mode
153 inline CameraMode getCameraMode()
155 return m_camera_mode;
158 Nametag *addNametag(scene::ISceneNode *parent_node,
159 const std::string &nametag_text, video::SColor nametag_color,
162 void removeNametag(Nametag *nametag);
164 const std::list<Nametag *> &getNametags() { return m_nametags; }
168 inline void addArmInertia(f32 player_yaw);
172 scene::ISceneNode *m_playernode = nullptr;
173 scene::ISceneNode *m_headnode = nullptr;
174 scene::ICameraSceneNode *m_cameranode = nullptr;
176 scene::ISceneManager *m_wieldmgr = nullptr;
177 WieldMeshSceneNode *m_wieldnode = nullptr;
180 MapDrawControl& m_draw_control;
184 // Absolute camera position
185 v3f m_camera_position;
186 // Absolute camera direction
187 v3f m_camera_direction;
189 v3s16 m_camera_offset;
191 v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
197 // Field of view and aspect ratio stuff
202 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
203 f32 m_view_bobbing_anim = 0.0f;
204 // If 0, view bobbing is off (e.g. player is standing).
205 // If 1, view bobbing is on (player is walking).
206 // If 2, view bobbing is getting switched off.
207 s32 m_view_bobbing_state = 0;
208 // Speed of view bobbing animation
209 f32 m_view_bobbing_speed = 0.0f;
211 f32 m_view_bobbing_fall = 0.0f;
213 // Digging animation frame (0 <= m_digging_anim < 1)
214 f32 m_digging_anim = 0.0f;
215 // If -1, no digging animation
216 // If 0, left-click digging animation
217 // If 1, right-click digging animation
218 s32 m_digging_button = -1;
220 // Animation when changing wielded item
221 f32 m_wield_change_timer = 0.125f;
222 ItemStack m_wield_item_next;
224 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
226 f32 m_cache_fall_bobbing_amount;
227 f32 m_cache_view_bobbing_amount;
229 f32 m_cache_zoom_fov;
232 std::list<Nametag *> m_nametags;