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>
29 #include <ISceneNode.h>
35 struct MapDrawControl;
37 class WieldMeshSceneNode;
40 Nametag(scene::ISceneNode *a_parent_node,
41 const std::string &a_nametag_text,
42 const video::SColor &a_nametag_color):
43 parent_node(a_parent_node),
44 nametag_text(a_nametag_text),
45 nametag_color(a_nametag_color)
48 scene::ISceneNode *parent_node;
49 std::string nametag_text;
50 video::SColor nametag_color;
53 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
56 Client camera class, manages the player and camera scene nodes, the viewing distance
57 and performs view bobbing etc. It also displays the wielded tool in front of the
63 Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
67 // Get player scene node.
68 // This node is positioned at the player's torso (without any view bobbing),
69 // as given by Player::m_position. Yaw is applied but not pitch.
70 inline scene::ISceneNode* getPlayerNode() const
75 // Get head scene node.
76 // It has the eye transformation and pitch applied,
77 // but no view bobbing.
78 inline scene::ISceneNode* getHeadNode() const
83 // Get camera scene node.
84 // It has the eye transformation, pitch and view bobbing applied.
85 inline scene::ICameraSceneNode* getCameraNode() const
90 // Get the camera position (in absolute scene coordinates).
91 // This has view bobbing applied.
92 inline v3f getPosition() const
94 return m_camera_position;
97 // Get the camera direction (in absolute camera coordinates).
98 // This has view bobbing applied.
99 inline v3f getDirection() const
101 return m_camera_direction;
104 // Get the camera offset
105 inline v3s16 getOffset() const
107 return m_camera_offset;
110 // Horizontal field of view
111 inline f32 getFovX() const
116 // Vertical field of view
117 inline f32 getFovY() const
122 // Get maximum of getFovX() and getFovY()
123 inline f32 getFovMax() const
125 return MYMAX(m_fov_x, m_fov_y);
128 // Checks if the constructor was able to create the scene nodes
129 bool successfullyCreated(std::string &error_message);
131 // Step the camera: updates the viewing range and view bobbing.
132 void step(f32 dtime);
134 // Update the camera from the local player's position.
135 // busytime is used to adjust the viewing range.
136 void update(LocalPlayer* player, f32 frametime, f32 busytime,
137 f32 tool_reload_ratio, ClientEnvironment &c_env);
139 // Render distance feedback loop
140 void updateViewingRange(f32 frametime_in, f32 busytime_in);
142 // Start digging animation
143 // Pass 0 for left click, 1 for right click
144 void setDigging(s32 button);
146 // Replace the wielded item mesh
147 void wield(const ItemStack &item);
149 // Draw the wielded tool.
150 // This has to happen *after* the main scene is drawn.
151 // Warning: This clears the Z buffer.
152 void drawWieldedTool(irr::core::matrix4* translation=NULL);
154 // Toggle the current camera mode
155 void toggleCameraMode() {
156 if (m_camera_mode == CAMERA_MODE_FIRST)
157 m_camera_mode = CAMERA_MODE_THIRD;
158 else if (m_camera_mode == CAMERA_MODE_THIRD)
159 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
161 m_camera_mode = CAMERA_MODE_FIRST;
164 //read the current camera mode
165 inline CameraMode getCameraMode()
167 return m_camera_mode;
170 Nametag *addNametag(scene::ISceneNode *parent_node,
171 std::string nametag_text, video::SColor nametag_color);
173 void removeNametag(Nametag *nametag);
179 scene::ISceneNode* m_playernode;
180 scene::ISceneNode* m_headnode;
181 scene::ICameraSceneNode* m_cameranode;
183 scene::ISceneManager* m_wieldmgr;
184 WieldMeshSceneNode* m_wieldnode;
187 MapDrawControl& m_draw_control;
190 video::IVideoDriver *m_driver;
192 // Absolute camera position
193 v3f m_camera_position;
194 // Absolute camera direction
195 v3f m_camera_direction;
197 v3s16 m_camera_offset;
199 // Field of view and aspect ratio stuff
204 // Stuff for viewing range calculations
205 f32 m_added_busytime;
209 f32 m_frametime_counter;
210 f32 m_time_per_range;
212 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
213 f32 m_view_bobbing_anim;
214 // If 0, view bobbing is off (e.g. player is standing).
215 // If 1, view bobbing is on (player is walking).
216 // If 2, view bobbing is getting switched off.
217 s32 m_view_bobbing_state;
218 // Speed of view bobbing animation
219 f32 m_view_bobbing_speed;
221 f32 m_view_bobbing_fall;
223 // Digging animation frame (0 <= m_digging_anim < 1)
225 // If -1, no digging animation
226 // If 0, left-click digging animation
227 // If 1, right-click digging animation
228 s32 m_digging_button;
230 // Animation when changing wielded item
231 f32 m_wield_change_timer;
232 ItemStack m_wield_item_next;
234 CameraMode m_camera_mode;
236 f32 m_cache_fall_bobbing_amount;
237 f32 m_cache_view_bobbing_amount;
238 f32 m_cache_wanted_fps;
240 bool m_cache_view_bobbing;
242 std::list<Nametag *> m_nametags;