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 const v3f a_nametag_pos):
44 parent_node(a_parent_node),
45 nametag_text(a_nametag_text),
46 nametag_color(a_nametag_color),
47 nametag_pos(a_nametag_pos)
50 scene::ISceneNode *parent_node;
51 std::string nametag_text;
52 video::SColor nametag_color;
56 enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
59 Client camera class, manages the player and camera scene nodes, the viewing distance
60 and performs view bobbing etc. It also displays the wielded tool in front of the
66 Camera(MapDrawControl &draw_control, Client *client);
69 // Get camera scene node.
70 // It has the eye transformation, pitch and view bobbing applied.
71 inline scene::ICameraSceneNode* getCameraNode() const
76 // Get the camera position (in absolute scene coordinates).
77 // This has view bobbing applied.
78 inline v3f getPosition() const
80 return m_camera_position;
83 // Get the camera direction (in absolute camera coordinates).
84 // This has view bobbing applied.
85 inline v3f getDirection() const
87 return m_camera_direction;
90 // Get the camera offset
91 inline v3s16 getOffset() const
93 return m_camera_offset;
96 // Horizontal field of view
97 inline f32 getFovX() const
102 // Vertical field of view
103 inline f32 getFovY() const
108 // Get maximum of getFovX() and getFovY()
109 inline f32 getFovMax() const
111 return MYMAX(m_fov_x, m_fov_y);
114 // Checks if the constructor was able to create the scene nodes
115 bool successfullyCreated(std::string &error_message);
117 // Step the camera: updates the viewing range and view bobbing.
118 void step(f32 dtime);
120 // Update the camera from the local player's position.
121 // busytime is used to adjust the viewing range.
122 void update(LocalPlayer* player, f32 frametime, f32 busytime,
123 f32 tool_reload_ratio, ClientEnvironment &c_env);
125 // Update render distance
126 void updateViewingRange();
128 // Start digging animation
129 // Pass 0 for left click, 1 for right click
130 void setDigging(s32 button);
132 // Replace the wielded item mesh
133 void wield(const ItemStack &item);
135 // Draw the wielded tool.
136 // This has to happen *after* the main scene is drawn.
137 // Warning: This clears the Z buffer.
138 void drawWieldedTool(irr::core::matrix4* translation=NULL);
140 // Toggle the current camera mode
141 void toggleCameraMode() {
142 if (m_camera_mode == CAMERA_MODE_FIRST)
143 m_camera_mode = CAMERA_MODE_THIRD;
144 else if (m_camera_mode == CAMERA_MODE_THIRD)
145 m_camera_mode = CAMERA_MODE_THIRD_FRONT;
147 m_camera_mode = CAMERA_MODE_FIRST;
150 // Set the current camera mode
151 inline void setCameraMode(CameraMode mode)
153 m_camera_mode = mode;
156 //read the current camera mode
157 inline CameraMode getCameraMode()
159 return m_camera_mode;
162 Nametag *addNametag(scene::ISceneNode *parent_node,
163 const std::string &nametag_text, video::SColor nametag_color,
166 void removeNametag(Nametag *nametag);
168 const std::list<Nametag *> &getNametags() { return m_nametags; }
172 inline void addArmInertia(f32 player_yaw);
176 scene::ISceneNode *m_playernode = nullptr;
177 scene::ISceneNode *m_headnode = nullptr;
178 scene::ICameraSceneNode *m_cameranode = nullptr;
180 scene::ISceneManager *m_wieldmgr = nullptr;
181 WieldMeshSceneNode *m_wieldnode = nullptr;
184 MapDrawControl& m_draw_control;
188 // Absolute camera position
189 v3f m_camera_position;
190 // Absolute camera direction
191 v3f m_camera_direction;
193 v3s16 m_camera_offset;
195 v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
201 // Field of view and aspect ratio stuff
206 // View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
207 f32 m_view_bobbing_anim = 0.0f;
208 // If 0, view bobbing is off (e.g. player is standing).
209 // If 1, view bobbing is on (player is walking).
210 // If 2, view bobbing is getting switched off.
211 s32 m_view_bobbing_state = 0;
212 // Speed of view bobbing animation
213 f32 m_view_bobbing_speed = 0.0f;
215 f32 m_view_bobbing_fall = 0.0f;
217 // Digging animation frame (0 <= m_digging_anim < 1)
218 f32 m_digging_anim = 0.0f;
219 // If -1, no digging animation
220 // If 0, left-click digging animation
221 // If 1, right-click digging animation
222 s32 m_digging_button = -1;
224 // Animation when changing wielded item
225 f32 m_wield_change_timer = 0.125f;
226 ItemStack m_wield_item_next;
228 CameraMode m_camera_mode = CAMERA_MODE_FIRST;
230 f32 m_cache_fall_bobbing_amount;
231 f32 m_cache_view_bobbing_amount;
233 f32 m_cache_zoom_fov;
236 std::list<Nametag *> m_nametags;