/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef CAMERA_HEADER
#define CAMERA_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
#include "mesh.h"
-#include "tile.h"
-#include "utility.h"
+#include "client/tile.h"
+#include "util/numeric.h"
#include <ICameraSceneNode.h>
-#include <IMeshCache.h>
-#include <IAnimatedMesh.h>
+#include <ISceneNode.h>
+#include <list>
+
+#include "client.h"
class LocalPlayer;
struct MapDrawControl;
-class ExtrudedSpriteSceneNode;
-class IGameDef;
+class Client;
+class WieldMeshSceneNode;
+
+struct Nametag {
+ Nametag(scene::ISceneNode *a_parent_node,
+ const std::string &a_nametag_text,
+ const video::SColor &a_nametag_color):
+ parent_node(a_parent_node),
+ nametag_text(a_nametag_text),
+ nametag_color(a_nametag_color)
+ {
+ }
+ scene::ISceneNode *parent_node;
+ std::string nametag_text;
+ video::SColor nametag_color;
+};
+
+enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
class Camera
{
public:
- Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
+ Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ Client *client);
~Camera();
- // Get player scene node.
- // This node is positioned at the player's torso (without any view bobbing),
- // as given by Player::m_position. Yaw is applied but not pitch.
- inline scene::ISceneNode* getPlayerNode() const
- {
- return m_playernode;
- }
-
- // Get head scene node.
- // It has the eye transformation and pitch applied,
- // but no view bobbing.
- inline scene::ISceneNode* getHeadNode() const
- {
- return m_headnode;
- }
-
// Get camera scene node.
// It has the eye transformation, pitch and view bobbing applied.
inline scene::ICameraSceneNode* getCameraNode() const
return m_camera_direction;
}
+ // Get the camera offset
+ inline v3s16 getOffset() const
+ {
+ return m_camera_offset;
+ }
+
// Horizontal field of view
inline f32 getFovX() const
{
}
// Checks if the constructor was able to create the scene nodes
- bool successfullyCreated(std::wstring& error_message);
+ bool successfullyCreated(std::string &error_message);
// Step the camera: updates the viewing range and view bobbing.
void step(f32 dtime);
// Update the camera from the local player's position.
- // frametime is used to adjust the viewing range.
- void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
-
- // Render distance feedback loop
- void updateViewingRange(f32 frametime_in);
+ // busytime is used to adjust the viewing range.
+ void update(LocalPlayer* player, f32 frametime, f32 busytime,
+ f32 tool_reload_ratio, ClientEnvironment &c_env);
- // Update settings from g_settings
- void updateSettings();
-
- // Replace the wielded item mesh
- void wield(const InventoryItem* item, IGameDef *gamedef);
+ // Update render distance
+ void updateViewingRange();
// Start digging animation
// Pass 0 for left click, 1 for right click
void setDigging(s32 button);
+ // Replace the wielded item mesh
+ void wield(const ItemStack &item);
+
// Draw the wielded tool.
// This has to happen *after* the main scene is drawn.
// Warning: This clears the Z buffer.
- void drawWieldedTool();
+ void drawWieldedTool(irr::core::matrix4* translation=NULL);
+
+ // Toggle the current camera mode
+ void toggleCameraMode() {
+ if (m_camera_mode == CAMERA_MODE_FIRST)
+ m_camera_mode = CAMERA_MODE_THIRD;
+ else if (m_camera_mode == CAMERA_MODE_THIRD)
+ m_camera_mode = CAMERA_MODE_THIRD_FRONT;
+ else
+ m_camera_mode = CAMERA_MODE_FIRST;
+ }
+
+ // Set the current camera mode
+ inline void setCameraMode(CameraMode mode)
+ {
+ m_camera_mode = mode;
+ }
+
+ //read the current camera mode
+ inline CameraMode getCameraMode()
+ {
+ return m_camera_mode;
+ }
+
+ Nametag *addNametag(scene::ISceneNode *parent_node,
+ std::string nametag_text, video::SColor nametag_color);
+
+ void removeNametag(Nametag *nametag);
+
+ const std::list<Nametag *> &getNametags() { return m_nametags; }
+
+ void drawNametags();
private:
- // Scene manager and nodes
- scene::ISceneManager* m_smgr;
+ // Nodes
scene::ISceneNode* m_playernode;
scene::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
scene::ISceneManager* m_wieldmgr;
- ExtrudedSpriteSceneNode* m_wieldnode;
+ WieldMeshSceneNode* m_wieldnode;
// draw control
MapDrawControl& m_draw_control;
- // viewing_range_min_nodes setting
- f32 m_viewing_range_min;
- // viewing_range_max_nodes setting
- f32 m_viewing_range_max;
+ Client *m_client;
+ video::IVideoDriver *m_driver;
// Absolute camera position
v3f m_camera_position;
// Absolute camera direction
v3f m_camera_direction;
+ // Camera offset
+ v3s16 m_camera_offset;
// Field of view and aspect ratio stuff
f32 m_aspect;
f32 m_fov_x;
f32 m_fov_y;
- // Stuff for viewing range calculations
- f32 m_wanted_frametime;
- f32 m_added_frametime;
- s16 m_added_frames;
- f32 m_range_old;
- f32 m_frametime_old;
- f32 m_frametime_counter;
- f32 m_time_per_range;
-
// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
f32 m_view_bobbing_anim;
// If 0, view bobbing is off (e.g. player is standing).
s32 m_view_bobbing_state;
// Speed of view bobbing animation
f32 m_view_bobbing_speed;
+ // Fall view bobbing
+ f32 m_view_bobbing_fall;
// Digging animation frame (0 <= m_digging_anim < 1)
f32 m_digging_anim;
// If 0, left-click digging animation
// If 1, right-click digging animation
s32 m_digging_button;
-};
-
-
-/*
- A scene node that displays a 2D mesh extruded into the third dimension,
- to add an illusion of depth.
-
- Since this class was created to display the wielded tool of the local
- player, and only tools and items are rendered like this (but not solid
- content like stone and mud, which are shown as cubes), the option to
- draw a textured cube instead is provided.
- */
-class ExtrudedSpriteSceneNode: public scene::ISceneNode
-{
-public:
- ExtrudedSpriteSceneNode(
- scene::ISceneNode* parent,
- scene::ISceneManager* mgr,
- s32 id = -1,
- const v3f& position = v3f(0,0,0),
- const v3f& rotation = v3f(0,0,0),
- const v3f& scale = v3f(1,1,1));
- ~ExtrudedSpriteSceneNode();
-
- void setSprite(video::ITexture* texture);
- void setCube(const TileSpec tiles[6]);
- void updateLight(u8 light);
+ // Animation when changing wielded item
+ f32 m_wield_change_timer;
+ ItemStack m_wield_item_next;
- void removeSpriteFromCache(video::ITexture* texture);
+ CameraMode m_camera_mode;
- virtual const core::aabbox3d<f32>& getBoundingBox() const;
- virtual void OnRegisterSceneNode();
- virtual void render();
-
-private:
- scene::IMeshSceneNode* m_meshnode;
- scene::IMesh* m_cubemesh;
- bool m_is_cube;
- u8 m_light;
+ f32 m_cache_fall_bobbing_amount;
+ f32 m_cache_view_bobbing_amount;
+ f32 m_cache_fov;
+ f32 m_cache_zoom_fov;
- io::path getExtrudedName(video::ITexture* texture);
+ std::list<Nametag *> m_nametags;
};
#endif