/*
-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 "util/numeric.h"
#include <ICameraSceneNode.h>
+#include "client.h"
+
class LocalPlayer;
struct MapDrawControl;
class IGameDef;
+class WieldMeshSceneNode;
+
+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,
+ IGameDef *gamedef);
~Camera();
// Get player scene node.
{
return m_camera_direction;
}
+
+ // Get the camera offset
+ inline v3s16 getOffset() const
+ {
+ return m_camera_offset;
+ }
// Horizontal field of view
inline f32 getFovX() const
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);
+ // busytime is used to adjust the viewing range.
+ void update(LocalPlayer* player, f32 frametime, f32 busytime,
+ f32 tool_reload_ratio, ClientEnvironment &c_env);
// Render distance feedback loop
- void updateViewingRange(f32 frametime_in);
+ void updateViewingRange(f32 frametime_in, f32 busytime_in);
// 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, IGameDef *gamedef);
+ 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;
+ }
+
+ //read the current camera mode
+ inline CameraMode getCameraMode()
+ {
+ return m_camera_mode;
+ }
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;
- scene::IMeshSceneNode* m_wieldnode;
- u8 m_wieldlight;
+ WieldMeshSceneNode* m_wieldnode;
+ scene::ILightSceneNode* m_wieldlightnode;
// draw control
MapDrawControl& m_draw_control;
+
+ IGameDef *m_gamedef;
// 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_y;
// Stuff for viewing range calculations
- f32 m_added_frametime;
+ f32 m_added_busytime;
s16 m_added_frames;
f32 m_range_old;
- f32 m_frametime_old;
+ f32 m_busytime_old;
f32 m_frametime_counter;
f32 m_time_per_range;
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;
+
+ // Animation when changing wielded item
+ f32 m_wield_change_timer;
+ ItemStack m_wield_item_next;
+
+ CameraMode m_camera_mode;
+
+ f32 m_cache_fall_bobbing_amount;
+ f32 m_cache_view_bobbing_amount;
+ f32 m_cache_wanted_fps;
+ f32 m_cache_fov;
+ bool m_cache_view_bobbing;
};
#endif