#define CAMERA_HEADER
#include "common_irrlicht.h"
+#include "inventory.h"
+#include "tile.h"
#include "utility.h"
+#include <ICameraSceneNode.h>
+#include <IMeshCache.h>
+#include <IAnimatedMesh.h>
class LocalPlayer;
class MapDrawControl;
+class ExtrudedSpriteSceneNode;
+class IGameDef;
/*
Client camera class, manages the player and camera scene nodes, the viewing distance
- and performs view bobbing etc.
+ and performs view bobbing etc. It also displays the wielded tool in front of the
+ first-person camera.
*/
class Camera
{
// Update settings from g_settings
void updateSettings();
+ // Replace the wielded item mesh
+ void wield(const InventoryItem* item, IGameDef *gamedef);
+
+ // Start digging animation
+ // Pass 0 for left click, 1 for right click
+ void setDigging(s32 button);
+
+ // Draw the wielded tool.
+ // This has to happen *after* the main scene is drawn.
+ // Warning: This clears the Z buffer.
+ void drawWieldedTool();
+
private:
// Scene manager and nodes
scene::ISceneManager* m_smgr;
scene::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
+ scene::ISceneManager* m_wieldmgr;
+ ExtrudedSpriteSceneNode* m_wieldnode;
+
// draw control
MapDrawControl& m_draw_control;
f32 m_frametime_counter;
f32 m_time_per_range;
- // View bobbing animation frame (0 <= m_view_bobbing < 0x1000000)
- s32 m_view_bobbing_anim;
+ // 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).
// If 1, view bobbing is on (player is walking).
// If 2, view bobbing is getting switched off.
s32 m_view_bobbing_state;
// Speed of view bobbing animation
f32 m_view_bobbing_speed;
+
+ // Digging animation frame (0 <= m_digging_anim < 1)
+ f32 m_digging_anim;
+ // If -1, no digging animation
+ // If 0, left-click digging animation
+ // If 1, right-click digging animation
+ s32 m_digging_button;
};
-#endif
+/*
+ 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]);
+
+ f32 getSpriteThickness() const { return m_thickness; }
+ void setSpriteThickness(f32 thickness);
+
+ void updateLight(u8 light);
+
+ void removeSpriteFromCache(video::ITexture* texture);
+
+ virtual const core::aabbox3d<f32>& getBoundingBox() const;
+ virtual void OnRegisterSceneNode();
+ virtual void render();
+
+private:
+ scene::IMeshSceneNode* m_meshnode;
+ f32 m_thickness;
+ scene::IMesh* m_cubemesh;
+ bool m_is_cube;
+ u8 m_light;
+
+ // internal extrusion helper methods
+ io::path getExtrudedName(video::ITexture* texture);
+ scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
+ scene::IAnimatedMesh* extrude(video::ITexture* texture);
+ scene::IMesh* createCubeMesh();
+};
+
+#endif