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Collected and moved existing camera infrastructure from game.cpp to camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.
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src/camera.h
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src/camera.h
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/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CAMERA_HEADER
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#define CAMERA_HEADER
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#include "common_irrlicht.h"
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#include "utility.h"
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class LocalPlayer;
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class MapDrawControl;
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/*
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Client camera class, manages the player and camera scene nodes, the viewing distance
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and performs view bobbing etc.
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*/
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class Camera
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{
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public:
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Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
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~Camera();
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// Get player scene node.
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// This node is positioned at the player's torso (without any view bobbing),
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// as given by Player::m_position, Player::m_pitch and Player::m_yaw.
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// Things like wielded tools should be positioned relative to this node.
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inline scene::ISceneNode* getPlayerNode() const
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{
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return m_playernode;
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}
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// Get camera scene node.
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// The camera node is a child of the player node.
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// It has the eye transformation and view bobbing applied.
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inline scene::ICameraSceneNode* getCameraNode() const
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{
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return m_cameranode;
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}
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// Get the camera position (in absolute scene coordinates).
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// This has view bobbing applied.
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inline v3f getPosition() const
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{
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return m_camera_position;
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}
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// Get the camera direction (in absolute camera coordinates).
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// This has view bobbing applied.
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inline v3f getDirection() const
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{
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return m_camera_direction;
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}
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// Horizontal field of view
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inline f32 getFovX() const
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{
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return m_fov_x;
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}
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// Vertical field of view
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inline f32 getFovY() const
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{
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return m_fov_y;
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}
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// Get maximum of getFovX() and getFovY()
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inline f32 getFovMax() const
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{
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return MYMAX(m_fov_x, m_fov_y);
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}
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// Step the camera: updates the viewing range and view bobbing.
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void step(f32 dtime);
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// Update the camera from the local player's position.
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// frametime is used to adjust the viewing range.
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void update(LocalPlayer* player, f32 frametime, v2u32 screensize);
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// Render distance feedback loop
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void updateViewingRange(f32 frametime_in);
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// Update settings from g_settings
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void updateSettings();
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private:
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// Scene manager and nodes
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scene::ISceneManager* m_smgr;
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scene::ISceneNode* m_playernode;
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scene::ICameraSceneNode* m_cameranode;
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// draw control
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MapDrawControl& m_draw_control;
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// viewing_range_min_nodes setting
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f32 m_viewing_range_min;
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// viewing_range_max_nodes setting
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f32 m_viewing_range_max;
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// Absolute camera position
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v3f m_camera_position;
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// Absolute camera direction
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v3f m_camera_direction;
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// Field of view and aspect ratio stuff
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f32 m_aspect;
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f32 m_fov_x;
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f32 m_fov_y;
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// Stuff for viewing range calculations
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f32 m_wanted_frametime;
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f32 m_added_frametime;
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s16 m_added_frames;
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f32 m_range_old;
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f32 m_frametime_old;
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f32 m_frametime_counter;
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f32 m_time_per_range;
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// View bobbing animation frame (0 <= m_view_bobbing < 0x10000)
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u32 m_view_bobbing_anim;
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// Number of frames to continue the view bobbing animation.
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u32 m_view_bobbing_anim_left;
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};
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#endif
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