class Camera
{
public:
- Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control);
+ Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+ IGameDef *gamedef);
~Camera();
// Get player scene node.
// 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);
+ void update(LocalPlayer* player, f32 frametime, v2u32 screensize,
+ f32 tool_reload_ratio);
// Render distance feedback loop
void updateViewingRange(f32 frametime_in);
- // Update settings from g_settings
- void updateSettings();
-
// 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.
// 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;
+
+ IGameDef *m_gamedef;
// Absolute camera position
v3f m_camera_position;
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;