#include "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
+#include <ISceneNode.h>
+#include <list>
#include "client.h"
class LocalPlayer;
struct MapDrawControl;
-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};
/*
{
public:
Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
- IGameDef *gamedef);
+ 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
{
void update(LocalPlayer* player, f32 frametime, f32 busytime,
f32 tool_reload_ratio, ClientEnvironment &c_env);
- // Render distance feedback loop
- void updateViewingRange(f32 frametime_in, f32 busytime_in);
+ // Update render distance
+ void updateViewingRange();
// Start digging animation
// Pass 0 for left click, 1 for right click
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:
// Nodes
scene::ISceneNode* m_playernode;
scene::ISceneManager* m_wieldmgr;
WieldMeshSceneNode* m_wieldnode;
- scene::ILightSceneNode* m_wieldlightnode;
// draw control
MapDrawControl& m_draw_control;
-
- IGameDef *m_gamedef;
+
+ Client *m_client;
+ video::IVideoDriver *m_driver;
// Absolute camera position
v3f m_camera_position;
f32 m_fov_x;
f32 m_fov_y;
- // Stuff for viewing range calculations
- f32 m_added_busytime;
- s16 m_added_frames;
- f32 m_range_old;
- f32 m_busytime_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).
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;
+ f32 m_cache_zoom_fov;
+
+ std::list<Nametag *> m_nametags;
};
#endif