#define CAMERA_HEADER
#include "common_irrlicht.h"
+#include "inventory.h"
+#include "mesh.h"
+#include "tile.h"
#include "utility.h"
+#include <ICameraSceneNode.h>
class LocalPlayer;
-class MapDrawControl;
+struct MapDrawControl;
+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 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);
+
+ // 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::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
+ scene::ISceneManager* m_wieldmgr;
+ scene::IMeshSceneNode* m_wieldnode;
+ u8 m_wieldlight;
+
// 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;
-
// Absolute camera position
v3f m_camera_position;
// Absolute camera direction
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;
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
-