51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef CAMERA_HEADER
-#define CAMERA_HEADER
+#pragma once
#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
-#include "mesh.h"
-#include "tile.h"
-#include "util/numeric.h"
+#include "client/tile.h"
#include <ICameraSceneNode.h>
-
-#include "client.h"
+#include <ISceneNode.h>
+#include <list>
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,
+ const v3f &a_nametag_pos):
+ parent_node(a_parent_node),
+ nametag_text(a_nametag_text),
+ nametag_color(a_nametag_color),
+ nametag_pos(a_nametag_pos)
+ {
+ }
+ scene::ISceneNode *parent_node;
+ std::string nametag_text;
+ video::SColor nametag_color;
+ v3f nametag_pos;
+};
+
enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
/*
class Camera
{
public:
- Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
- IGameDef *gamedef);
+ Camera(MapDrawControl &draw_control, 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
{
}
// Checks if the constructor was able to create the scene nodes
- bool successfullyCreated(std::wstring& error_message);
+ bool successfullyCreated(std::string &error_message);
// Step the camera: updates the viewing range and view bobbing.
void step(f32 dtime);
// Update the camera from the local player's position.
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
- f32 tool_reload_ratio, ClientEnvironment &c_env);
+ f32 tool_reload_ratio);
- // 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,
+ const std::string &nametag_text, video::SColor nametag_color,
+ const v3f &pos);
+
+ void removeNametag(Nametag *nametag);
+
+ const std::list<Nametag *> &getNametags() { return m_nametags; }
+
+ void drawNametags();
+
+ inline void addArmInertia(f32 player_yaw);
+
private:
// Nodes
- scene::ISceneNode* m_playernode;
- scene::ISceneNode* m_headnode;
- scene::ICameraSceneNode* m_cameranode;
+ scene::ISceneNode *m_playernode = nullptr;
+ scene::ISceneNode *m_headnode = nullptr;
+ scene::ICameraSceneNode *m_cameranode = nullptr;
- scene::ISceneManager* m_wieldmgr;
- WieldMeshSceneNode* m_wieldnode;
- scene::ILightSceneNode* m_wieldlightnode;
+ scene::ISceneManager *m_wieldmgr = nullptr;
+ WieldMeshSceneNode *m_wieldnode = nullptr;
// draw control
MapDrawControl& m_draw_control;
-
- IGameDef *m_gamedef;
+
+ Client *m_client;
// Absolute camera position
v3f m_camera_position;
// Camera offset
v3s16 m_camera_offset;
+ v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
+ v2f m_arm_dir;
+ v2f m_cam_vel;
+ v2f m_cam_vel_old;
+ v2f m_last_cam_pos;
+
// Field of view and aspect ratio stuff
- f32 m_aspect;
- 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;
+ f32 m_aspect = 1.0f;
+ f32 m_fov_x = 1.0f;
+ f32 m_fov_y = 1.0f;
// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
- f32 m_view_bobbing_anim;
+ f32 m_view_bobbing_anim = 0.0f;
// 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;
+ s32 m_view_bobbing_state = 0;
// Speed of view bobbing animation
- f32 m_view_bobbing_speed;
+ f32 m_view_bobbing_speed = 0.0f;
// Fall view bobbing
- f32 m_view_bobbing_fall;
+ f32 m_view_bobbing_fall = 0.0f;
// Digging animation frame (0 <= m_digging_anim < 1)
- f32 m_digging_anim;
+ f32 m_digging_anim = 0.0f;
// If -1, no digging animation
// If 0, left-click digging animation
// If 1, right-click digging animation
- s32 m_digging_button;
+ s32 m_digging_button = -1;
// Animation when changing wielded item
- f32 m_wield_change_timer;
+ f32 m_wield_change_timer = 0.125f;
ItemStack m_wield_item_next;
- CameraMode m_camera_mode;
+ CameraMode m_camera_mode = CAMERA_MODE_FIRST;
f32 m_cache_fall_bobbing_amount;
f32 m_cache_view_bobbing_amount;
- f32 m_cache_viewing_range_min;
- f32 m_cache_viewing_range_max;
- f32 m_cache_wanted_fps;
f32 m_cache_fov;
- bool m_cache_view_bobbing;
-};
+ bool m_arm_inertia;
-#endif
+ std::list<Nametag *> m_nametags;
+};