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authorkwolekr <kwolekr@minetest.net>2015-02-01 02:05:39 -0500
committerkwolekr <kwolekr@minetest.net>2015-02-01 02:05:39 -0500
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef CAMERA_HEADER
#define CAMERA_HEADER

#include "irrlichttypes_extrabloated.h"
#include "inventory.h"
#include "mesh.h"
#include "client/tile.h"
#include "util/numeric.h"
#include <ICameraSceneNode.h>
#include <ISceneNode.h>
#include <list>

#include "client.h"

class LocalPlayer;
struct MapDrawControl;
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};

/*
	Client camera class, manages the player and camera scene nodes, the viewing distance
	and performs view bobbing etc. It also displays the wielded tool in front of the
	first-person camera.
*/
class Camera
{
public:
	Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
			Client *client);
	~Camera();

	// Get camera scene node.
	// It has the eye transformation, pitch and view bobbing applied.
	inline scene::ICameraSceneNode* getCameraNode() const
	{
		return m_cameranode;
	}

	// Get the camera position (in absolute scene coordinates).
	// This has view bobbing applied.
	inline v3f getPosition() const
	{
		return m_camera_position;
	}

	// Get the camera direction (in absolute camera coordinates).
	// This has view bobbing applied.
	inline v3f getDirection() const
	{
		return m_camera_direction;
	}

	// Get the camera offset