3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "main.h" // for g_settings
25 #include "clientmap.h" // MapDrawControl
29 #include "wieldmesh.h"
30 #include "noise.h" // easeCurve
35 #include "util/numeric.h"
36 #include "util/mathconstants.h"
37 #include "constants.h"
39 #define CAMERA_OFFSET_STEP 200
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
52 m_draw_control(draw_control),
55 m_camera_position(0,0,0),
56 m_camera_direction(0,0,0),
57 m_camera_offset(0,0,0),
67 m_frametime_counter(0),
68 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
70 m_view_bobbing_anim(0),
71 m_view_bobbing_state(0),
72 m_view_bobbing_speed(0),
73 m_view_bobbing_fall(0),
78 m_wield_change_timer(0.125),
81 m_camera_mode(CAMERA_MODE_FIRST)
83 //dstream<<__FUNCTION_NAME<<std::endl;
85 // note: making the camera node a child of the player node
86 // would lead to unexpected behaviour, so we don't do that.
87 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
88 m_headnode = smgr->addEmptySceneNode(m_playernode);
89 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
90 m_cameranode->bindTargetAndRotation(true);
92 // This needs to be in its own scene manager. It is drawn after
93 // all other 3D scene nodes and before the GUI.
94 m_wieldmgr = smgr->createNewSceneManager();
95 m_wieldmgr->addCameraSceneNode();
96 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
97 m_wieldnode->setItem(ItemStack(), m_gamedef);
98 m_wieldnode->drop(); // m_wieldmgr grabbed it
99 m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
101 /* TODO: Add a callback function so these can be updated when a setting
102 * changes. At this point in time it doesn't matter (e.g. /set
103 * is documented to change server settings only)
105 * TODO: Local caching of settings is not optimal and should at some stage
106 * be updated to use a global settings object for getting thse values
107 * (as opposed to the this local caching). This can be addressed in
110 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
111 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
112 m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
113 m_cache_fov = g_settings->getFloat("fov");
114 m_cache_view_bobbing = g_settings->getBool("view_bobbing");
122 bool Camera::successfullyCreated(std::wstring& error_message)
124 if (m_playernode == NULL)
126 error_message = L"Failed to create the player scene node";
129 if (m_headnode == NULL)
131 error_message = L"Failed to create the head scene node";
134 if (m_cameranode == NULL)
136 error_message = L"Failed to create the camera scene node";
139 if (m_wieldmgr == NULL)
141 error_message = L"Failed to create the wielded item scene manager";
144 if (m_wieldnode == NULL)
146 error_message = L"Failed to create the wielded item scene node";
152 // Returns the fractional part of x
153 inline f32 my_modf(f32 x)
156 return modf(x, &dummy);
159 void Camera::step(f32 dtime)
161 if(m_view_bobbing_fall > 0)
163 m_view_bobbing_fall -= 3 * dtime;
164 if(m_view_bobbing_fall <= 0)
165 m_view_bobbing_fall = -1; // Mark the effect as finished
168 bool was_under_zero = m_wield_change_timer < 0;
169 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
171 if (m_wield_change_timer >= 0 && was_under_zero)
172 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
174 if (m_view_bobbing_state != 0)
176 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
177 f32 offset = dtime * m_view_bobbing_speed * 0.030;
178 if (m_view_bobbing_state == 2)
181 // Animation is getting turned off
182 if (m_view_bobbing_anim < 0.5)
183 m_view_bobbing_anim -= offset;
185 m_view_bobbing_anim += offset;
186 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
188 m_view_bobbing_anim = 0;
189 m_view_bobbing_state = 0;
193 // Animation is getting turned off
194 if(m_view_bobbing_anim < 0.25)
196 m_view_bobbing_anim -= offset;
197 } else if(m_view_bobbing_anim > 0.75) {
198 m_view_bobbing_anim += offset;
200 if(m_view_bobbing_anim < 0.5)
202 m_view_bobbing_anim += offset;
203 if(m_view_bobbing_anim > 0.5)
204 m_view_bobbing_anim = 0.5;
206 m_view_bobbing_anim -= offset;
207 if(m_view_bobbing_anim < 0.5)
208 m_view_bobbing_anim = 0.5;
210 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
211 fabs(m_view_bobbing_anim - 0.5) < 0.01)
213 m_view_bobbing_anim = 0;
214 m_view_bobbing_state = 0;
220 float was = m_view_bobbing_anim;
221 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
222 bool step = (was == 0 ||
223 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
224 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
227 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
228 m_gamedef->event()->put(e);
233 if (m_digging_button != -1)
235 f32 offset = dtime * 3.5;
236 float m_digging_anim_was = m_digging_anim;
237 m_digging_anim += offset;
238 if (m_digging_anim >= 1)
241 m_digging_button = -1;
244 if(m_digging_anim_was < lim && m_digging_anim >= lim)
246 if(m_digging_button == 0)
248 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
249 m_gamedef->event()->put(e);
250 } else if(m_digging_button == 1) {
251 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
252 m_gamedef->event()->put(e);
258 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
259 f32 tool_reload_ratio, ClientEnvironment &c_env)
261 // Get player position
262 // Smooth the movement when walking up stairs
263 v3f old_player_position = m_playernode->getPosition();
264 v3f player_position = player->getPosition();
265 if (player->isAttached && player->parent)
266 player_position = player->parent->getPosition();
267 //if(player->touching_ground && player_position.Y > old_player_position.Y)
268 if(player->touching_ground &&
269 player_position.Y > old_player_position.Y)
271 f32 oldy = old_player_position.Y;
272 f32 newy = player_position.Y;
273 f32 t = exp(-23*frametime);
274 player_position.Y = oldy * t + newy * (1-t);
277 // Set player node transformation
278 m_playernode->setPosition(player_position);
279 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
280 m_playernode->updateAbsolutePosition();
282 // Get camera tilt timer (hurt animation)
283 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
285 // Fall bobbing animation
286 float fall_bobbing = 0;
287 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
289 if(m_view_bobbing_fall == -1) // Effect took place and has finished
290 player->camera_impact = m_view_bobbing_fall = 0;
291 else if(m_view_bobbing_fall == 0) // Initialize effect
292 m_view_bobbing_fall = 1;
294 // Convert 0 -> 1 to 0 -> 1 -> 0
295 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
296 // Smoothen and invert the above
297 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
298 // Amplify according to the intensity of the impact
299 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
301 fall_bobbing *= m_cache_fall_bobbing_amount;
304 // Calculate players eye offset for different camera modes
305 v3f PlayerEyeOffset = player->getEyeOffset();
306 if (m_camera_mode == CAMERA_MODE_FIRST)
307 PlayerEyeOffset += player->eye_offset_first;
309 PlayerEyeOffset += player->eye_offset_third;
311 // Set head node transformation
312 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
313 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
314 m_headnode->updateAbsolutePosition();
316 // Compute relative camera position and target
317 v3f rel_cam_pos = v3f(0,0,0);
318 v3f rel_cam_target = v3f(0,0,1);
319 v3f rel_cam_up = v3f(0,1,0);
321 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
323 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
324 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
328 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
329 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
332 0.3 * bobdir * sin(bobfrac * M_PI),
333 -0.28 * bobtmp * bobtmp,
336 //rel_cam_pos += 0.2 * bobvec;
337 //rel_cam_target += 0.03 * bobvec;
338 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
340 f *= m_cache_view_bobbing_amount;
341 rel_cam_pos += bobvec * f;
342 //rel_cam_target += 0.995 * bobvec * f;
343 rel_cam_target += bobvec * f;
344 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
345 //rel_cam_target.X -= 0.005 * bobvec.X * f;
346 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
347 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
349 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
350 f32 angle_rad = angle_deg * M_PI / 180;
354 r * (cos(angle_rad) - 1),
357 //rel_cam_target += off;
358 rel_cam_up.rotateXYBy(angle_deg);
363 // Compute absolute camera position and target
364 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
365 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
368 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
370 // Seperate camera position for calculation
371 v3f my_cp = m_camera_position;
373 // Reposition the camera for third person view
374 if (m_camera_mode > CAMERA_MODE_FIRST)
376 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
377 m_camera_direction *= -1;
381 // Calculate new position
383 for (int i = BS; i <= BS*2.75; i++)
385 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
386 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
388 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
390 // Prevent camera positioned inside nodes
391 INodeDefManager *nodemgr = m_gamedef->ndef();
392 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
393 const ContentFeatures& features = nodemgr->get(n);
394 if(features.walkable)
396 my_cp.X += m_camera_direction.X*-1*-BS/2;
397 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
398 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
404 // If node blocks camera position don't move y to heigh
405 if (abort && my_cp.Y > player_position.Y+BS*2)
406 my_cp.Y = player_position.Y+BS*2;
409 // Update offset if too far away from the center of the map
410 m_camera_offset.X += CAMERA_OFFSET_STEP*
411 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
412 m_camera_offset.Y += CAMERA_OFFSET_STEP*
413 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
414 m_camera_offset.Z += CAMERA_OFFSET_STEP*
415 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
417 // Set camera node transformation
418 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
419 m_cameranode->setUpVector(abs_cam_up);
420 // *100.0 helps in large map coordinates
421 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
423 // update the camera position in front-view mode to render blocks behind player
424 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
425 m_camera_position = my_cp;
428 f32 fov_degrees = m_cache_fov;
429 fov_degrees = MYMAX(fov_degrees, 10.0);
430 fov_degrees = MYMIN(fov_degrees, 170.0);
432 // FOV and aspect ratio
433 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
434 m_fov_y = fov_degrees * M_PI / 180.0;
435 // Increase vertical FOV on lower aspect ratios (<16:10)
436 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
437 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
438 m_cameranode->setAspectRatio(m_aspect);
439 m_cameranode->setFOV(m_fov_y);
441 // Position the wielded item
442 //v3f wield_position = v3f(45, -35, 65);
443 v3f wield_position = v3f(55, -35, 65);
444 //v3f wield_rotation = v3f(-100, 120, -100);
445 v3f wield_rotation = v3f(-100, 120, -100);
446 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
447 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
450 if(m_digging_anim > 0.5)
451 frac = 2.0 * (m_digging_anim - 0.5);
452 // This value starts from 1 and settles to 0
453 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
454 //f32 ratiothing2 = pow(ratiothing, 0.5f);
455 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
456 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
457 //wield_position.Z += frac * 5.0 * ratiothing2;
458 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
459 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
460 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
461 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
463 if (m_digging_button != -1)
465 f32 digfrac = m_digging_anim;
466 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
467 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
468 wield_position.Z += 25 * 0.5;
470 // Euler angles are PURE EVIL, so why not use quaternions?
471 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
472 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
473 core::quaternion quat_slerp;
474 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
475 quat_slerp.toEuler(wield_rotation);
476 wield_rotation *= core::RADTODEG;
478 f32 bobfrac = my_modf(m_view_bobbing_anim);
479 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
480 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
482 m_wieldnode->setPosition(wield_position);
483 m_wieldnode->setRotation(wield_rotation);
485 // Shine light upon the wield mesh
486 video::SColor black(255,0,0,0);
487 m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
488 m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
489 m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
491 // Render distance feedback loop
492 updateViewingRange(frametime, busytime);
494 // If the player is walking, swimming, or climbing,
495 // view bobbing is enabled and free_move is off,
496 // start (or continue) the view bobbing animation.
497 v3f speed = player->getSpeed();
498 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
499 const bool movement_Y = abs(speed.Y) > BS;
501 const bool walking = movement_XZ && player->touching_ground;
502 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
503 const bool climbing = movement_Y && player->is_climbing;
504 if ((walking || swimming || climbing) &&
505 m_cache_view_bobbing &&
506 (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
509 m_view_bobbing_state = 1;
510 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
512 else if (m_view_bobbing_state == 1)
515 m_view_bobbing_state = 2;
516 m_view_bobbing_speed = 60;
520 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
522 if (m_draw_control.range_all)
525 m_added_busytime += busytime_in;
528 m_frametime_counter -= frametime_in;
529 if (m_frametime_counter > 0)
531 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
533 /*dstream<<__FUNCTION_NAME
534 <<": Collected "<<m_added_frames<<" frames, total of "
535 <<m_added_busytime<<"s."<<std::endl;
537 dstream<<"m_draw_control.blocks_drawn="
538 <<m_draw_control.blocks_drawn
539 <<", m_draw_control.blocks_would_have_drawn="
540 <<m_draw_control.blocks_would_have_drawn
543 // Get current viewing range and FPS settings
544 f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
545 viewing_range_min = MYMAX(15.0, viewing_range_min);
547 f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
548 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
550 // Immediately apply hard limits
551 if(m_draw_control.wanted_range < viewing_range_min)
552 m_draw_control.wanted_range = viewing_range_min;
553 if(m_draw_control.wanted_range > viewing_range_max)
554 m_draw_control.wanted_range = viewing_range_max;
556 // Just so big a value that everything rendered is visible
557 // Some more allowance than viewing_range_max * BS because of clouds,
558 // active objects, etc.
559 if(viewing_range_max < 200*BS)
560 m_cameranode->setFarValue(200 * BS * 10);
562 m_cameranode->setFarValue(viewing_range_max * BS * 10);
564 f32 wanted_fps = m_cache_wanted_fps;
565 wanted_fps = MYMAX(wanted_fps, 1.0);
566 f32 wanted_frametime = 1.0 / wanted_fps;
568 m_draw_control.wanted_min_range = viewing_range_min;
569 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
570 if (m_draw_control.wanted_max_blocks < 10)
571 m_draw_control.wanted_max_blocks = 10;
573 f32 block_draw_ratio = 1.0;
574 if (m_draw_control.blocks_would_have_drawn != 0)
576 block_draw_ratio = (f32)m_draw_control.blocks_drawn
577 / (f32)m_draw_control.blocks_would_have_drawn;
580 // Calculate the average frametime in the case that all wanted
581 // blocks had been drawn
582 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
584 m_added_busytime = 0.0;
587 f32 wanted_frametime_change = wanted_frametime - frametime;
588 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
589 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
591 // If needed frametime change is small, just return
592 // This value was 0.4 for many months until 2011-10-18 by c55;
593 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
595 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
599 f32 range = m_draw_control.wanted_range;
600 f32 new_range = range;
602 f32 d_range = range - m_range_old;
603 f32 d_busytime = busytime_in - m_busytime_old;
606 m_time_per_range = d_busytime / d_range;
608 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
609 g_profiler->avg("time_per_range", m_time_per_range);
611 // The minimum allowed calculated frametime-range derivative:
612 // Practically this sets the maximum speed of changing the range.
613 // The lower this value, the higher the maximum changing speed.
614 // A low value here results in wobbly range (0.001)
615 // A low value can cause oscillation in very nonlinear time/range curves.
616 // A high value here results in slow changing range (0.0025)
617 // SUGG: This could be dynamically adjusted so that when
618 // the camera is turning, this is lower
619 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
620 f32 min_time_per_range = 0.0005;
621 if(m_time_per_range < min_time_per_range)
623 m_time_per_range = min_time_per_range;
624 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
628 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
631 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
632 // Dampen the change a bit to kill oscillations
633 //wanted_range_change *= 0.9;
634 //wanted_range_change *= 0.75;
635 wanted_range_change *= 0.5;
636 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
638 // If needed range change is very small, just return
639 if(fabs(wanted_range_change) < 0.001)
641 //dstream<<"ignoring small wanted_range_change"<<std::endl;
645 new_range += wanted_range_change;
647 //f32 new_range_unclamped = new_range;
648 new_range = MYMAX(new_range, viewing_range_min);
649 new_range = MYMIN(new_range, viewing_range_max);
650 /*dstream<<"new_range="<<new_range_unclamped
651 <<", clamped to "<<new_range<<std::endl;*/
653 m_range_old = m_draw_control.wanted_range;
654 m_busytime_old = busytime_in;
656 m_draw_control.wanted_range = new_range;
659 void Camera::setDigging(s32 button)
661 if (m_digging_button == -1)
662 m_digging_button = button;
665 void Camera::wield(const ItemStack &item)
667 if (item.name != m_wield_item_next.name) {
668 m_wield_item_next = item;
669 if (m_wield_change_timer > 0)
670 m_wield_change_timer = -m_wield_change_timer;
671 else if (m_wield_change_timer == 0)
672 m_wield_change_timer = -0.001;
676 void Camera::drawWieldedTool(irr::core::matrix4* translation)
678 // Clear Z buffer so that the wielded tool stay in front of world geometry
679 m_wieldmgr->getVideoDriver()->clearZBuffer();
681 // Draw the wielded node (in a separate scene manager)
682 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
683 cam->setAspectRatio(m_cameranode->getAspectRatio());
684 cam->setFOV(72.0*M_PI/180.0);
685 cam->setNearValue(0.1);
686 cam->setFarValue(1000);
687 if (translation != NULL)
689 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
690 irr::core::vector3df focusPoint = (cam->getTarget()
691 - cam->getAbsolutePosition()).setLength(1)
692 + cam->getAbsolutePosition();
694 irr::core::vector3df camera_pos =
695 (startMatrix * *translation).getTranslation();
696 cam->setPosition(camera_pos);
697 cam->setTarget(focusPoint);
699 m_wieldmgr->drawAll();