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
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
37 #include "util/numeric.h"
38 #include "util/mathconstants.h"
39 #include "constants.h"
41 #define CAMERA_OFFSET_STEP 200
45 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
55 m_draw_control(draw_control),
58 m_camera_position(0,0,0),
59 m_camera_direction(0,0,0),
60 m_camera_offset(0,0,0),
70 m_frametime_counter(0),
71 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
73 m_view_bobbing_anim(0),
74 m_view_bobbing_state(0),
75 m_view_bobbing_speed(0),
76 m_view_bobbing_fall(0),
80 m_dummymesh(createCubeMesh(v3f(1,1,1))),
82 m_wield_change_timer(0.125),
83 m_wield_mesh_next(NULL),
84 m_previous_playeritem(-1),
85 m_previous_itemname(""),
87 m_camera_mode(CAMERA_MODE_FIRST)
89 //dstream<<__FUNCTION_NAME<<std::endl;
91 // note: making the camera node a child of the player node
92 // would lead to unexpected behaviour, so we don't do that.
93 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
94 m_headnode = smgr->addEmptySceneNode(m_playernode);
95 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
96 m_cameranode->bindTargetAndRotation(true);
98 // This needs to be in its own scene manager. It is drawn after
99 // all other 3D scene nodes and before the GUI.
100 m_wieldmgr = smgr->createNewSceneManager();
101 m_wieldmgr->addCameraSceneNode();
102 m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
112 bool Camera::successfullyCreated(std::wstring& error_message)
114 if (m_playernode == NULL)
116 error_message = L"Failed to create the player scene node";
119 if (m_headnode == NULL)
121 error_message = L"Failed to create the head scene node";
124 if (m_cameranode == NULL)
126 error_message = L"Failed to create the camera scene node";
129 if (m_wieldmgr == NULL)
131 error_message = L"Failed to create the wielded item scene manager";
134 if (m_wieldnode == NULL)
136 error_message = L"Failed to create the wielded item scene node";
142 // Returns the fractional part of x
143 inline f32 my_modf(f32 x)
146 return modf(x, &dummy);
149 void Camera::step(f32 dtime)
151 if(m_view_bobbing_fall > 0)
153 m_view_bobbing_fall -= 3 * dtime;
154 if(m_view_bobbing_fall <= 0)
155 m_view_bobbing_fall = -1; // Mark the effect as finished
158 bool was_under_zero = m_wield_change_timer < 0;
159 if(m_wield_change_timer < 0.125)
160 m_wield_change_timer += dtime;
161 if(m_wield_change_timer > 0.125)
162 m_wield_change_timer = 0.125;
164 if(m_wield_change_timer >= 0 && was_under_zero)
166 if(m_wield_mesh_next)
168 m_wieldnode->setMesh(m_wield_mesh_next);
169 m_wieldnode->setVisible(true);
171 m_wieldnode->setVisible(false);
173 m_wield_mesh_next = NULL;
176 if (m_view_bobbing_state != 0)
178 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
179 f32 offset = dtime * m_view_bobbing_speed * 0.030;
180 if (m_view_bobbing_state == 2)
183 // Animation is getting turned off
184 if (m_view_bobbing_anim < 0.5)
185 m_view_bobbing_anim -= offset;
187 m_view_bobbing_anim += offset;
188 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
190 m_view_bobbing_anim = 0;
191 m_view_bobbing_state = 0;
195 // Animation is getting turned off
196 if(m_view_bobbing_anim < 0.25)
198 m_view_bobbing_anim -= offset;
199 } else if(m_view_bobbing_anim > 0.75) {
200 m_view_bobbing_anim += offset;
202 if(m_view_bobbing_anim < 0.5)
204 m_view_bobbing_anim += offset;
205 if(m_view_bobbing_anim > 0.5)
206 m_view_bobbing_anim = 0.5;
208 m_view_bobbing_anim -= offset;
209 if(m_view_bobbing_anim < 0.5)
210 m_view_bobbing_anim = 0.5;
212 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
213 fabs(m_view_bobbing_anim - 0.5) < 0.01)
215 m_view_bobbing_anim = 0;
216 m_view_bobbing_state = 0;
222 float was = m_view_bobbing_anim;
223 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
224 bool step = (was == 0 ||
225 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
226 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
229 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
230 m_gamedef->event()->put(e);
235 if (m_digging_button != -1)
237 f32 offset = dtime * 3.5;
238 float m_digging_anim_was = m_digging_anim;
239 m_digging_anim += offset;
240 if (m_digging_anim >= 1)
243 m_digging_button = -1;
246 if(m_digging_anim_was < lim && m_digging_anim >= lim)
248 if(m_digging_button == 0)
250 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
251 m_gamedef->event()->put(e);
252 } else if(m_digging_button == 1) {
253 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
254 m_gamedef->event()->put(e);
260 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
261 f32 tool_reload_ratio, ClientEnvironment &c_env)
263 // Get player position
264 // Smooth the movement when walking up stairs
265 v3f old_player_position = m_playernode->getPosition();
266 v3f player_position = player->getPosition();
267 if (player->isAttached && player->parent)
268 player_position = player->parent->getPosition();
269 //if(player->touching_ground && player_position.Y > old_player_position.Y)
270 if(player->touching_ground &&
271 player_position.Y > old_player_position.Y)
273 f32 oldy = old_player_position.Y;
274 f32 newy = player_position.Y;
275 f32 t = exp(-23*frametime);
276 player_position.Y = oldy * t + newy * (1-t);
279 // Set player node transformation
280 m_playernode->setPosition(player_position);
281 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
282 m_playernode->updateAbsolutePosition();
284 // Get camera tilt timer (hurt animation)
285 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
287 // Fall bobbing animation
288 float fall_bobbing = 0;
289 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
291 if(m_view_bobbing_fall == -1) // Effect took place and has finished
292 player->camera_impact = m_view_bobbing_fall = 0;
293 else if(m_view_bobbing_fall == 0) // Initialize effect
294 m_view_bobbing_fall = 1;
296 // Convert 0 -> 1 to 0 -> 1 -> 0
297 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
298 // Smoothen and invert the above
299 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
300 // Amplify according to the intensity of the impact
301 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
303 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
306 // Calculate players eye offset for different camera modes
307 v3f PlayerEyeOffset = player->getEyeOffset();
308 if (m_camera_mode == CAMERA_MODE_FIRST)
309 PlayerEyeOffset += player->eye_offset_first;
311 PlayerEyeOffset += player->eye_offset_third;
313 // Set head node transformation
314 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
315 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
316 m_headnode->updateAbsolutePosition();
318 // Compute relative camera position and target
319 v3f rel_cam_pos = v3f(0,0,0);
320 v3f rel_cam_target = v3f(0,0,1);
321 v3f rel_cam_up = v3f(0,1,0);
323 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
325 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
326 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
330 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
331 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
334 0.3 * bobdir * sin(bobfrac * M_PI),
335 -0.28 * bobtmp * bobtmp,
338 //rel_cam_pos += 0.2 * bobvec;
339 //rel_cam_target += 0.03 * bobvec;
340 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
342 f *= g_settings->getFloat("view_bobbing_amount");
343 rel_cam_pos += bobvec * f;
344 //rel_cam_target += 0.995 * bobvec * f;
345 rel_cam_target += bobvec * f;
346 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
347 //rel_cam_target.X -= 0.005 * bobvec.X * f;
348 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
349 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
351 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
352 f32 angle_rad = angle_deg * M_PI / 180;
356 r * (cos(angle_rad) - 1),
359 //rel_cam_target += off;
360 rel_cam_up.rotateXYBy(angle_deg);
365 // Compute absolute camera position and target
366 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
367 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
370 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
372 // Seperate camera position for calculation
373 v3f my_cp = m_camera_position;
375 // Reposition the camera for third person view
376 if (m_camera_mode > CAMERA_MODE_FIRST)
378 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
379 m_camera_direction *= -1;
383 // Calculate new position
385 for (int i = BS; i <= BS*2; i++)
387 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
388 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
390 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
392 // Prevent camera positioned inside nodes
393 INodeDefManager *nodemgr = m_gamedef->ndef();
394 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
395 const ContentFeatures& features = nodemgr->get(n);
396 if(features.walkable)
398 my_cp.X += m_camera_direction.X*-1*-BS/2;
399 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
400 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
406 // If node blocks camera position don't move y to heigh
407 if (abort && my_cp.Y > player_position.Y+BS*2)
408 my_cp.Y = player_position.Y+BS*2;
411 // Update offset if too far away from the center of the map
412 m_camera_offset.X += CAMERA_OFFSET_STEP*
413 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
414 m_camera_offset.Y += CAMERA_OFFSET_STEP*
415 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
416 m_camera_offset.Z += CAMERA_OFFSET_STEP*
417 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
419 // Set camera node transformation
420 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
421 m_cameranode->setUpVector(abs_cam_up);
422 // *100.0 helps in large map coordinates
423 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
425 // update the camera position in front-view mode to render blocks behind player
426 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
427 m_camera_position = my_cp;
430 f32 fov_degrees = g_settings->getFloat("fov");
431 fov_degrees = MYMAX(fov_degrees, 10.0);
432 fov_degrees = MYMIN(fov_degrees, 170.0);
434 // FOV and aspect ratio
435 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
436 m_fov_y = fov_degrees * M_PI / 180.0;
437 // Increase vertical FOV on lower aspect ratios (<16:10)
438 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
439 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
440 m_cameranode->setAspectRatio(m_aspect);
441 m_cameranode->setFOV(m_fov_y);
443 // Position the wielded item
444 //v3f wield_position = v3f(45, -35, 65);
445 v3f wield_position = v3f(55, -35, 65);
446 //v3f wield_rotation = v3f(-100, 120, -100);
447 v3f wield_rotation = v3f(-100, 120, -100);
448 if(m_wield_change_timer < 0)
449 wield_position.Y -= 40 + m_wield_change_timer*320;
451 wield_position.Y -= 40 - m_wield_change_timer*320;
452 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
455 if(m_digging_anim > 0.5)
456 frac = 2.0 * (m_digging_anim - 0.5);
457 // This value starts from 1 and settles to 0
458 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
459 //f32 ratiothing2 = pow(ratiothing, 0.5f);
460 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
461 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
462 //wield_position.Z += frac * 5.0 * ratiothing2;
463 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
464 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
465 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
466 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
468 if (m_digging_button != -1)
470 f32 digfrac = m_digging_anim;
471 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
472 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
473 wield_position.Z += 25 * 0.5;
475 // Euler angles are PURE EVIL, so why not use quaternions?
476 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
477 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
478 core::quaternion quat_slerp;
479 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
480 quat_slerp.toEuler(wield_rotation);
481 wield_rotation *= core::RADTODEG;
483 f32 bobfrac = my_modf(m_view_bobbing_anim);
484 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
485 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
487 m_wieldnode->setPosition(wield_position);
488 m_wieldnode->setRotation(wield_rotation);
489 m_wieldlight = player->light;
491 // Render distance feedback loop
492 updateViewingRange(frametime, busytime);
494 // If the player seems to be walking on solid ground,
495 // view bobbing is enabled and free_move is off,
496 // start (or continue) the view bobbing animation.
497 v3f speed = player->getSpeed();
498 if ((hypot(speed.X, speed.Z) > BS) &&
499 (player->touching_ground) &&
500 (g_settings->getBool("view_bobbing") == true) &&
501 (g_settings->getBool("free_move") == false ||
502 !m_gamedef->checkLocalPrivilege("fly")))
505 m_view_bobbing_state = 1;
506 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
508 else if (m_view_bobbing_state == 1)
511 m_view_bobbing_state = 2;
512 m_view_bobbing_speed = 60;
516 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
518 if (m_draw_control.range_all)
521 m_added_busytime += busytime_in;
524 m_frametime_counter -= frametime_in;
525 if (m_frametime_counter > 0)
527 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
529 /*dstream<<__FUNCTION_NAME
530 <<": Collected "<<m_added_frames<<" frames, total of "
531 <<m_added_busytime<<"s."<<std::endl;
533 dstream<<"m_draw_control.blocks_drawn="
534 <<m_draw_control.blocks_drawn
535 <<", m_draw_control.blocks_would_have_drawn="
536 <<m_draw_control.blocks_would_have_drawn
539 // Get current viewing range and FPS settings
540 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
541 viewing_range_min = MYMAX(15.0, viewing_range_min);
543 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
544 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
546 // Immediately apply hard limits
547 if(m_draw_control.wanted_range < viewing_range_min)
548 m_draw_control.wanted_range = viewing_range_min;
549 if(m_draw_control.wanted_range > viewing_range_max)
550 m_draw_control.wanted_range = viewing_range_max;
552 // Just so big a value that everything rendered is visible
553 // Some more allowance than viewing_range_max * BS because of clouds,
554 // active objects, etc.
555 if(viewing_range_max < 200*BS)
556 m_cameranode->setFarValue(200 * BS * 10);
558 m_cameranode->setFarValue(viewing_range_max * BS * 10);
560 f32 wanted_fps = g_settings->getFloat("wanted_fps");
561 wanted_fps = MYMAX(wanted_fps, 1.0);
562 f32 wanted_frametime = 1.0 / wanted_fps;
564 m_draw_control.wanted_min_range = viewing_range_min;
565 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
566 if (m_draw_control.wanted_max_blocks < 10)
567 m_draw_control.wanted_max_blocks = 10;
569 f32 block_draw_ratio = 1.0;
570 if (m_draw_control.blocks_would_have_drawn != 0)
572 block_draw_ratio = (f32)m_draw_control.blocks_drawn
573 / (f32)m_draw_control.blocks_would_have_drawn;
576 // Calculate the average frametime in the case that all wanted
577 // blocks had been drawn
578 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
580 m_added_busytime = 0.0;
583 f32 wanted_frametime_change = wanted_frametime - frametime;
584 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
585 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
587 // If needed frametime change is small, just return
588 // This value was 0.4 for many months until 2011-10-18 by c55;
589 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
591 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
595 f32 range = m_draw_control.wanted_range;
596 f32 new_range = range;
598 f32 d_range = range - m_range_old;
599 f32 d_busytime = busytime_in - m_busytime_old;
602 m_time_per_range = d_busytime / d_range;
604 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
605 g_profiler->avg("time_per_range", m_time_per_range);
607 // The minimum allowed calculated frametime-range derivative:
608 // Practically this sets the maximum speed of changing the range.
609 // The lower this value, the higher the maximum changing speed.
610 // A low value here results in wobbly range (0.001)
611 // A low value can cause oscillation in very nonlinear time/range curves.
612 // A high value here results in slow changing range (0.0025)
613 // SUGG: This could be dynamically adjusted so that when
614 // the camera is turning, this is lower
615 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
616 f32 min_time_per_range = 0.0005;
617 if(m_time_per_range < min_time_per_range)
619 m_time_per_range = min_time_per_range;
620 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
624 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
627 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
628 // Dampen the change a bit to kill oscillations
629 //wanted_range_change *= 0.9;
630 //wanted_range_change *= 0.75;
631 wanted_range_change *= 0.5;
632 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
634 // If needed range change is very small, just return
635 if(fabs(wanted_range_change) < 0.001)
637 //dstream<<"ignoring small wanted_range_change"<<std::endl;
641 new_range += wanted_range_change;
643 //f32 new_range_unclamped = new_range;
644 new_range = MYMAX(new_range, viewing_range_min);
645 new_range = MYMIN(new_range, viewing_range_max);
646 /*dstream<<"new_range="<<new_range_unclamped
647 <<", clamped to "<<new_range<<std::endl;*/
649 m_range_old = m_draw_control.wanted_range;
650 m_busytime_old = busytime_in;
652 m_draw_control.wanted_range = new_range;
655 void Camera::setDigging(s32 button)
657 if (m_digging_button == -1)
658 m_digging_button = button;
661 void Camera::wield(const ItemStack &item, u16 playeritem)
663 IItemDefManager *idef = m_gamedef->idef();
664 std::string itemname = item.getDefinition(idef).name;
665 m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
666 if(playeritem != m_previous_playeritem &&
667 !(m_previous_itemname == "" && itemname == ""))
669 m_previous_playeritem = playeritem;
670 m_previous_itemname = itemname;
671 if(m_wield_change_timer >= 0.125)
672 m_wield_change_timer = -0.125;
673 else if(m_wield_change_timer > 0)
675 m_wield_change_timer = -m_wield_change_timer;
678 if(m_wield_mesh_next) {
679 m_wieldnode->setMesh(m_wield_mesh_next);
680 m_wieldnode->setVisible(true);
682 m_wieldnode->setVisible(false);
684 m_wield_mesh_next = NULL;
685 if(m_previous_itemname != itemname)
687 m_previous_itemname = itemname;
688 m_wield_change_timer = 0;
691 m_wield_change_timer = 0.125;
695 void Camera::drawWieldedTool(irr::core::matrix4* translation)
697 // Set vertex colors of wield mesh according to light level
698 u8 li = m_wieldlight;
699 video::SColor color(255,li,li,li);
700 setMeshColor(m_wieldnode->getMesh(), color);
703 m_wieldmgr->getVideoDriver()->clearZBuffer();
705 // Draw the wielded node (in a separate scene manager)
706 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
707 cam->setAspectRatio(m_cameranode->getAspectRatio());
708 cam->setFOV(72.0*M_PI/180.0);
709 cam->setNearValue(0.1);
710 cam->setFarValue(100);
711 if (translation != NULL)
713 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
714 irr::core::vector3df focusPoint = (cam->getTarget()
715 - cam->getAbsolutePosition()).setLength(1)
716 + cam->getAbsolutePosition();
718 irr::core::vector3df camera_pos =
719 (startMatrix * *translation).getTranslation();
720 cam->setPosition(camera_pos);
721 cam->setTarget(focusPoint);
723 m_wieldmgr->drawAll();