Improve GUIMessageMenu (move and resize elements based on size of text)
[oweals/minetest.git] / src / camera.cpp
index e7d506177e851bdf09567b5f296d8a11ce99161f..290776bf3d2da197a60ee5398b0c40d29872558c 100644 (file)
@@ -22,20 +22,31 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client.h"
 #include "main.h" // for g_settings
 #include "map.h"
+#include "clientmap.h" // MapDrawControl
+#include "mesh.h"
 #include "player.h"
 #include "tile.h"
 #include <cmath>
-
-const s32 BOBFRAMES = 0x1000000; // must be a power of two
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
+#include "settings.h"
+#include "itemdef.h" // For wield visualization
+#include "noise.h" // easeCurve
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+               IGameDef *gamedef):
        m_smgr(smgr),
        m_playernode(NULL),
        m_headnode(NULL),
        m_cameranode(NULL),
+
+       m_wieldmgr(NULL),
+       m_wieldnode(NULL),
+       m_wieldlight(0),
+
        m_draw_control(draw_control),
-       m_viewing_range_min(5.0),
-       m_viewing_range_max(5.0),
+       m_gamedef(gamedef),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
@@ -44,7 +55,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_fov_x(1.0),
        m_fov_y(1.0),
 
-       m_wanted_frametime(0.0),
        m_added_frametime(0),
        m_added_frames(0),
        m_range_old(0),
@@ -54,7 +64,10 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
 
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
-       m_view_bobbing_speed(0)
+       m_view_bobbing_speed(0),
+
+       m_digging_anim(0),
+       m_digging_button(-1)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -64,14 +77,18 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_headnode = smgr->addEmptySceneNode(m_playernode);
        m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
        m_cameranode->bindTargetAndRotation(true);
-       m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
-       //m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
 
-       updateSettings();
+       // This needs to be in its own scene manager. It is drawn after
+       // all other 3D scene nodes and before the GUI.
+       m_wieldmgr = smgr->createNewSceneManager();
+       m_wieldmgr->addCameraSceneNode();
+       m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
 }
 
 Camera::~Camera()
 {
+       m_wieldnode->setMesh(NULL);
+       m_wieldmgr->drop();
 }
 
 bool Camera::successfullyCreated(std::wstring& error_message)
@@ -91,28 +108,109 @@ bool Camera::successfullyCreated(std::wstring& error_message)
                error_message = L"Failed to create the camera scene node";
                return false;
        }
+       if (m_wieldmgr == NULL)
+       {
+               error_message = L"Failed to create the wielded item scene manager";
+               return false;
+       }
+       if (m_wieldnode == NULL)
+       {
+               error_message = L"Failed to create the wielded item scene node";
+               return false;
+       }
        return true;
 }
 
+// Returns the fractional part of x
+inline f32 my_modf(f32 x)
+{
+       double dummy;
+       return modf(x, &dummy);
+}
+
 void Camera::step(f32 dtime)
 {
        if (m_view_bobbing_state != 0)
        {
-               s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
+               //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               f32 offset = dtime * m_view_bobbing_speed * 0.030;
                if (m_view_bobbing_state == 2)
                {
+#if 0
                        // Animation is getting turned off
-                       s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
-                       if (subanim < BOBFRAMES/4)
-                               offset = -1 *  MYMIN(offset, subanim);
+                       if (m_view_bobbing_anim < 0.5)
+                               m_view_bobbing_anim -= offset;
                        else
-                               offset = MYMIN(offset, BOBFRAMES/2 - subanim);
+                               m_view_bobbing_anim += offset;
+                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
+#if 1
+                       // Animation is getting turned off
+                       if(m_view_bobbing_anim < 0.25){
+                               m_view_bobbing_anim -= offset;
+                       } else if(m_view_bobbing_anim > 0.75){
+                               m_view_bobbing_anim += offset;
+                       } if(m_view_bobbing_anim < 0.5){
+                               m_view_bobbing_anim += offset;
+                               if(m_view_bobbing_anim > 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       } else {
+                               m_view_bobbing_anim -= offset;
+                               if(m_view_bobbing_anim < 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       }
+                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
+               }
+               else
+               {
+                       float was = m_view_bobbing_anim;
+                       m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+                       bool step = (was == 0 ||
+                                       (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
+                                       (was > 0.5f && m_view_bobbing_anim <= 0.5f));
+                       if(step){
+                               MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+                               m_gamedef->event()->put(e);
+                       }
+               }
+       }
+
+       if (m_digging_button != -1)
+       {
+               f32 offset = dtime * 3.5;
+               float m_digging_anim_was = m_digging_anim;
+               m_digging_anim += offset;
+               if (m_digging_anim >= 1)
+               {
+                       m_digging_anim = 0;
+                       m_digging_button = -1;
+               }
+               float lim = 0.15;
+               if(m_digging_anim_was < lim && m_digging_anim >= lim)
+               {
+                       if(m_digging_button == 0){
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+                               m_gamedef->event()->put(e);
+                       } else if(m_digging_button == 1){
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+                               m_gamedef->event()->put(e);
+                       }
                }
-               m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
+               f32 tool_reload_ratio)
 {
        // Set player node transformation
        m_playernode->setPosition(player->getPosition());
@@ -120,8 +218,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        m_playernode->updateAbsolutePosition();
 
        // Set head node transformation
-       v3f eye_offset = player->getEyePosition() - player->getPosition();
-       m_headnode->setPosition(eye_offset);
+       m_headnode->setPosition(player->getEyeOffset());
        m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
        m_headnode->updateAbsolutePosition();
 
@@ -130,24 +227,33 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
-       if (bobframe != 0)
+       if (m_view_bobbing_anim != 0)
        {
-               f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
-               f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
+               f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
+               f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
 
                #if 1
                f32 bobknob = 1.2;
                f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
+               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
 
                v3f bobvec = v3f(
-                       bobdir * sin(bobfrac * PI),
-                       0.8 * bobtmp * bobtmp,
+                       0.3 * bobdir * sin(bobfrac * PI),
+                       -0.28 * bobtmp * bobtmp,
                        0.);
 
-               rel_cam_pos += 0.03 * bobvec;
-               rel_cam_target += 0.045 * bobvec;
-               rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
+               //rel_cam_pos += 0.2 * bobvec;
+               //rel_cam_target += 0.03 * bobvec;
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               float f = 1.0;
+               f *= g_settings->getFloat("view_bobbing_amount");
+               rel_cam_pos += bobvec * f;
+               //rel_cam_target += 0.995 * bobvec * f;
+               rel_cam_target += bobvec * f;
+               rel_cam_target.Z -= 0.005 * bobvec.Z * f;
+               //rel_cam_target.X -= 0.005 * bobvec.X * f;
+               //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
                #else
                f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
                f32 angle_rad = angle_deg * PI / 180;
@@ -165,26 +271,75 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
 
        // Compute absolute camera position and target
        m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
-       m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
-       m_camera_direction -= m_camera_position;
+       m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
 
        v3f abs_cam_up;
-       m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
-       abs_cam_up -= m_camera_position;
+       m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
 
        // Set camera node transformation
        m_cameranode->setPosition(m_camera_position);
        m_cameranode->setUpVector(abs_cam_up);
-       m_cameranode->setTarget(m_camera_position + m_camera_direction);
+       // *100.0 helps in large map coordinates
+       m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
 
-       // FOV and and aspect ratio
+       // Get FOV setting
+       f32 fov_degrees = g_settings->getFloat("fov");
+       fov_degrees = MYMAX(fov_degrees, 10.0);
+       fov_degrees = MYMIN(fov_degrees, 170.0);
+
+       // FOV and aspect ratio
        m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       m_fov_y = fov_degrees * PI / 180.0;
+       // Increase vertical FOV on lower aspect ratios (<16:10)
+       m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
+       // WTF is this? It can't be right
        m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
-       // Just so big a value that everything rendered is visible
-       // Some more allowance that m_viewing_range_max * BS because of active objects etc.
-       m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
+
+       // Position the wielded item
+       //v3f wield_position = v3f(45, -35, 65);
+       v3f wield_position = v3f(55, -35, 65);
+       //v3f wield_rotation = v3f(-100, 120, -100);
+       v3f wield_rotation = v3f(-100, 120, -100);
+       if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+               f32 frac = 1.0;
+               if(m_digging_anim > 0.5)
+                       frac = 2.0 * (m_digging_anim - 0.5);
+               // This value starts from 1 and settles to 0
+               f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+               //f32 ratiothing2 = pow(ratiothing, 0.5f);
+               f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+               wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+               //wield_position.Z += frac * 5.0 * ratiothing2;
+               wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+               wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+       }
+       if (m_digging_button != -1)
+       {
+               f32 digfrac = m_digging_anim;
+               wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
+               wield_position.Y += 15 * sin(digfrac * 2 * PI);
+               wield_position.Z += 5 * digfrac;
+
+               // Euler angles are PURE EVIL, so why not use quaternions?
+               core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
+               core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
+               core::quaternion quat_slerp;
+               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+               quat_slerp.toEuler(wield_rotation);
+               wield_rotation *= core::RADTODEG;
+       }
+       else {
+               f32 bobfrac = my_modf(m_view_bobbing_anim);
+               wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
+               wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+       }
+       m_wieldnode->setPosition(wield_position);
+       m_wieldnode->setRotation(wield_rotation);
+       m_wieldlight = player->light;
 
        // Render distance feedback loop
        updateViewingRange(frametime);
@@ -195,8 +350,9 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f speed = player->getSpeed();
        if ((hypot(speed.X, speed.Z) > BS) &&
                (player->touching_ground) &&
-               (g_settings.getBool("view_bobbing") == true) &&
-               (g_settings.getBool("free_move") == false))
+               (g_settings->getBool("view_bobbing") == true) &&
+               (g_settings->getBool("free_move") == false ||
+                               !m_gamedef->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -206,12 +362,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        {
                // Stop animation
                m_view_bobbing_state = 2;
-               m_view_bobbing_speed = 100;
-       }
-       else if (m_view_bobbing_state == 2 && bobframe == 0)
-       {
-               // Stop animation completed
-               m_view_bobbing_state = 0;
+               m_view_bobbing_speed = 60;
        }
 }
 
@@ -239,8 +390,33 @@ void Camera::updateViewingRange(f32 frametime_in)
                        <<m_draw_control.blocks_would_have_drawn
                        <<std::endl;*/
 
-       m_draw_control.wanted_min_range = m_viewing_range_min;
-       m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+       // Get current viewing range and FPS settings
+       f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+       viewing_range_min = MYMAX(5.0, viewing_range_min);
+
+       f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+       viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+       
+       // Immediately apply hard limits
+       if(m_draw_control.wanted_range < viewing_range_min)
+               m_draw_control.wanted_range = viewing_range_min;
+       if(m_draw_control.wanted_range > viewing_range_max)
+               m_draw_control.wanted_range = viewing_range_max;
+
+       // Just so big a value that everything rendered is visible
+       // Some more allowance than viewing_range_max * BS because of clouds,
+       // active objects, etc.
+       if(viewing_range_max < 200*BS)
+               m_cameranode->setFarValue(200 * BS * 10);
+       else
+               m_cameranode->setFarValue(viewing_range_max * BS * 10);
+
+       f32 wanted_fps = g_settings->getFloat("wanted_fps");
+       wanted_fps = MYMAX(wanted_fps, 1.0);
+       f32 wanted_frametime = 1.0 / wanted_fps;
+
+       m_draw_control.wanted_min_range = viewing_range_min;
+       m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
        if (m_draw_control.wanted_max_blocks < 10)
                m_draw_control.wanted_max_blocks = 10;
 
@@ -258,11 +434,13 @@ void Camera::updateViewingRange(f32 frametime_in)
        m_added_frametime = 0.0;
        m_added_frames = 0;
 
-       f32 wanted_frametime_change = m_wanted_frametime - frametime;
+       f32 wanted_frametime_change = wanted_frametime - frametime;
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
 
        // If needed frametime change is small, just return
-       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+       // This value was 0.4 for many months until 2011-10-18 by c55;
+       // Let's see how this works out.
+       if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
        {
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
                return;
@@ -315,8 +493,8 @@ void Camera::updateViewingRange(f32 frametime_in)
        new_range += wanted_range_change;
        
        //f32 new_range_unclamped = new_range;
-       new_range = MYMAX(new_range, m_viewing_range_min);
-       new_range = MYMIN(new_range, m_viewing_range_max);
+       new_range = MYMAX(new_range, viewing_range_min);
+       new_range = MYMIN(new_range, viewing_range_max);
        /*dstream<<"new_range="<<new_range_unclamped
                        <<", clamped to "<<new_range<<std::endl;*/
 
@@ -326,454 +504,42 @@ void Camera::updateViewingRange(f32 frametime_in)
        m_frametime_old = frametime;
 }
 
-void Camera::updateSettings()
+void Camera::setDigging(s32 button)
 {
-       m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
-       m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
-
-       m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
-       m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
-       f32 fov_degrees = g_settings.getFloat("fov");
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
-       m_fov_y = fov_degrees * PI / 180.0;
-
-       f32 wanted_fps = g_settings.getFloat("wanted_fps");
-       wanted_fps = MYMAX(wanted_fps, 1.0);
-       m_wanted_frametime = 1.0 / wanted_fps;
+       if (m_digging_button == -1)
+               m_digging_button = button;
 }
 
-void Camera::wield(const InventoryItem* item)
+void Camera::wield(const ItemStack &item)
 {
-       if (item != NULL)
+       IItemDefManager *idef = m_gamedef->idef();
+       scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
+       if(wield_mesh)
        {
-               bool isCube = false;
-
-               // Try to make a MaterialItem cube.
-               if (std::string(item->getName()) == "MaterialItem")
-               {
-                       // A block-type material
-                       MaterialItem* mat_item = (MaterialItem*) item;
-                       content_t content = mat_item->getMaterial();
-                       if (content_features(content).solidness)
-                       {
-                               m_wieldnode->setCube(content_features(content).tiles);
-                               isCube = true;
-                       }
-               }
-
-               // If that failed, make an extruded sprite.
-               if (!isCube)
-               {
-                       m_wieldnode->setSprite(item->getImageRaw());
-               }
-
+               m_wieldnode->setMesh(wield_mesh);
                m_wieldnode->setVisible(true);
        }
        else
        {
-               // Bare hands
-               dstream << "bare hands" << std::endl;
                m_wieldnode->setVisible(false);
        }
 }
 
-void Camera::setDigging(bool digging)
-{
-       // TODO
-}
-
-
-ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
-       scene::ISceneNode* parent,
-       scene::ISceneManager* mgr,
-       s32 id,
-       const v3f& position,
-       const v3f& rotation,
-       const v3f& scale
-):
-       ISceneNode(parent, mgr, id, position, rotation, scale)
-{
-       m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
-       m_thickness = 0.1;
-       m_cubemesh = NULL;
-       m_is_cube = false;
-}
-
-ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
-{
-       removeChild(m_meshnode);
-       if (m_cubemesh)
-               m_cubemesh->drop();
-}
-
-void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
-{
-       if (texture == NULL)
-       {
-               m_meshnode->setVisible(false);
-               return;
-       }
-
-       io::path name = getExtrudedName(texture);
-       scene::IMeshCache* cache = SceneManager->getMeshCache();
-       scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
-       if (mesh != NULL)
-       {
-               // Extruded texture has been found in cache.
-               m_meshnode->setMesh(mesh);
-       }
-       else
-       {
-               // Texture was not yet extruded, do it now and save in cache
-               mesh = extrude(texture);
-               if (mesh == NULL)
-               {
-                       dstream << "Warning: failed to extrude sprite" << std::endl;
-                       m_meshnode->setVisible(false);
-                       return;
-               }
-               cache->addMesh(name, mesh);
-               m_meshnode->setMesh(mesh);
-               mesh->drop();
-       }
-
-       m_meshnode->setScale(v3f(1, 1, m_thickness));
-       m_meshnode->getMaterial(0).setTexture(0, texture);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       m_meshnode->setVisible(true);
-       m_is_cube = false;
-}
-
-void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
-{
-       if (m_cubemesh == NULL)
-               m_cubemesh = createCubeMesh();
-
-       m_meshnode->setMesh(m_cubemesh);
-       m_meshnode->setScale(v3f(1));
-       for (int i = 0; i < 6; ++i)
-       {
-               // Get the tile texture and atlas transformation
-               u32 texture_id = tiles[i].texture.id;
-               video::ITexture* atlas = NULL;
-               v2f pos(0,0);
-               v2f size(1,1);
-               if (g_texturesource)
-               {
-                       AtlasPointer ap = g_texturesource->getTexture(texture_id);
-                       atlas = ap.atlas;
-                       pos = ap.pos;
-                       size = ap.size;
-               }
-
-               // Set material flags and texture
-               video::SMaterial& material = m_meshnode->getMaterial(i);
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               tiles[i].applyMaterialOptions(material);
-               material.setTexture(0, atlas);
-               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
-               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
-       }
-       m_meshnode->setVisible(true);
-       m_is_cube = true;
-}
-
-void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
-{
-       scene::IMeshCache* cache = SceneManager->getMeshCache();
-       scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
-       if (mesh != NULL)
-               cache->removeMesh(mesh);
-}
-
-void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
-{
-       m_thickness = thickness;
-       if (!m_is_cube)
-               m_meshnode->setScale(v3f(1, 1, thickness));
-}
-
-const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
-{
-       return m_meshnode->getBoundingBox();
-}
-
-void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
-{
-       if (IsVisible)
-               SceneManager->registerNodeForRendering(this);
-       ISceneNode::OnRegisterSceneNode();
-}
-
-void ExtrudedSpriteSceneNode::render()
-{
-       // do nothing
-}
-
-io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
-{
-       io::path path = texture->getName();
-       path.append("/[extruded]");
-       return path;
-}
-
-scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
-{
-       const s32 argb_wstep = 4 * width;
-       const s32 alpha_threshold = 1;
-
-       scene::IMeshBuffer* buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-
-       // Front and back
-       {
-               video::S3DVertex vertices[8] =
-               {
-                       video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-                       video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
-                       video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
-                       video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-                       video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
-                       video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
-                       video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
-                       video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
-               };
-               u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
-               buf->append(vertices, 8, indices, 12);
-       }
-
-       // "Interior"
-       // (add faces where a solid pixel is next to a transparent one)
-       u8* solidity = new u8[(width+2) * (height+2)];
-       u32 wstep = width + 2;
-       for (u32 y = 0; y < height + 2; ++y)
-       {
-               u8* scanline = solidity + y * wstep;
-               if (y == 0 || y == height + 1)
-               {
-                       for (u32 x = 0; x < width + 2; ++x)
-                               scanline[x] = 0;
-               }
-               else
-               {
-                       scanline[0] = 0;
-                       u8* argb_scanline = data + (y - 1) * argb_wstep;
-                       for (u32 x = 0; x < width; ++x)
-                               scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
-                       scanline[width + 1] = 0;
-               }
-       }
-
-       // without this, there would be occasional "holes" in the mesh
-       f32 eps = 0.01;
-
-       for (u32 y = 0; y <= height; ++y)
-       {
-               u8* scanline = solidity + y * wstep + 1;
-               for (u32 x = 0; x <= width; ++x)
-               {
-                       if (scanline[x] && !scanline[x + wstep])
-                       {
-                               u32 xx = x + 1;
-                               while (scanline[xx] && !scanline[xx + wstep])
-                                       ++xx;
-                               f32 vx1 = (x - eps) / (f32) width - 0.5;
-                               f32 vx2 = (xx + eps) / (f32) width - 0.5;
-                               f32 vy = 0.5 - (y - eps) / (f32) height;
-                               f32 tx1 = x / (f32) width;
-                               f32 tx2 = xx / (f32) width;
-                               f32 ty = (y - 0.5) / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               x = xx - 1;
-                       }
-                       if (!scanline[x] && scanline[x + wstep])
-                       {
-                               u32 xx = x + 1;
-                               while (!scanline[xx] && scanline[xx + wstep])
-                                       ++xx;
-                               f32 vx1 = (x - eps) / (f32) width - 0.5;
-                               f32 vx2 = (xx + eps) / (f32) width - 0.5;
-                               f32 vy = 0.5 - (y + eps) / (f32) height;
-                               f32 tx1 = x / (f32) width;
-                               f32 tx2 = xx / (f32) width;
-                               f32 ty = (y + 0.5) / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               x = xx - 1;
-                       }
-               }
-       }
-
-       for (u32 x = 0; x <= width; ++x)
-       {
-               u8* scancol = solidity + x + wstep;
-               for (u32 y = 0; y <= height; ++y)
-               {
-                       if (scancol[y * wstep] && !scancol[y * wstep + 1])
-                       {
-                               u32 yy = y + 1;
-                               while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
-                                       ++yy;
-                               f32 vx = (x - eps) / (f32) width - 0.5;
-                               f32 vy1 = 0.5 - (y - eps) / (f32) height;
-                               f32 vy2 = 0.5 - (yy + eps) / (f32) height;
-                               f32 tx = (x - 0.5) / (f32) width;
-                               f32 ty1 = y / (f32) height;
-                               f32 ty2 = yy / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               y = yy - 1;
-                       }
-                       if (!scancol[y * wstep] && scancol[y * wstep + 1])
-                       {
-                               u32 yy = y + 1;
-                               while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
-                                       ++yy;
-                               f32 vx = (x + eps) / (f32) width - 0.5;
-                               f32 vy1 = 0.5 - (y - eps) / (f32) height;
-                               f32 vy2 = 0.5 - (yy + eps) / (f32) height;
-                               f32 tx = (x + 0.5) / (f32) width;
-                               f32 ty1 = y / (f32) height;
-                               f32 ty2 = yy / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               y = yy - 1;
-                       }
-               }
-       }
-
-       // Add to mesh
-       scene::SMesh* mesh = new scene::SMesh();
-       buf->recalculateBoundingBox();
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       mesh->recalculateBoundingBox();
-       scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
-       mesh->drop();
-       return anim_mesh;
-}
-
-scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
+void Camera::drawWieldedTool()
 {
-       scene::IAnimatedMesh* mesh = NULL;
-       core::dimension2d<u32> size = texture->getSize();
-       video::ECOLOR_FORMAT format = texture->getColorFormat();
-       if (format == video::ECF_A8R8G8B8)
-       {
-               // Texture is in the correct color format, we can pass it
-               // to extrudeARGB right away.
-               void* data = texture->lock(true);
-               if (data == NULL)
-                       return NULL;
-               mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
-               texture->unlock();
-       }
-       else
-       {
-               video::IVideoDriver* driver = SceneManager->getVideoDriver();
-
-               video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
-               if (img1 == NULL)
-                       return NULL;
-
-               // img1 is in the texture's color format, convert to 8-bit ARGB
-               video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
-               if (img2 != NULL)
-               {
-                       img1->copyTo(img2);
-                       img1->drop();
-
-                       mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
-                       img2->unlock();
-                       img2->drop();
-               }
-               img1->drop();
-       }
-       return mesh;
-}
-
-scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
-{
-       video::SColor c(255,255,255,255);
-       video::S3DVertex vertices[24] =
-       {
-               // Up
-               video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
-               video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
-               video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
-               video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
-               // Down
-               video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
-               video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
-               video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
-               video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
-               // Right
-               video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
-               video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
-               video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
-               video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
-               // Left
-               video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
-               video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
-               video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
-               video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
-               // Back
-               video::S3DVertex(-0.5,-0.5,+0.5, 0,0,-1, c, 1,1),
-               video::S3DVertex(+0.5,-0.5,+0.5, 0,0,-1, c, 0,1),
-               video::S3DVertex(+0.5,+0.5,+0.5, 0,0,-1, c, 0,0),
-               video::S3DVertex(-0.5,+0.5,+0.5, 0,0,-1, c, 1,0),
-               // Front
-               video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-               video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
-               video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
-               video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-       };
-
-       u16 indices[6] = {0,1,2,2,3,0};
-
-       scene::SMesh* mesh = new scene::SMesh();
-       for (u32 i=0; i<6; ++i)
-       {
-               scene::IMeshBuffer* buf = new scene::SMeshBuffer();
-               buf->append(vertices + 4 * i, 4, indices, 6);
-               buf->recalculateBoundingBox();
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-       }
-       mesh->recalculateBoundingBox();
-       return mesh;
+       // Set vertex colors of wield mesh according to light level
+       u8 li = decode_light(m_wieldlight);
+       video::SColor color(255,li,li,li);
+       setMeshColor(m_wieldnode->getMesh(), color);
+
+       // Clear Z buffer
+       m_wieldmgr->getVideoDriver()->clearZBuffer();
+
+       // Draw the wielded node (in a separate scene manager)
+       scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
+       cam->setAspectRatio(m_cameranode->getAspectRatio());
+       cam->setFOV(72.0*PI/180.0);
+       cam->setNearValue(0.1);
+       cam->setFarValue(100);
+       m_wieldmgr->drawAll();
 }