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.
24 #include "clientmap.h" // MapDrawControl
28 #include "wieldmesh.h"
29 #include "noise.h" // easeCurve
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
38 #define CAMERA_OFFSET_STEP 200
42 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
51 m_draw_control(draw_control),
54 m_camera_position(0,0,0),
55 m_camera_direction(0,0,0),
56 m_camera_offset(0,0,0),
66 m_frametime_counter(0),
67 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
69 m_view_bobbing_anim(0),
70 m_view_bobbing_state(0),
71 m_view_bobbing_speed(0),
72 m_view_bobbing_fall(0),
77 m_wield_change_timer(0.125),
80 m_camera_mode(CAMERA_MODE_FIRST)
82 //dstream<<__FUNCTION_NAME<<std::endl;
84 // note: making the camera node a child of the player node
85 // would lead to unexpected behaviour, so we don't do that.
86 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
87 m_headnode = smgr->addEmptySceneNode(m_playernode);
88 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
89 m_cameranode->bindTargetAndRotation(true);
91 // This needs to be in its own scene manager. It is drawn after
92 // all other 3D scene nodes and before the GUI.
93 m_wieldmgr = smgr->createNewSceneManager();
94 m_wieldmgr->addCameraSceneNode();
95 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
96 m_wieldnode->setItem(ItemStack(), m_gamedef);
97 m_wieldnode->drop(); // m_wieldmgr grabbed it
98 m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
100 /* TODO: Add a callback function so these can be updated when a setting
101 * changes. At this point in time it doesn't matter (e.g. /set
102 * is documented to change server settings only)
104 * TODO: Local caching of settings is not optimal and should at some stage
105 * be updated to use a global settings object for getting thse values
106 * (as opposed to the this local caching). This can be addressed in
109 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
110 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
111 m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
112 m_cache_fov = g_settings->getFloat("fov");
113 m_cache_view_bobbing = g_settings->getBool("view_bobbing");
121 bool Camera::successfullyCreated(std::string &error_message)
124 error_message = "Failed to create the player scene node";
125 } else if (!m_headnode) {
126 error_message = "Failed to create the head scene node";
127 } else if (!m_cameranode) {
128 error_message = "Failed to create the camera scene node";
129 } else if (!m_wieldmgr) {
130 error_message = "Failed to create the wielded item scene manager";
131 } else if (!m_wieldnode) {
132 error_message = "Failed to create the wielded item scene node";
134 error_message.clear();
136 return error_message.empty();
139 // Returns the fractional part of x
140 inline f32 my_modf(f32 x)
143 return modf(x, &dummy);
146 void Camera::step(f32 dtime)
148 if(m_view_bobbing_fall > 0)
150 m_view_bobbing_fall -= 3 * dtime;
151 if(m_view_bobbing_fall <= 0)
152 m_view_bobbing_fall = -1; // Mark the effect as finished
155 bool was_under_zero = m_wield_change_timer < 0;
156 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
158 if (m_wield_change_timer >= 0 && was_under_zero)
159 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
161 if (m_view_bobbing_state != 0)
163 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
164 f32 offset = dtime * m_view_bobbing_speed * 0.030;
165 if (m_view_bobbing_state == 2) {
166 // Animation is getting turned off
167 if (m_view_bobbing_anim < 0.25) {
168 m_view_bobbing_anim -= offset;
169 } else if (m_view_bobbing_anim > 0.75) {
170 m_view_bobbing_anim += offset;
173 if (m_view_bobbing_anim < 0.5) {
174 m_view_bobbing_anim += offset;
175 if (m_view_bobbing_anim > 0.5)
176 m_view_bobbing_anim = 0.5;
178 m_view_bobbing_anim -= offset;
179 if (m_view_bobbing_anim < 0.5)
180 m_view_bobbing_anim = 0.5;
183 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
184 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
185 m_view_bobbing_anim = 0;
186 m_view_bobbing_state = 0;
190 float was = m_view_bobbing_anim;
191 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
192 bool step = (was == 0 ||
193 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
194 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
196 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
197 m_gamedef->event()->put(e);
202 if (m_digging_button != -1)
204 f32 offset = dtime * 3.5;
205 float m_digging_anim_was = m_digging_anim;
206 m_digging_anim += offset;
207 if (m_digging_anim >= 1)
210 m_digging_button = -1;
213 if(m_digging_anim_was < lim && m_digging_anim >= lim)
215 if(m_digging_button == 0)
217 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
218 m_gamedef->event()->put(e);
219 } else if(m_digging_button == 1) {
220 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
221 m_gamedef->event()->put(e);
227 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
228 f32 tool_reload_ratio, ClientEnvironment &c_env)
230 // Get player position
231 // Smooth the movement when walking up stairs
232 v3f old_player_position = m_playernode->getPosition();
233 v3f player_position = player->getPosition();
234 if (player->isAttached && player->parent)
235 player_position = player->parent->getPosition();
236 //if(player->touching_ground && player_position.Y > old_player_position.Y)
237 if(player->touching_ground &&
238 player_position.Y > old_player_position.Y)
240 f32 oldy = old_player_position.Y;
241 f32 newy = player_position.Y;
242 f32 t = exp(-23*frametime);
243 player_position.Y = oldy * t + newy * (1-t);
246 // Set player node transformation
247 m_playernode->setPosition(player_position);
248 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
249 m_playernode->updateAbsolutePosition();
251 // Get camera tilt timer (hurt animation)
252 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
254 // Fall bobbing animation
255 float fall_bobbing = 0;
256 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
258 if(m_view_bobbing_fall == -1) // Effect took place and has finished
259 player->camera_impact = m_view_bobbing_fall = 0;
260 else if(m_view_bobbing_fall == 0) // Initialize effect
261 m_view_bobbing_fall = 1;
263 // Convert 0 -> 1 to 0 -> 1 -> 0
264 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
265 // Smoothen and invert the above
266 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
267 // Amplify according to the intensity of the impact
268 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
270 fall_bobbing *= m_cache_fall_bobbing_amount;
273 // Calculate players eye offset for different camera modes
274 v3f PlayerEyeOffset = player->getEyeOffset();
275 if (m_camera_mode == CAMERA_MODE_FIRST)
276 PlayerEyeOffset += player->eye_offset_first;
278 PlayerEyeOffset += player->eye_offset_third;
280 // Set head node transformation
281 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
282 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
283 m_headnode->updateAbsolutePosition();
285 // Compute relative camera position and target
286 v3f rel_cam_pos = v3f(0,0,0);
287 v3f rel_cam_target = v3f(0,0,1);
288 v3f rel_cam_up = v3f(0,1,0);
290 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
292 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
293 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
297 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
298 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
301 0.3 * bobdir * sin(bobfrac * M_PI),
302 -0.28 * bobtmp * bobtmp,
305 //rel_cam_pos += 0.2 * bobvec;
306 //rel_cam_target += 0.03 * bobvec;
307 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
309 f *= m_cache_view_bobbing_amount;
310 rel_cam_pos += bobvec * f;
311 //rel_cam_target += 0.995 * bobvec * f;
312 rel_cam_target += bobvec * f;
313 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
314 //rel_cam_target.X -= 0.005 * bobvec.X * f;
315 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
316 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
318 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
319 f32 angle_rad = angle_deg * M_PI / 180;
323 r * (cos(angle_rad) - 1),
326 //rel_cam_target += off;
327 rel_cam_up.rotateXYBy(angle_deg);
332 // Compute absolute camera position and target
333 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
334 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
337 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
339 // Seperate camera position for calculation
340 v3f my_cp = m_camera_position;
342 // Reposition the camera for third person view
343 if (m_camera_mode > CAMERA_MODE_FIRST)
345 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
346 m_camera_direction *= -1;
350 // Calculate new position
352 for (int i = BS; i <= BS*2.75; i++)
354 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
355 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
357 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
359 // Prevent camera positioned inside nodes
360 INodeDefManager *nodemgr = m_gamedef->ndef();
361 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
362 const ContentFeatures& features = nodemgr->get(n);
363 if(features.walkable)
365 my_cp.X += m_camera_direction.X*-1*-BS/2;
366 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
367 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
373 // If node blocks camera position don't move y to heigh
374 if (abort && my_cp.Y > player_position.Y+BS*2)
375 my_cp.Y = player_position.Y+BS*2;
378 // Update offset if too far away from the center of the map
379 m_camera_offset.X += CAMERA_OFFSET_STEP*
380 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
381 m_camera_offset.Y += CAMERA_OFFSET_STEP*
382 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
383 m_camera_offset.Z += CAMERA_OFFSET_STEP*
384 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
386 // Set camera node transformation
387 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
388 m_cameranode->setUpVector(abs_cam_up);
389 // *100.0 helps in large map coordinates
390 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
392 // update the camera position in front-view mode to render blocks behind player
393 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
394 m_camera_position = my_cp;
397 f32 fov_degrees = m_cache_fov;
398 fov_degrees = MYMAX(fov_degrees, 10.0);
399 fov_degrees = MYMIN(fov_degrees, 170.0);
401 // FOV and aspect ratio
402 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
403 m_fov_y = fov_degrees * M_PI / 180.0;
404 // Increase vertical FOV on lower aspect ratios (<16:10)
405 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
406 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
407 m_cameranode->setAspectRatio(m_aspect);
408 m_cameranode->setFOV(m_fov_y);
410 // Position the wielded item
411 //v3f wield_position = v3f(45, -35, 65);
412 v3f wield_position = v3f(55, -35, 65);
413 //v3f wield_rotation = v3f(-100, 120, -100);
414 v3f wield_rotation = v3f(-100, 120, -100);
415 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
416 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
419 if(m_digging_anim > 0.5)
420 frac = 2.0 * (m_digging_anim - 0.5);
421 // This value starts from 1 and settles to 0
422 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
423 //f32 ratiothing2 = pow(ratiothing, 0.5f);
424 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
425 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
426 //wield_position.Z += frac * 5.0 * ratiothing2;
427 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
428 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
429 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
430 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
432 if (m_digging_button != -1)
434 f32 digfrac = m_digging_anim;
435 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
436 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
437 wield_position.Z += 25 * 0.5;
439 // Euler angles are PURE EVIL, so why not use quaternions?
440 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
441 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
442 core::quaternion quat_slerp;
443 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
444 quat_slerp.toEuler(wield_rotation);
445 wield_rotation *= core::RADTODEG;
447 f32 bobfrac = my_modf(m_view_bobbing_anim);
448 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
449 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
451 m_wieldnode->setPosition(wield_position);
452 m_wieldnode->setRotation(wield_rotation);
454 // Shine light upon the wield mesh
455 video::SColor black(255,0,0,0);
456 m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
457 m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
458 m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
460 // Render distance feedback loop
461 updateViewingRange(frametime, busytime);
463 // If the player is walking, swimming, or climbing,
464 // view bobbing is enabled and free_move is off,
465 // start (or continue) the view bobbing animation.
466 v3f speed = player->getSpeed();
467 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
468 const bool movement_Y = abs(speed.Y) > BS;
470 const bool walking = movement_XZ && player->touching_ground;
471 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
472 const bool climbing = movement_Y && player->is_climbing;
473 if ((walking || swimming || climbing) &&
474 m_cache_view_bobbing &&
475 (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
478 m_view_bobbing_state = 1;
479 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
481 else if (m_view_bobbing_state == 1)
484 m_view_bobbing_state = 2;
485 m_view_bobbing_speed = 60;
489 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
491 if (m_draw_control.range_all)
494 m_added_busytime += busytime_in;
497 m_frametime_counter -= frametime_in;
498 if (m_frametime_counter > 0)
500 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
502 /*dstream<<__FUNCTION_NAME
503 <<": Collected "<<m_added_frames<<" frames, total of "
504 <<m_added_busytime<<"s."<<std::endl;
506 dstream<<"m_draw_control.blocks_drawn="
507 <<m_draw_control.blocks_drawn
508 <<", m_draw_control.blocks_would_have_drawn="
509 <<m_draw_control.blocks_would_have_drawn
512 // Get current viewing range and FPS settings
513 f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
514 viewing_range_min = MYMAX(15.0, viewing_range_min);
516 f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
517 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
519 // Immediately apply hard limits
520 if(m_draw_control.wanted_range < viewing_range_min)
521 m_draw_control.wanted_range = viewing_range_min;
522 if(m_draw_control.wanted_range > viewing_range_max)
523 m_draw_control.wanted_range = viewing_range_max;
525 // Just so big a value that everything rendered is visible
526 // Some more allowance than viewing_range_max * BS because of clouds,
527 // active objects, etc.
528 if(viewing_range_max < 200*BS)
529 m_cameranode->setFarValue(200 * BS * 10);
531 m_cameranode->setFarValue(viewing_range_max * BS * 10);
533 f32 wanted_fps = m_cache_wanted_fps;
534 wanted_fps = MYMAX(wanted_fps, 1.0);
535 f32 wanted_frametime = 1.0 / wanted_fps;
537 m_draw_control.wanted_min_range = viewing_range_min;
538 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
539 if (m_draw_control.wanted_max_blocks < 10)
540 m_draw_control.wanted_max_blocks = 10;
542 f32 block_draw_ratio = 1.0;
543 if (m_draw_control.blocks_would_have_drawn != 0)
545 block_draw_ratio = (f32)m_draw_control.blocks_drawn
546 / (f32)m_draw_control.blocks_would_have_drawn;
549 // Calculate the average frametime in the case that all wanted
550 // blocks had been drawn
551 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
553 m_added_busytime = 0.0;
556 f32 wanted_frametime_change = wanted_frametime - frametime;
557 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
558 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
560 // If needed frametime change is small, just return
561 // This value was 0.4 for many months until 2011-10-18 by c55;
562 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
564 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
568 f32 range = m_draw_control.wanted_range;
569 f32 new_range = range;
571 f32 d_range = range - m_range_old;
572 f32 d_busytime = busytime_in - m_busytime_old;
575 m_time_per_range = d_busytime / d_range;
577 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
578 g_profiler->avg("time_per_range", m_time_per_range);
580 // The minimum allowed calculated frametime-range derivative:
581 // Practically this sets the maximum speed of changing the range.
582 // The lower this value, the higher the maximum changing speed.
583 // A low value here results in wobbly range (0.001)
584 // A low value can cause oscillation in very nonlinear time/range curves.
585 // A high value here results in slow changing range (0.0025)
586 // SUGG: This could be dynamically adjusted so that when
587 // the camera is turning, this is lower
588 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
589 f32 min_time_per_range = 0.0005;
590 if(m_time_per_range < min_time_per_range)
592 m_time_per_range = min_time_per_range;
593 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
597 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
600 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
601 // Dampen the change a bit to kill oscillations
602 //wanted_range_change *= 0.9;
603 //wanted_range_change *= 0.75;
604 wanted_range_change *= 0.5;
605 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
607 // If needed range change is very small, just return
608 if(fabs(wanted_range_change) < 0.001)
610 //dstream<<"ignoring small wanted_range_change"<<std::endl;
614 new_range += wanted_range_change;
616 //f32 new_range_unclamped = new_range;
617 new_range = MYMAX(new_range, viewing_range_min);
618 new_range = MYMIN(new_range, viewing_range_max);
619 /*dstream<<"new_range="<<new_range_unclamped
620 <<", clamped to "<<new_range<<std::endl;*/
622 m_range_old = m_draw_control.wanted_range;
623 m_busytime_old = busytime_in;
625 m_draw_control.wanted_range = new_range;
628 void Camera::setDigging(s32 button)
630 if (m_digging_button == -1)
631 m_digging_button = button;
634 void Camera::wield(const ItemStack &item)
636 if (item.name != m_wield_item_next.name) {
637 m_wield_item_next = item;
638 if (m_wield_change_timer > 0)
639 m_wield_change_timer = -m_wield_change_timer;
640 else if (m_wield_change_timer == 0)
641 m_wield_change_timer = -0.001;
645 void Camera::drawWieldedTool(irr::core::matrix4* translation)
647 // Clear Z buffer so that the wielded tool stay in front of world geometry
648 m_wieldmgr->getVideoDriver()->clearZBuffer();
650 // Draw the wielded node (in a separate scene manager)
651 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
652 cam->setAspectRatio(m_cameranode->getAspectRatio());
653 cam->setFOV(72.0*M_PI/180.0);
654 cam->setNearValue(0.1);
655 cam->setFarValue(1000);
656 if (translation != NULL)
658 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
659 irr::core::vector3df focusPoint = (cam->getTarget()
660 - cam->getAbsolutePosition()).setLength(1)
661 + cam->getAbsolutePosition();
663 irr::core::vector3df camera_pos =
664 (startMatrix * *translation).getTranslation();
665 cam->setPosition(camera_pos);
666 cam->setTarget(focusPoint);
668 m_wieldmgr->drawAll();