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));
107 bool Camera::successfullyCreated(std::wstring& error_message)
109 if (m_playernode == NULL)
111 error_message = L"Failed to create the player scene node";
114 if (m_headnode == NULL)
116 error_message = L"Failed to create the head scene node";
119 if (m_cameranode == NULL)
121 error_message = L"Failed to create the camera scene node";
124 if (m_wieldmgr == NULL)
126 error_message = L"Failed to create the wielded item scene manager";
129 if (m_wieldnode == NULL)
131 error_message = L"Failed to create the wielded item scene node";
137 // Returns the fractional part of x
138 inline f32 my_modf(f32 x)
141 return modf(x, &dummy);
144 void Camera::step(f32 dtime)
146 if(m_view_bobbing_fall > 0)
148 m_view_bobbing_fall -= 3 * dtime;
149 if(m_view_bobbing_fall <= 0)
150 m_view_bobbing_fall = -1; // Mark the effect as finished
153 bool was_under_zero = m_wield_change_timer < 0;
154 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
156 if (m_wield_change_timer >= 0 && was_under_zero)
157 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
159 if (m_view_bobbing_state != 0)
161 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
162 f32 offset = dtime * m_view_bobbing_speed * 0.030;
163 if (m_view_bobbing_state == 2)
166 // Animation is getting turned off
167 if (m_view_bobbing_anim < 0.5)
168 m_view_bobbing_anim -= offset;
170 m_view_bobbing_anim += offset;
171 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
173 m_view_bobbing_anim = 0;
174 m_view_bobbing_state = 0;
178 // Animation is getting turned off
179 if(m_view_bobbing_anim < 0.25)
181 m_view_bobbing_anim -= offset;
182 } else if(m_view_bobbing_anim > 0.75) {
183 m_view_bobbing_anim += offset;
185 if(m_view_bobbing_anim < 0.5)
187 m_view_bobbing_anim += offset;
188 if(m_view_bobbing_anim > 0.5)
189 m_view_bobbing_anim = 0.5;
191 m_view_bobbing_anim -= offset;
192 if(m_view_bobbing_anim < 0.5)
193 m_view_bobbing_anim = 0.5;
195 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
196 fabs(m_view_bobbing_anim - 0.5) < 0.01)
198 m_view_bobbing_anim = 0;
199 m_view_bobbing_state = 0;
205 float was = m_view_bobbing_anim;
206 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
207 bool step = (was == 0 ||
208 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
209 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
212 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
213 m_gamedef->event()->put(e);
218 if (m_digging_button != -1)
220 f32 offset = dtime * 3.5;
221 float m_digging_anim_was = m_digging_anim;
222 m_digging_anim += offset;
223 if (m_digging_anim >= 1)
226 m_digging_button = -1;
229 if(m_digging_anim_was < lim && m_digging_anim >= lim)
231 if(m_digging_button == 0)
233 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
234 m_gamedef->event()->put(e);
235 } else if(m_digging_button == 1) {
236 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
237 m_gamedef->event()->put(e);
243 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
244 f32 tool_reload_ratio, ClientEnvironment &c_env)
246 // Get player position
247 // Smooth the movement when walking up stairs
248 v3f old_player_position = m_playernode->getPosition();
249 v3f player_position = player->getPosition();
250 if (player->isAttached && player->parent)
251 player_position = player->parent->getPosition();
252 //if(player->touching_ground && player_position.Y > old_player_position.Y)
253 if(player->touching_ground &&
254 player_position.Y > old_player_position.Y)
256 f32 oldy = old_player_position.Y;
257 f32 newy = player_position.Y;
258 f32 t = exp(-23*frametime);
259 player_position.Y = oldy * t + newy * (1-t);
262 // Set player node transformation
263 m_playernode->setPosition(player_position);
264 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
265 m_playernode->updateAbsolutePosition();
267 // Get camera tilt timer (hurt animation)
268 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
270 // Fall bobbing animation
271 float fall_bobbing = 0;
272 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
274 if(m_view_bobbing_fall == -1) // Effect took place and has finished
275 player->camera_impact = m_view_bobbing_fall = 0;
276 else if(m_view_bobbing_fall == 0) // Initialize effect
277 m_view_bobbing_fall = 1;
279 // Convert 0 -> 1 to 0 -> 1 -> 0
280 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
281 // Smoothen and invert the above
282 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
283 // Amplify according to the intensity of the impact
284 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
286 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
289 // Calculate players eye offset for different camera modes
290 v3f PlayerEyeOffset = player->getEyeOffset();
291 if (m_camera_mode == CAMERA_MODE_FIRST)
292 PlayerEyeOffset += player->eye_offset_first;
294 PlayerEyeOffset += player->eye_offset_third;
296 // Set head node transformation
297 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
298 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
299 m_headnode->updateAbsolutePosition();
301 // Compute relative camera position and target
302 v3f rel_cam_pos = v3f(0,0,0);
303 v3f rel_cam_target = v3f(0,0,1);
304 v3f rel_cam_up = v3f(0,1,0);
306 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
308 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
309 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
313 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
314 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
317 0.3 * bobdir * sin(bobfrac * M_PI),
318 -0.28 * bobtmp * bobtmp,
321 //rel_cam_pos += 0.2 * bobvec;
322 //rel_cam_target += 0.03 * bobvec;
323 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
325 f *= g_settings->getFloat("view_bobbing_amount");
326 rel_cam_pos += bobvec * f;
327 //rel_cam_target += 0.995 * bobvec * f;
328 rel_cam_target += bobvec * f;
329 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
330 //rel_cam_target.X -= 0.005 * bobvec.X * f;
331 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
332 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
334 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
335 f32 angle_rad = angle_deg * M_PI / 180;
339 r * (cos(angle_rad) - 1),
342 //rel_cam_target += off;
343 rel_cam_up.rotateXYBy(angle_deg);
348 // Compute absolute camera position and target
349 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
350 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
353 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
355 // Seperate camera position for calculation
356 v3f my_cp = m_camera_position;
358 // Reposition the camera for third person view
359 if (m_camera_mode > CAMERA_MODE_FIRST)
361 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
362 m_camera_direction *= -1;
366 // Calculate new position
368 for (int i = BS; i <= BS*2; i++)
370 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
371 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
373 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
375 // Prevent camera positioned inside nodes
376 INodeDefManager *nodemgr = m_gamedef->ndef();
377 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
378 const ContentFeatures& features = nodemgr->get(n);
379 if(features.walkable)
381 my_cp.X += m_camera_direction.X*-1*-BS/2;
382 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
383 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
389 // If node blocks camera position don't move y to heigh
390 if (abort && my_cp.Y > player_position.Y+BS*2)
391 my_cp.Y = player_position.Y+BS*2;
394 // Update offset if too far away from the center of the map
395 m_camera_offset.X += CAMERA_OFFSET_STEP*
396 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
397 m_camera_offset.Y += CAMERA_OFFSET_STEP*
398 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
399 m_camera_offset.Z += CAMERA_OFFSET_STEP*
400 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
402 // Set camera node transformation
403 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
404 m_cameranode->setUpVector(abs_cam_up);
405 // *100.0 helps in large map coordinates
406 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
408 // update the camera position in front-view mode to render blocks behind player
409 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
410 m_camera_position = my_cp;
413 f32 fov_degrees = g_settings->getFloat("fov");
414 fov_degrees = MYMAX(fov_degrees, 10.0);
415 fov_degrees = MYMIN(fov_degrees, 170.0);
417 // FOV and aspect ratio
418 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
419 m_fov_y = fov_degrees * M_PI / 180.0;
420 // Increase vertical FOV on lower aspect ratios (<16:10)
421 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
422 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
423 m_cameranode->setAspectRatio(m_aspect);
424 m_cameranode->setFOV(m_fov_y);
426 // Position the wielded item
427 //v3f wield_position = v3f(45, -35, 65);
428 v3f wield_position = v3f(55, -35, 65);
429 //v3f wield_rotation = v3f(-100, 120, -100);
430 v3f wield_rotation = v3f(-100, 120, -100);
431 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
432 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
435 if(m_digging_anim > 0.5)
436 frac = 2.0 * (m_digging_anim - 0.5);
437 // This value starts from 1 and settles to 0
438 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
439 //f32 ratiothing2 = pow(ratiothing, 0.5f);
440 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
441 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
442 //wield_position.Z += frac * 5.0 * ratiothing2;
443 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
444 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
445 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
446 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
448 if (m_digging_button != -1)
450 f32 digfrac = m_digging_anim;
451 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
452 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
453 wield_position.Z += 25 * 0.5;
455 // Euler angles are PURE EVIL, so why not use quaternions?
456 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
457 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
458 core::quaternion quat_slerp;
459 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
460 quat_slerp.toEuler(wield_rotation);
461 wield_rotation *= core::RADTODEG;
463 f32 bobfrac = my_modf(m_view_bobbing_anim);
464 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
465 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
467 m_wieldnode->setPosition(wield_position);
468 m_wieldnode->setRotation(wield_rotation);
470 // Shine light upon the wield mesh
471 video::SColor black(255,0,0,0);
472 m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
473 m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
474 m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
476 // Render distance feedback loop
477 updateViewingRange(frametime, busytime);
479 // If the player seems to be walking on solid ground,
480 // view bobbing is enabled and free_move is off,
481 // start (or continue) the view bobbing animation.
482 v3f speed = player->getSpeed();
483 if ((hypot(speed.X, speed.Z) > BS) &&
484 (player->touching_ground) &&
485 (g_settings->getBool("view_bobbing") == true) &&
486 (g_settings->getBool("free_move") == false ||
487 !m_gamedef->checkLocalPrivilege("fly")))
490 m_view_bobbing_state = 1;
491 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
493 else if (m_view_bobbing_state == 1)
496 m_view_bobbing_state = 2;
497 m_view_bobbing_speed = 60;
501 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
503 if (m_draw_control.range_all)
506 m_added_busytime += busytime_in;
509 m_frametime_counter -= frametime_in;
510 if (m_frametime_counter > 0)
512 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
514 /*dstream<<__FUNCTION_NAME
515 <<": Collected "<<m_added_frames<<" frames, total of "
516 <<m_added_busytime<<"s."<<std::endl;
518 dstream<<"m_draw_control.blocks_drawn="
519 <<m_draw_control.blocks_drawn
520 <<", m_draw_control.blocks_would_have_drawn="
521 <<m_draw_control.blocks_would_have_drawn
524 // Get current viewing range and FPS settings
525 f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
526 viewing_range_min = MYMAX(15.0, viewing_range_min);
528 f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
529 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
531 // Immediately apply hard limits
532 if(m_draw_control.wanted_range < viewing_range_min)
533 m_draw_control.wanted_range = viewing_range_min;
534 if(m_draw_control.wanted_range > viewing_range_max)
535 m_draw_control.wanted_range = viewing_range_max;
537 // Just so big a value that everything rendered is visible
538 // Some more allowance than viewing_range_max * BS because of clouds,
539 // active objects, etc.
540 if(viewing_range_max < 200*BS)
541 m_cameranode->setFarValue(200 * BS * 10);
543 m_cameranode->setFarValue(viewing_range_max * BS * 10);
545 f32 wanted_fps = g_settings->getFloat("wanted_fps");
546 wanted_fps = MYMAX(wanted_fps, 1.0);
547 f32 wanted_frametime = 1.0 / wanted_fps;
549 m_draw_control.wanted_min_range = viewing_range_min;
550 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
551 if (m_draw_control.wanted_max_blocks < 10)
552 m_draw_control.wanted_max_blocks = 10;
554 f32 block_draw_ratio = 1.0;
555 if (m_draw_control.blocks_would_have_drawn != 0)
557 block_draw_ratio = (f32)m_draw_control.blocks_drawn
558 / (f32)m_draw_control.blocks_would_have_drawn;
561 // Calculate the average frametime in the case that all wanted
562 // blocks had been drawn
563 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
565 m_added_busytime = 0.0;
568 f32 wanted_frametime_change = wanted_frametime - frametime;
569 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
570 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
572 // If needed frametime change is small, just return
573 // This value was 0.4 for many months until 2011-10-18 by c55;
574 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
576 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
580 f32 range = m_draw_control.wanted_range;
581 f32 new_range = range;
583 f32 d_range = range - m_range_old;
584 f32 d_busytime = busytime_in - m_busytime_old;
587 m_time_per_range = d_busytime / d_range;
589 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
590 g_profiler->avg("time_per_range", m_time_per_range);
592 // The minimum allowed calculated frametime-range derivative:
593 // Practically this sets the maximum speed of changing the range.
594 // The lower this value, the higher the maximum changing speed.
595 // A low value here results in wobbly range (0.001)
596 // A low value can cause oscillation in very nonlinear time/range curves.
597 // A high value here results in slow changing range (0.0025)
598 // SUGG: This could be dynamically adjusted so that when
599 // the camera is turning, this is lower
600 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
601 f32 min_time_per_range = 0.0005;
602 if(m_time_per_range < min_time_per_range)
604 m_time_per_range = min_time_per_range;
605 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
609 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
612 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
613 // Dampen the change a bit to kill oscillations
614 //wanted_range_change *= 0.9;
615 //wanted_range_change *= 0.75;
616 wanted_range_change *= 0.5;
617 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
619 // If needed range change is very small, just return
620 if(fabs(wanted_range_change) < 0.001)
622 //dstream<<"ignoring small wanted_range_change"<<std::endl;
626 new_range += wanted_range_change;
628 //f32 new_range_unclamped = new_range;
629 new_range = MYMAX(new_range, viewing_range_min);
630 new_range = MYMIN(new_range, viewing_range_max);
631 /*dstream<<"new_range="<<new_range_unclamped
632 <<", clamped to "<<new_range<<std::endl;*/
634 m_range_old = m_draw_control.wanted_range;
635 m_busytime_old = busytime_in;
637 m_draw_control.wanted_range = new_range;
640 void Camera::setDigging(s32 button)
642 if (m_digging_button == -1)
643 m_digging_button = button;
646 void Camera::wield(const ItemStack &item)
648 if (item.name != m_wield_item_next.name) {
649 m_wield_item_next = item;
650 if (m_wield_change_timer > 0)
651 m_wield_change_timer = -m_wield_change_timer;
652 else if (m_wield_change_timer == 0)
653 m_wield_change_timer = -0.001;
657 void Camera::drawWieldedTool(irr::core::matrix4* translation)
659 // Clear Z buffer so that the wielded tool stay in front of world geometry
660 m_wieldmgr->getVideoDriver()->clearZBuffer();
662 // Draw the wielded node (in a separate scene manager)
663 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
664 cam->setAspectRatio(m_cameranode->getAspectRatio());
665 cam->setFOV(72.0*M_PI/180.0);
666 cam->setNearValue(0.1);
667 cam->setFarValue(1000);
668 if (translation != NULL)
670 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
671 irr::core::vector3df focusPoint = (cam->getTarget()
672 - cam->getAbsolutePosition()).setLength(1)
673 + cam->getAbsolutePosition();
675 irr::core::vector3df camera_pos =
676 (startMatrix * *translation).getTranslation();
677 cam->setPosition(camera_pos);
678 cam->setTarget(focusPoint);
680 m_wieldmgr->drawAll();