3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "main.h" // for g_settings
25 #include "clientmap.h" // MapDrawControl
29 #include "wieldmesh.h"
30 #include "noise.h" // easeCurve
35 #include "util/numeric.h"
36 #include "util/mathconstants.h"
37 #include "constants.h"
39 #define CAMERA_OFFSET_STEP 200
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
52 m_draw_control(draw_control),
55 m_camera_position(0,0,0),
56 m_camera_direction(0,0,0),
57 m_camera_offset(0,0,0),
67 m_frametime_counter(0),
68 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
70 m_view_bobbing_anim(0),
71 m_view_bobbing_state(0),
72 m_view_bobbing_speed(0),
73 m_view_bobbing_fall(0),
78 m_wield_change_timer(0.125),
81 m_camera_mode(CAMERA_MODE_FIRST)
83 //dstream<<__FUNCTION_NAME<<std::endl;
85 // note: making the camera node a child of the player node
86 // would lead to unexpected behaviour, so we don't do that.
87 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
88 m_headnode = smgr->addEmptySceneNode(m_playernode);
89 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
90 m_cameranode->bindTargetAndRotation(true);
92 // This needs to be in its own scene manager. It is drawn after
93 // all other 3D scene nodes and before the GUI.
94 m_wieldmgr = smgr->createNewSceneManager();
95 m_wieldmgr->addCameraSceneNode();
96 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
97 m_wieldnode->setItem(ItemStack(), m_gamedef);
98 m_wieldnode->drop(); // m_wieldmgr grabbed it
99 m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
101 /* TODO: Add a callback function so these can be updated when a setting
102 * changes. At this point in time it doesn't matter (e.g. /set
103 * is documented to change server settings only)
105 * TODO: Local caching of settings is not optimal and should at some stage
106 * be updated to use a global settings object for getting thse values
107 * (as opposed to the this local caching). This can be addressed in
110 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
111 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
112 m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
113 m_cache_fov = g_settings->getFloat("fov");
114 m_cache_view_bobbing = g_settings->getBool("view_bobbing");
122 bool Camera::successfullyCreated(std::string &error_message)
125 error_message = "Failed to create the player scene node";
126 } else if (!m_headnode) {
127 error_message = "Failed to create the head scene node";
128 } else if (!m_cameranode) {
129 error_message = "Failed to create the camera scene node";
130 } else if (!m_wieldmgr) {
131 error_message = "Failed to create the wielded item scene manager";
132 } else if (!m_wieldnode) {
133 error_message = "Failed to create the wielded item scene node";
135 return error_message.empty();
138 // Returns the fractional part of x
139 inline f32 my_modf(f32 x)
142 return modf(x, &dummy);
145 void Camera::step(f32 dtime)
147 if(m_view_bobbing_fall > 0)
149 m_view_bobbing_fall -= 3 * dtime;
150 if(m_view_bobbing_fall <= 0)
151 m_view_bobbing_fall = -1; // Mark the effect as finished
154 bool was_under_zero = m_wield_change_timer < 0;
155 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
157 if (m_wield_change_timer >= 0 && was_under_zero)
158 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
160 if (m_view_bobbing_state != 0)
162 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
163 f32 offset = dtime * m_view_bobbing_speed * 0.030;
164 if (m_view_bobbing_state == 2)
167 // Animation is getting turned off
168 if (m_view_bobbing_anim < 0.5)
169 m_view_bobbing_anim -= offset;
171 m_view_bobbing_anim += offset;
172 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
174 m_view_bobbing_anim = 0;
175 m_view_bobbing_state = 0;
179 // Animation is getting turned off
180 if(m_view_bobbing_anim < 0.25)
182 m_view_bobbing_anim -= offset;
183 } else if(m_view_bobbing_anim > 0.75) {
184 m_view_bobbing_anim += offset;
186 if(m_view_bobbing_anim < 0.5)
188 m_view_bobbing_anim += offset;
189 if(m_view_bobbing_anim > 0.5)
190 m_view_bobbing_anim = 0.5;
192 m_view_bobbing_anim -= offset;
193 if(m_view_bobbing_anim < 0.5)
194 m_view_bobbing_anim = 0.5;
196 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
197 fabs(m_view_bobbing_anim - 0.5) < 0.01)
199 m_view_bobbing_anim = 0;
200 m_view_bobbing_state = 0;
206 float was = m_view_bobbing_anim;
207 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
208 bool step = (was == 0 ||
209 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
210 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
213 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
214 m_gamedef->event()->put(e);
219 if (m_digging_button != -1)
221 f32 offset = dtime * 3.5;
222 float m_digging_anim_was = m_digging_anim;
223 m_digging_anim += offset;
224 if (m_digging_anim >= 1)
227 m_digging_button = -1;
230 if(m_digging_anim_was < lim && m_digging_anim >= lim)
232 if(m_digging_button == 0)
234 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
235 m_gamedef->event()->put(e);
236 } else if(m_digging_button == 1) {
237 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
238 m_gamedef->event()->put(e);
244 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
245 f32 tool_reload_ratio, ClientEnvironment &c_env)
247 // Get player position
248 // Smooth the movement when walking up stairs
249 v3f old_player_position = m_playernode->getPosition();
250 v3f player_position = player->getPosition();
251 if (player->isAttached && player->parent)
252 player_position = player->parent->getPosition();
253 //if(player->touching_ground && player_position.Y > old_player_position.Y)
254 if(player->touching_ground &&
255 player_position.Y > old_player_position.Y)
257 f32 oldy = old_player_position.Y;
258 f32 newy = player_position.Y;
259 f32 t = exp(-23*frametime);
260 player_position.Y = oldy * t + newy * (1-t);
263 // Set player node transformation
264 m_playernode->setPosition(player_position);
265 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
266 m_playernode->updateAbsolutePosition();
268 // Get camera tilt timer (hurt animation)
269 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
271 // Fall bobbing animation
272 float fall_bobbing = 0;
273 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
275 if(m_view_bobbing_fall == -1) // Effect took place and has finished
276 player->camera_impact = m_view_bobbing_fall = 0;
277 else if(m_view_bobbing_fall == 0) // Initialize effect
278 m_view_bobbing_fall = 1;
280 // Convert 0 -> 1 to 0 -> 1 -> 0
281 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
282 // Smoothen and invert the above
283 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
284 // Amplify according to the intensity of the impact
285 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
287 fall_bobbing *= m_cache_fall_bobbing_amount;
290 // Calculate players eye offset for different camera modes
291 v3f PlayerEyeOffset = player->getEyeOffset();
292 if (m_camera_mode == CAMERA_MODE_FIRST)
293 PlayerEyeOffset += player->eye_offset_first;
295 PlayerEyeOffset += player->eye_offset_third;
297 // Set head node transformation
298 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
299 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
300 m_headnode->updateAbsolutePosition();
302 // Compute relative camera position and target
303 v3f rel_cam_pos = v3f(0,0,0);
304 v3f rel_cam_target = v3f(0,0,1);
305 v3f rel_cam_up = v3f(0,1,0);
307 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
309 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
310 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
314 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
315 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
318 0.3 * bobdir * sin(bobfrac * M_PI),
319 -0.28 * bobtmp * bobtmp,
322 //rel_cam_pos += 0.2 * bobvec;
323 //rel_cam_target += 0.03 * bobvec;
324 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
326 f *= m_cache_view_bobbing_amount;
327 rel_cam_pos += bobvec * f;
328 //rel_cam_target += 0.995 * bobvec * f;
329 rel_cam_target += bobvec * f;
330 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
331 //rel_cam_target.X -= 0.005 * bobvec.X * f;
332 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
333 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
335 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
336 f32 angle_rad = angle_deg * M_PI / 180;
340 r * (cos(angle_rad) - 1),
343 //rel_cam_target += off;
344 rel_cam_up.rotateXYBy(angle_deg);
349 // Compute absolute camera position and target
350 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
351 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
354 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
356 // Seperate camera position for calculation
357 v3f my_cp = m_camera_position;
359 // Reposition the camera for third person view
360 if (m_camera_mode > CAMERA_MODE_FIRST)
362 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
363 m_camera_direction *= -1;
367 // Calculate new position
369 for (int i = BS; i <= BS*2.75; i++)
371 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
372 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
374 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
376 // Prevent camera positioned inside nodes
377 INodeDefManager *nodemgr = m_gamedef->ndef();
378 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
379 const ContentFeatures& features = nodemgr->get(n);
380 if(features.walkable)
382 my_cp.X += m_camera_direction.X*-1*-BS/2;
383 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
384 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
390 // If node blocks camera position don't move y to heigh
391 if (abort && my_cp.Y > player_position.Y+BS*2)
392 my_cp.Y = player_position.Y+BS*2;
395 // Update offset if too far away from the center of the map
396 m_camera_offset.X += CAMERA_OFFSET_STEP*
397 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
398 m_camera_offset.Y += CAMERA_OFFSET_STEP*
399 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
400 m_camera_offset.Z += CAMERA_OFFSET_STEP*
401 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
403 // Set camera node transformation
404 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
405 m_cameranode->setUpVector(abs_cam_up);
406 // *100.0 helps in large map coordinates
407 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
409 // update the camera position in front-view mode to render blocks behind player
410 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
411 m_camera_position = my_cp;
414 f32 fov_degrees = m_cache_fov;
415 fov_degrees = MYMAX(fov_degrees, 10.0);
416 fov_degrees = MYMIN(fov_degrees, 170.0);
418 // FOV and aspect ratio
419 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
420 m_fov_y = fov_degrees * M_PI / 180.0;
421 // Increase vertical FOV on lower aspect ratios (<16:10)
422 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
423 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
424 m_cameranode->setAspectRatio(m_aspect);
425 m_cameranode->setFOV(m_fov_y);
427 // Position the wielded item
428 //v3f wield_position = v3f(45, -35, 65);
429 v3f wield_position = v3f(55, -35, 65);
430 //v3f wield_rotation = v3f(-100, 120, -100);
431 v3f wield_rotation = v3f(-100, 120, -100);
432 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
433 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
436 if(m_digging_anim > 0.5)
437 frac = 2.0 * (m_digging_anim - 0.5);
438 // This value starts from 1 and settles to 0
439 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
440 //f32 ratiothing2 = pow(ratiothing, 0.5f);
441 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
442 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
443 //wield_position.Z += frac * 5.0 * ratiothing2;
444 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
445 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
446 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
447 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
449 if (m_digging_button != -1)
451 f32 digfrac = m_digging_anim;
452 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
453 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
454 wield_position.Z += 25 * 0.5;
456 // Euler angles are PURE EVIL, so why not use quaternions?
457 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
458 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
459 core::quaternion quat_slerp;
460 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
461 quat_slerp.toEuler(wield_rotation);
462 wield_rotation *= core::RADTODEG;
464 f32 bobfrac = my_modf(m_view_bobbing_anim);
465 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
466 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
468 m_wieldnode->setPosition(wield_position);
469 m_wieldnode->setRotation(wield_rotation);
471 // Shine light upon the wield mesh
472 video::SColor black(255,0,0,0);
473 m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
474 m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
475 m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
477 // Render distance feedback loop
478 updateViewingRange(frametime, busytime);
480 // If the player is walking, swimming, or climbing,
481 // view bobbing is enabled and free_move is off,
482 // start (or continue) the view bobbing animation.
483 v3f speed = player->getSpeed();
484 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
485 const bool movement_Y = abs(speed.Y) > BS;
487 const bool walking = movement_XZ && player->touching_ground;
488 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
489 const bool climbing = movement_Y && player->is_climbing;
490 if ((walking || swimming || climbing) &&
491 m_cache_view_bobbing &&
492 (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
495 m_view_bobbing_state = 1;
496 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
498 else if (m_view_bobbing_state == 1)
501 m_view_bobbing_state = 2;
502 m_view_bobbing_speed = 60;
506 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
508 if (m_draw_control.range_all)
511 m_added_busytime += busytime_in;
514 m_frametime_counter -= frametime_in;
515 if (m_frametime_counter > 0)
517 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
519 /*dstream<<__FUNCTION_NAME
520 <<": Collected "<<m_added_frames<<" frames, total of "
521 <<m_added_busytime<<"s."<<std::endl;
523 dstream<<"m_draw_control.blocks_drawn="
524 <<m_draw_control.blocks_drawn
525 <<", m_draw_control.blocks_would_have_drawn="
526 <<m_draw_control.blocks_would_have_drawn
529 // Get current viewing range and FPS settings
530 f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
531 viewing_range_min = MYMAX(15.0, viewing_range_min);
533 f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
534 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
536 // Immediately apply hard limits
537 if(m_draw_control.wanted_range < viewing_range_min)
538 m_draw_control.wanted_range = viewing_range_min;
539 if(m_draw_control.wanted_range > viewing_range_max)
540 m_draw_control.wanted_range = viewing_range_max;
542 // Just so big a value that everything rendered is visible
543 // Some more allowance than viewing_range_max * BS because of clouds,
544 // active objects, etc.
545 if(viewing_range_max < 200*BS)
546 m_cameranode->setFarValue(200 * BS * 10);
548 m_cameranode->setFarValue(viewing_range_max * BS * 10);
550 f32 wanted_fps = m_cache_wanted_fps;
551 wanted_fps = MYMAX(wanted_fps, 1.0);
552 f32 wanted_frametime = 1.0 / wanted_fps;
554 m_draw_control.wanted_min_range = viewing_range_min;
555 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
556 if (m_draw_control.wanted_max_blocks < 10)
557 m_draw_control.wanted_max_blocks = 10;
559 f32 block_draw_ratio = 1.0;
560 if (m_draw_control.blocks_would_have_drawn != 0)
562 block_draw_ratio = (f32)m_draw_control.blocks_drawn
563 / (f32)m_draw_control.blocks_would_have_drawn;
566 // Calculate the average frametime in the case that all wanted
567 // blocks had been drawn
568 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
570 m_added_busytime = 0.0;
573 f32 wanted_frametime_change = wanted_frametime - frametime;
574 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
575 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
577 // If needed frametime change is small, just return
578 // This value was 0.4 for many months until 2011-10-18 by c55;
579 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
581 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
585 f32 range = m_draw_control.wanted_range;
586 f32 new_range = range;
588 f32 d_range = range - m_range_old;
589 f32 d_busytime = busytime_in - m_busytime_old;
592 m_time_per_range = d_busytime / d_range;
594 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
595 g_profiler->avg("time_per_range", m_time_per_range);
597 // The minimum allowed calculated frametime-range derivative:
598 // Practically this sets the maximum speed of changing the range.
599 // The lower this value, the higher the maximum changing speed.
600 // A low value here results in wobbly range (0.001)
601 // A low value can cause oscillation in very nonlinear time/range curves.
602 // A high value here results in slow changing range (0.0025)
603 // SUGG: This could be dynamically adjusted so that when
604 // the camera is turning, this is lower
605 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
606 f32 min_time_per_range = 0.0005;
607 if(m_time_per_range < min_time_per_range)
609 m_time_per_range = min_time_per_range;
610 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
614 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
617 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
618 // Dampen the change a bit to kill oscillations
619 //wanted_range_change *= 0.9;
620 //wanted_range_change *= 0.75;
621 wanted_range_change *= 0.5;
622 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
624 // If needed range change is very small, just return
625 if(fabs(wanted_range_change) < 0.001)
627 //dstream<<"ignoring small wanted_range_change"<<std::endl;
631 new_range += wanted_range_change;
633 //f32 new_range_unclamped = new_range;
634 new_range = MYMAX(new_range, viewing_range_min);
635 new_range = MYMIN(new_range, viewing_range_max);
636 /*dstream<<"new_range="<<new_range_unclamped
637 <<", clamped to "<<new_range<<std::endl;*/
639 m_range_old = m_draw_control.wanted_range;
640 m_busytime_old = busytime_in;
642 m_draw_control.wanted_range = new_range;
645 void Camera::setDigging(s32 button)
647 if (m_digging_button == -1)
648 m_digging_button = button;
651 void Camera::wield(const ItemStack &item)
653 if (item.name != m_wield_item_next.name) {
654 m_wield_item_next = item;
655 if (m_wield_change_timer > 0)
656 m_wield_change_timer = -m_wield_change_timer;
657 else if (m_wield_change_timer == 0)
658 m_wield_change_timer = -0.001;
662 void Camera::drawWieldedTool(irr::core::matrix4* translation)
664 // Clear Z buffer so that the wielded tool stay in front of world geometry
665 m_wieldmgr->getVideoDriver()->clearZBuffer();
667 // Draw the wielded node (in a separate scene manager)
668 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
669 cam->setAspectRatio(m_cameranode->getAspectRatio());
670 cam->setFOV(72.0*M_PI/180.0);
671 cam->setNearValue(0.1);
672 cam->setFarValue(1000);
673 if (translation != NULL)
675 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
676 irr::core::vector3df focusPoint = (cam->getTarget()
677 - cam->getAbsolutePosition()).setLength(1)
678 + cam->getAbsolutePosition();
680 irr::core::vector3df camera_pos =
681 (startMatrix * *translation).getTranslation();
682 cam->setPosition(camera_pos);
683 cam->setTarget(focusPoint);
685 m_wieldmgr->drawAll();