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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "clientmap.h" // MapDrawControl
26 #include "mesh.h"
27 #include "player.h"
28 #include "tile.h"
29 #include <cmath>
30 #include "settings.h"
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
33 #include "gamedef.h"
34 #include "sound.h"
35 #include "event.h"
36 #include "profiler.h"
37 #include "util/numeric.h"
38 #include "util/mathconstants.h"
39
40 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
41                 IGameDef *gamedef):
42         m_smgr(smgr),
43         m_playernode(NULL),
44         m_headnode(NULL),
45         m_cameranode(NULL),
46
47         m_wieldmgr(NULL),
48         m_wieldnode(NULL),
49         m_wieldlight(0),
50
51         m_draw_control(draw_control),
52         m_gamedef(gamedef),
53
54         m_camera_position(0,0,0),
55         m_camera_direction(0,0,0),
56
57         m_aspect(1.0),
58         m_fov_x(1.0),
59         m_fov_y(1.0),
60
61         m_added_busytime(0),
62         m_added_frames(0),
63         m_range_old(0),
64         m_busytime_old(0),
65         m_frametime_counter(0),
66         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
67
68         m_view_bobbing_anim(0),
69         m_view_bobbing_state(0),
70         m_view_bobbing_speed(0),
71         m_view_bobbing_fall(0),
72
73         m_digging_anim(0),
74         m_digging_button(-1),
75         m_dummymesh(createCubeMesh(v3f(1,1,1))),
76
77         m_wield_change_timer(0.125),
78         m_wield_mesh_next(NULL),
79         m_previous_playeritem(-1),
80         m_previous_itemname("")
81 {
82         //dstream<<__FUNCTION_NAME<<std::endl;
83
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);
90
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 = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
96 }
97
98 Camera::~Camera()
99 {
100         m_wieldmgr->drop();
101
102         delete m_dummymesh;
103 }
104
105 bool Camera::successfullyCreated(std::wstring& error_message)
106 {
107         if (m_playernode == NULL)
108         {
109                 error_message = L"Failed to create the player scene node";
110                 return false;
111         }
112         if (m_headnode == NULL)
113         {
114                 error_message = L"Failed to create the head scene node";
115                 return false;
116         }
117         if (m_cameranode == NULL)
118         {
119                 error_message = L"Failed to create the camera scene node";
120                 return false;
121         }
122         if (m_wieldmgr == NULL)
123         {
124                 error_message = L"Failed to create the wielded item scene manager";
125                 return false;
126         }
127         if (m_wieldnode == NULL)
128         {
129                 error_message = L"Failed to create the wielded item scene node";
130                 return false;
131         }
132         return true;
133 }
134
135 // Returns the fractional part of x
136 inline f32 my_modf(f32 x)
137 {
138         double dummy;
139         return modf(x, &dummy);
140 }
141
142 void Camera::step(f32 dtime)
143 {
144         if(m_view_bobbing_fall > 0)
145         {
146                 m_view_bobbing_fall -= 3 * dtime;
147                 if(m_view_bobbing_fall <= 0)
148                         m_view_bobbing_fall = -1; // Mark the effect as finished
149         }
150
151         bool was_under_zero = m_wield_change_timer < 0;
152         if(m_wield_change_timer < 0.125)
153                 m_wield_change_timer += dtime;
154         if(m_wield_change_timer > 0.125)
155                 m_wield_change_timer = 0.125;
156
157         if(m_wield_change_timer >= 0 && was_under_zero) {
158                 if(m_wield_mesh_next) {
159                         m_wieldnode->setMesh(m_wield_mesh_next);
160                         m_wieldnode->setVisible(true);
161                 } else {
162                         m_wieldnode->setVisible(false);
163                 }
164                 m_wield_mesh_next = NULL;
165         }
166
167         if (m_view_bobbing_state != 0)
168         {
169                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
170                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
171                 if (m_view_bobbing_state == 2)
172                 {
173 #if 0
174                         // Animation is getting turned off
175                         if (m_view_bobbing_anim < 0.5)
176                                 m_view_bobbing_anim -= offset;
177                         else
178                                 m_view_bobbing_anim += offset;
179                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
180                         {
181                                 m_view_bobbing_anim = 0;
182                                 m_view_bobbing_state = 0;
183                         }
184 #endif
185 #if 1
186                         // Animation is getting turned off
187                         if(m_view_bobbing_anim < 0.25){
188                                 m_view_bobbing_anim -= offset;
189                         } else if(m_view_bobbing_anim > 0.75){
190                                 m_view_bobbing_anim += offset;
191                         } if(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;
195                         } else {
196                                 m_view_bobbing_anim -= offset;
197                                 if(m_view_bobbing_anim < 0.5)
198                                         m_view_bobbing_anim = 0.5;
199                         }
200                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
201                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
202                         {
203                                 m_view_bobbing_anim = 0;
204                                 m_view_bobbing_state = 0;
205                         }
206 #endif
207                 }
208                 else
209                 {
210                         float was = m_view_bobbing_anim;
211                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
212                         bool step = (was == 0 ||
213                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
214                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
215                         if(step){
216                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
217                                 m_gamedef->event()->put(e);
218                         }
219                 }
220         }
221
222         if (m_digging_button != -1)
223         {
224                 f32 offset = dtime * 3.5;
225                 float m_digging_anim_was = m_digging_anim;
226                 m_digging_anim += offset;
227                 if (m_digging_anim >= 1)
228                 {
229                         m_digging_anim = 0;
230                         m_digging_button = -1;
231                 }
232                 float lim = 0.15;
233                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
234                 {
235                         if(m_digging_button == 0){
236                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
237                                 m_gamedef->event()->put(e);
238                         } else if(m_digging_button == 1){
239                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
240                                 m_gamedef->event()->put(e);
241                         }
242                 }
243         }
244 }
245
246 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
247                 v2u32 screensize, f32 tool_reload_ratio)
248 {
249         // Get player position
250         // Smooth the movement when walking up stairs
251         v3f old_player_position = m_playernode->getPosition();
252         v3f player_position = player->getPosition();
253         if (player->isAttached && player->parent)
254                 player_position = player->parent->getPosition();
255         //if(player->touching_ground && player_position.Y > old_player_position.Y)
256         if(player->touching_ground &&
257                         player_position.Y > old_player_position.Y)
258         {
259                 f32 oldy = old_player_position.Y;
260                 f32 newy = player_position.Y;
261                 f32 t = exp(-23*frametime);
262                 player_position.Y = oldy * t + newy * (1-t);
263         }
264
265         // Set player node transformation
266         m_playernode->setPosition(player_position);
267         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
268         m_playernode->updateAbsolutePosition();
269
270         // Get camera tilt timer (hurt animation)
271         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
272
273         // Fall bobbing animation
274         float fall_bobbing = 0;
275         if(player->camera_impact >= 1)
276         {
277                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
278                         player->camera_impact = m_view_bobbing_fall = 0;
279                 else if(m_view_bobbing_fall == 0) // Initialize effect
280                         m_view_bobbing_fall = 1;
281
282                 // Convert 0 -> 1 to 0 -> 1 -> 0
283                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
284                 // Smoothen and invert the above
285                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
286                 // Amplify according to the intensity of the impact
287                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
288
289                 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
290         }
291
292         // Set head node transformation
293         m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
294         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
295         m_headnode->updateAbsolutePosition();
296
297         // Compute relative camera position and target
298         v3f rel_cam_pos = v3f(0,0,0);
299         v3f rel_cam_target = v3f(0,0,1);
300         v3f rel_cam_up = v3f(0,1,0);
301
302         if (m_view_bobbing_anim != 0)
303         {
304                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
305                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
306
307                 #if 1
308                 f32 bobknob = 1.2;
309                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
310                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
311
312                 v3f bobvec = v3f(
313                         0.3 * bobdir * sin(bobfrac * M_PI),
314                         -0.28 * bobtmp * bobtmp,
315                         0.);
316
317                 //rel_cam_pos += 0.2 * bobvec;
318                 //rel_cam_target += 0.03 * bobvec;
319                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
320                 float f = 1.0;
321                 f *= g_settings->getFloat("view_bobbing_amount");
322                 rel_cam_pos += bobvec * f;
323                 //rel_cam_target += 0.995 * bobvec * f;
324                 rel_cam_target += bobvec * f;
325                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
326                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
327                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
328                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
329                 #else
330                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
331                 f32 angle_rad = angle_deg * M_PI / 180;
332                 f32 r = 0.05;
333                 v3f off = v3f(
334                         r * sin(angle_rad),
335                         r * (cos(angle_rad) - 1),
336                         0);
337                 rel_cam_pos += off;
338                 //rel_cam_target += off;
339                 rel_cam_up.rotateXYBy(angle_deg);
340                 #endif
341
342         }
343
344         // Compute absolute camera position and target
345         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
346         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
347
348         v3f abs_cam_up;
349         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
350
351         // Set camera node transformation
352         m_cameranode->setPosition(m_camera_position);
353         m_cameranode->setUpVector(abs_cam_up);
354         // *100.0 helps in large map coordinates
355         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
356
357         // Get FOV setting
358         f32 fov_degrees = g_settings->getFloat("fov");
359         fov_degrees = MYMAX(fov_degrees, 10.0);
360         fov_degrees = MYMIN(fov_degrees, 170.0);
361
362         // FOV and aspect ratio
363         m_aspect = (f32)screensize.X / (f32) screensize.Y;
364         m_fov_y = fov_degrees * M_PI / 180.0;
365         // Increase vertical FOV on lower aspect ratios (<16:10)
366         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
367         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
368         m_cameranode->setAspectRatio(m_aspect);
369         m_cameranode->setFOV(m_fov_y);
370
371         // Position the wielded item
372         //v3f wield_position = v3f(45, -35, 65);
373         v3f wield_position = v3f(55, -35, 65);
374         //v3f wield_rotation = v3f(-100, 120, -100);
375         v3f wield_rotation = v3f(-100, 120, -100);
376         if(m_wield_change_timer < 0)
377                 wield_position.Y -= 40 + m_wield_change_timer*320;
378         else
379                 wield_position.Y -= 40 - m_wield_change_timer*320;
380         if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
381                 f32 frac = 1.0;
382                 if(m_digging_anim > 0.5)
383                         frac = 2.0 * (m_digging_anim - 0.5);
384                 // This value starts from 1 and settles to 0
385                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
386                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
387                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
388                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
389                 //wield_position.Z += frac * 5.0 * ratiothing2;
390                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
391                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
392                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
393                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
394         }
395         if (m_digging_button != -1)
396         {
397                 f32 digfrac = m_digging_anim;
398                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
399                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
400                 wield_position.Z += 25 * 0.5;
401         
402                 // Euler angles are PURE EVIL, so why not use quaternions?
403                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
404                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
405                 core::quaternion quat_slerp;
406                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
407                 quat_slerp.toEuler(wield_rotation);
408                 wield_rotation *= core::RADTODEG;
409         }
410         else {
411                 f32 bobfrac = my_modf(m_view_bobbing_anim);
412                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
413                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
414         }
415         m_wieldnode->setPosition(wield_position);
416         m_wieldnode->setRotation(wield_rotation);
417         m_wieldlight = player->light;
418
419         // Render distance feedback loop
420         updateViewingRange(frametime, busytime);
421
422         // If the player seems to be walking on solid ground,
423         // view bobbing is enabled and free_move is off,
424         // start (or continue) the view bobbing animation.
425         v3f speed = player->getSpeed();
426         if ((hypot(speed.X, speed.Z) > BS) &&
427                 (player->touching_ground) &&
428                 (g_settings->getBool("view_bobbing") == true) &&
429                 (g_settings->getBool("free_move") == false ||
430                                 !m_gamedef->checkLocalPrivilege("fly")))
431         {
432                 // Start animation
433                 m_view_bobbing_state = 1;
434                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
435         }
436         else if (m_view_bobbing_state == 1)
437         {
438                 // Stop animation
439                 m_view_bobbing_state = 2;
440                 m_view_bobbing_speed = 60;
441         }
442 }
443
444 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
445 {
446         if (m_draw_control.range_all)
447                 return;
448
449         m_added_busytime += busytime_in;
450         m_added_frames += 1;
451
452         m_frametime_counter -= frametime_in;
453         if (m_frametime_counter > 0)
454                 return;
455         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
456
457         /*dstream<<__FUNCTION_NAME
458                         <<": Collected "<<m_added_frames<<" frames, total of "
459                         <<m_added_busytime<<"s."<<std::endl;
460
461         dstream<<"m_draw_control.blocks_drawn="
462                         <<m_draw_control.blocks_drawn
463                         <<", m_draw_control.blocks_would_have_drawn="
464                         <<m_draw_control.blocks_would_have_drawn
465                         <<std::endl;*/
466
467         // Get current viewing range and FPS settings
468         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
469         viewing_range_min = MYMAX(15.0, viewing_range_min);
470
471         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
472         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
473         
474         // Immediately apply hard limits
475         if(m_draw_control.wanted_range < viewing_range_min)
476                 m_draw_control.wanted_range = viewing_range_min;
477         if(m_draw_control.wanted_range > viewing_range_max)
478                 m_draw_control.wanted_range = viewing_range_max;
479
480         // Just so big a value that everything rendered is visible
481         // Some more allowance than viewing_range_max * BS because of clouds,
482         // active objects, etc.
483         if(viewing_range_max < 200*BS)
484                 m_cameranode->setFarValue(200 * BS * 10);
485         else
486                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
487
488         f32 wanted_fps = g_settings->getFloat("wanted_fps");
489         wanted_fps = MYMAX(wanted_fps, 1.0);
490         f32 wanted_frametime = 1.0 / wanted_fps;
491
492         m_draw_control.wanted_min_range = viewing_range_min;
493         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
494         if (m_draw_control.wanted_max_blocks < 10)
495                 m_draw_control.wanted_max_blocks = 10;
496
497         f32 block_draw_ratio = 1.0;
498         if (m_draw_control.blocks_would_have_drawn != 0)
499         {
500                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
501                         / (f32)m_draw_control.blocks_would_have_drawn;
502         }
503
504         // Calculate the average frametime in the case that all wanted
505         // blocks had been drawn
506         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
507
508         m_added_busytime = 0.0;
509         m_added_frames = 0;
510
511         f32 wanted_frametime_change = wanted_frametime - frametime;
512         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
513         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
514
515         // If needed frametime change is small, just return
516         // This value was 0.4 for many months until 2011-10-18 by c55;
517         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
518         {
519                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
520                 return;
521         }
522
523         f32 range = m_draw_control.wanted_range;
524         f32 new_range = range;
525
526         f32 d_range = range - m_range_old;
527         f32 d_busytime = busytime_in - m_busytime_old;
528         if (d_range != 0)
529         {
530                 m_time_per_range = d_busytime / d_range;
531         }
532         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
533         g_profiler->avg("time_per_range", m_time_per_range);
534
535         // The minimum allowed calculated frametime-range derivative:
536         // Practically this sets the maximum speed of changing the range.
537         // The lower this value, the higher the maximum changing speed.
538         // A low value here results in wobbly range (0.001)
539         // A low value can cause oscillation in very nonlinear time/range curves.
540         // A high value here results in slow changing range (0.0025)
541         // SUGG: This could be dynamically adjusted so that when
542         //       the camera is turning, this is lower
543         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
544         f32 min_time_per_range = 0.0005;
545         if(m_time_per_range < min_time_per_range)
546         {
547                 m_time_per_range = min_time_per_range;
548                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
549         }
550         else
551         {
552                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
553         }
554
555         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
556         // Dampen the change a bit to kill oscillations
557         //wanted_range_change *= 0.9;
558         //wanted_range_change *= 0.75;
559         wanted_range_change *= 0.5;
560         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
561
562         // If needed range change is very small, just return
563         if(fabs(wanted_range_change) < 0.001)
564         {
565                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
566                 return;
567         }
568
569         new_range += wanted_range_change;
570         
571         //f32 new_range_unclamped = new_range;
572         new_range = MYMAX(new_range, viewing_range_min);
573         new_range = MYMIN(new_range, viewing_range_max);
574         /*dstream<<"new_range="<<new_range_unclamped
575                         <<", clamped to "<<new_range<<std::endl;*/
576
577         m_range_old = m_draw_control.wanted_range;
578         m_busytime_old = busytime_in;
579
580         m_draw_control.wanted_range = new_range;
581 }
582
583 void Camera::setDigging(s32 button)
584 {
585         if (m_digging_button == -1)
586                 m_digging_button = button;
587 }
588
589 void Camera::wield(const ItemStack &item, u16 playeritem)
590 {
591         IItemDefManager *idef = m_gamedef->idef();
592         std::string itemname = item.getDefinition(idef).name;
593         m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
594         if(playeritem != m_previous_playeritem &&
595                         !(m_previous_itemname == "" && itemname == "")) {
596                 m_previous_playeritem = playeritem;
597                 m_previous_itemname = itemname;
598                 if(m_wield_change_timer >= 0.125)
599                         m_wield_change_timer = -0.125;
600                 else if(m_wield_change_timer > 0) {
601                         m_wield_change_timer = -m_wield_change_timer;
602                 }
603         } else {
604                 if(m_wield_mesh_next) {
605                         m_wieldnode->setMesh(m_wield_mesh_next);
606                         m_wieldnode->setVisible(true);
607                 } else {
608                         m_wieldnode->setVisible(false);
609                 }
610                 m_wield_mesh_next = NULL;
611                 if(m_previous_itemname != itemname) {
612                         m_previous_itemname = itemname;
613                         m_wield_change_timer = 0;
614                 }
615                 else
616                         m_wield_change_timer = 0.125;
617         }
618 }
619
620 void Camera::drawWieldedTool()
621 {
622         // Set vertex colors of wield mesh according to light level
623         u8 li = m_wieldlight;
624         video::SColor color(255,li,li,li);
625         setMeshColor(m_wieldnode->getMesh(), color);
626
627         // Clear Z buffer
628         m_wieldmgr->getVideoDriver()->clearZBuffer();
629
630         // Draw the wielded node (in a separate scene manager)
631         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
632         cam->setAspectRatio(m_cameranode->getAspectRatio());
633         cam->setFOV(72.0*M_PI/180.0);
634         cam->setNearValue(0.1);
635         cam->setFarValue(100);
636         m_wieldmgr->drawAll();
637 }