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
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
37 #include "util/numeric.h"
38 #include "util/mathconstants.h"
39 #include "constants.h"
41 #define CAMERA_OFFSET_STEP 200
45 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
55 m_draw_control(draw_control),
58 m_camera_position(0,0,0),
59 m_camera_direction(0,0,0),
60 m_camera_offset(0,0,0),
70 m_frametime_counter(0),
71 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
73 m_view_bobbing_anim(0),
74 m_view_bobbing_state(0),
75 m_view_bobbing_speed(0),
76 m_view_bobbing_fall(0),
80 m_dummymesh(createCubeMesh(v3f(1,1,1))),
82 m_wield_change_timer(0.125),
83 m_wield_mesh_next(NULL),
84 m_previous_playeritem(-1),
85 m_previous_itemname("")
87 //dstream<<__FUNCTION_NAME<<std::endl;
89 // note: making the camera node a child of the player node
90 // would lead to unexpected behaviour, so we don't do that.
91 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
92 m_headnode = smgr->addEmptySceneNode(m_playernode);
93 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
94 m_cameranode->bindTargetAndRotation(true);
96 // This needs to be in its own scene manager. It is drawn after
97 // all other 3D scene nodes and before the GUI.
98 m_wieldmgr = smgr->createNewSceneManager();
99 m_wieldmgr->addCameraSceneNode();
100 m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
110 bool Camera::successfullyCreated(std::wstring& error_message)
112 if (m_playernode == NULL)
114 error_message = L"Failed to create the player scene node";
117 if (m_headnode == NULL)
119 error_message = L"Failed to create the head scene node";
122 if (m_cameranode == NULL)
124 error_message = L"Failed to create the camera scene node";
127 if (m_wieldmgr == NULL)
129 error_message = L"Failed to create the wielded item scene manager";
132 if (m_wieldnode == NULL)
134 error_message = L"Failed to create the wielded item scene node";
140 // Returns the fractional part of x
141 inline f32 my_modf(f32 x)
144 return modf(x, &dummy);
147 void Camera::step(f32 dtime)
149 if(m_view_bobbing_fall > 0)
151 m_view_bobbing_fall -= 3 * dtime;
152 if(m_view_bobbing_fall <= 0)
153 m_view_bobbing_fall = -1; // Mark the effect as finished
156 bool was_under_zero = m_wield_change_timer < 0;
157 if(m_wield_change_timer < 0.125)
158 m_wield_change_timer += dtime;
159 if(m_wield_change_timer > 0.125)
160 m_wield_change_timer = 0.125;
162 if(m_wield_change_timer >= 0 && was_under_zero) {
163 if(m_wield_mesh_next) {
164 m_wieldnode->setMesh(m_wield_mesh_next);
165 m_wieldnode->setVisible(true);
167 m_wieldnode->setVisible(false);
169 m_wield_mesh_next = NULL;
172 if (m_view_bobbing_state != 0)
174 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
175 f32 offset = dtime * m_view_bobbing_speed * 0.030;
176 if (m_view_bobbing_state == 2)
179 // Animation is getting turned off
180 if (m_view_bobbing_anim < 0.5)
181 m_view_bobbing_anim -= offset;
183 m_view_bobbing_anim += offset;
184 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
186 m_view_bobbing_anim = 0;
187 m_view_bobbing_state = 0;
191 // Animation is getting turned off
192 if(m_view_bobbing_anim < 0.25){
193 m_view_bobbing_anim -= offset;
194 } else if(m_view_bobbing_anim > 0.75){
195 m_view_bobbing_anim += offset;
196 } if(m_view_bobbing_anim < 0.5){
197 m_view_bobbing_anim += offset;
198 if(m_view_bobbing_anim > 0.5)
199 m_view_bobbing_anim = 0.5;
201 m_view_bobbing_anim -= offset;
202 if(m_view_bobbing_anim < 0.5)
203 m_view_bobbing_anim = 0.5;
205 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
206 fabs(m_view_bobbing_anim - 0.5) < 0.01)
208 m_view_bobbing_anim = 0;
209 m_view_bobbing_state = 0;
215 float was = m_view_bobbing_anim;
216 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
217 bool step = (was == 0 ||
218 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
219 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
221 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
222 m_gamedef->event()->put(e);
227 if (m_digging_button != -1)
229 f32 offset = dtime * 3.5;
230 float m_digging_anim_was = m_digging_anim;
231 m_digging_anim += offset;
232 if (m_digging_anim >= 1)
235 m_digging_button = -1;
238 if(m_digging_anim_was < lim && m_digging_anim >= lim)
240 if(m_digging_button == 0){
241 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
242 m_gamedef->event()->put(e);
243 } else if(m_digging_button == 1){
244 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
245 m_gamedef->event()->put(e);
251 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
252 v2u32 screensize, f32 tool_reload_ratio,
253 int current_camera_mode, ClientEnvironment &c_env)
255 // Get player position
256 // Smooth the movement when walking up stairs
257 v3f old_player_position = m_playernode->getPosition();
258 v3f player_position = player->getPosition();
259 if (player->isAttached && player->parent)
260 player_position = player->parent->getPosition();
261 //if(player->touching_ground && player_position.Y > old_player_position.Y)
262 if(player->touching_ground &&
263 player_position.Y > old_player_position.Y)
265 f32 oldy = old_player_position.Y;
266 f32 newy = player_position.Y;
267 f32 t = exp(-23*frametime);
268 player_position.Y = oldy * t + newy * (1-t);
271 // Set player node transformation
272 m_playernode->setPosition(player_position);
273 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
274 m_playernode->updateAbsolutePosition();
276 // Get camera tilt timer (hurt animation)
277 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
279 // Fall bobbing animation
280 float fall_bobbing = 0;
281 if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
283 if(m_view_bobbing_fall == -1) // Effect took place and has finished
284 player->camera_impact = m_view_bobbing_fall = 0;
285 else if(m_view_bobbing_fall == 0) // Initialize effect
286 m_view_bobbing_fall = 1;
288 // Convert 0 -> 1 to 0 -> 1 -> 0
289 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
290 // Smoothen and invert the above
291 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
292 // Amplify according to the intensity of the impact
293 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
295 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
298 // Calculate players eye offset for different camera modes
299 v3f PlayerEyeOffset = player->getEyeOffset();
300 if (current_camera_mode == CAMERA_MODE_FIRST)
301 PlayerEyeOffset += player->eye_offset_first;
303 PlayerEyeOffset += player->eye_offset_third;
305 // Set head node transformation
306 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
307 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
308 m_headnode->updateAbsolutePosition();
310 // Compute relative camera position and target
311 v3f rel_cam_pos = v3f(0,0,0);
312 v3f rel_cam_target = v3f(0,0,1);
313 v3f rel_cam_up = v3f(0,1,0);
315 if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
317 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
318 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
322 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
323 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
326 0.3 * bobdir * sin(bobfrac * M_PI),
327 -0.28 * bobtmp * bobtmp,
330 //rel_cam_pos += 0.2 * bobvec;
331 //rel_cam_target += 0.03 * bobvec;
332 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
334 f *= g_settings->getFloat("view_bobbing_amount");
335 rel_cam_pos += bobvec * f;
336 //rel_cam_target += 0.995 * bobvec * f;
337 rel_cam_target += bobvec * f;
338 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
339 //rel_cam_target.X -= 0.005 * bobvec.X * f;
340 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
341 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
343 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
344 f32 angle_rad = angle_deg * M_PI / 180;
348 r * (cos(angle_rad) - 1),
351 //rel_cam_target += off;
352 rel_cam_up.rotateXYBy(angle_deg);
357 // Compute absolute camera position and target
358 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
359 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
362 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
364 // Seperate camera position for calculation
365 v3f my_cp = m_camera_position;
367 // Reposition the camera for third person view
368 if (current_camera_mode > CAMERA_MODE_FIRST) {
370 if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
371 m_camera_direction *= -1;
375 // Calculate new position
377 for (int i = BS; i <= BS*2; i++) {
378 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
379 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
381 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
383 // Prevent camera positioned inside nodes
384 INodeDefManager *nodemgr = m_gamedef->ndef();
385 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
386 const ContentFeatures& features = nodemgr->get(n);
387 if(features.walkable) {
388 my_cp.X += m_camera_direction.X*-1*-BS/2;
389 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
390 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
396 // If node blocks camera position don't move y to heigh
397 if (abort && my_cp.Y > player_position.Y+BS*2)
398 my_cp.Y = player_position.Y+BS*2;
401 // Update offset if too far away from the center of the map
402 m_camera_offset.X += CAMERA_OFFSET_STEP*
403 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
404 m_camera_offset.Y += CAMERA_OFFSET_STEP*
405 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
406 m_camera_offset.Z += CAMERA_OFFSET_STEP*
407 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
409 // Set camera node transformation
410 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
411 m_cameranode->setUpVector(abs_cam_up);
412 // *100.0 helps in large map coordinates
413 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
415 // update the camera position in front-view mode to render blocks behind player
416 if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
417 m_camera_position = my_cp;
420 f32 fov_degrees = g_settings->getFloat("fov");
421 fov_degrees = MYMAX(fov_degrees, 10.0);
422 fov_degrees = MYMIN(fov_degrees, 170.0);
424 // FOV and aspect ratio
425 m_aspect = (f32)screensize.X / (f32) screensize.Y;
426 m_fov_y = fov_degrees * M_PI / 180.0;
427 // Increase vertical FOV on lower aspect ratios (<16:10)
428 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
429 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
430 m_cameranode->setAspectRatio(m_aspect);
431 m_cameranode->setFOV(m_fov_y);
433 // Position the wielded item
434 //v3f wield_position = v3f(45, -35, 65);
435 v3f wield_position = v3f(55, -35, 65);
436 //v3f wield_rotation = v3f(-100, 120, -100);
437 v3f wield_rotation = v3f(-100, 120, -100);
438 if(m_wield_change_timer < 0)
439 wield_position.Y -= 40 + m_wield_change_timer*320;
441 wield_position.Y -= 40 - m_wield_change_timer*320;
442 if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
444 if(m_digging_anim > 0.5)
445 frac = 2.0 * (m_digging_anim - 0.5);
446 // This value starts from 1 and settles to 0
447 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
448 //f32 ratiothing2 = pow(ratiothing, 0.5f);
449 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
450 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
451 //wield_position.Z += frac * 5.0 * ratiothing2;
452 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
453 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
454 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
455 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
457 if (m_digging_button != -1)
459 f32 digfrac = m_digging_anim;
460 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
461 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
462 wield_position.Z += 25 * 0.5;
464 // Euler angles are PURE EVIL, so why not use quaternions?
465 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
466 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
467 core::quaternion quat_slerp;
468 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
469 quat_slerp.toEuler(wield_rotation);
470 wield_rotation *= core::RADTODEG;
473 f32 bobfrac = my_modf(m_view_bobbing_anim);
474 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
475 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
477 m_wieldnode->setPosition(wield_position);
478 m_wieldnode->setRotation(wield_rotation);
479 m_wieldlight = player->light;
481 // Render distance feedback loop
482 updateViewingRange(frametime, busytime);
484 // If the player seems to be walking on solid ground,
485 // view bobbing is enabled and free_move is off,
486 // start (or continue) the view bobbing animation.
487 v3f speed = player->getSpeed();
488 if ((hypot(speed.X, speed.Z) > BS) &&
489 (player->touching_ground) &&
490 (g_settings->getBool("view_bobbing") == true) &&
491 (g_settings->getBool("free_move") == false ||
492 !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->getS16("viewing_range_nodes_min");
531 viewing_range_min = MYMAX(15.0, viewing_range_min);
533 f32 viewing_range_max = g_settings->getS16("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 = g_settings->getFloat("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, u16 playeritem)
653 IItemDefManager *idef = m_gamedef->idef();
654 std::string itemname = item.getDefinition(idef).name;
655 m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
656 if(playeritem != m_previous_playeritem &&
657 !(m_previous_itemname == "" && itemname == "")) {
658 m_previous_playeritem = playeritem;
659 m_previous_itemname = itemname;
660 if(m_wield_change_timer >= 0.125)
661 m_wield_change_timer = -0.125;
662 else if(m_wield_change_timer > 0) {
663 m_wield_change_timer = -m_wield_change_timer;
666 if(m_wield_mesh_next) {
667 m_wieldnode->setMesh(m_wield_mesh_next);
668 m_wieldnode->setVisible(true);
670 m_wieldnode->setVisible(false);
672 m_wield_mesh_next = NULL;
673 if(m_previous_itemname != itemname) {
674 m_previous_itemname = itemname;
675 m_wield_change_timer = 0;
678 m_wield_change_timer = 0.125;
682 void Camera::drawWieldedTool()
684 // Set vertex colors of wield mesh according to light level
685 u8 li = m_wieldlight;
686 video::SColor color(255,li,li,li);
687 setMeshColor(m_wieldnode->getMesh(), color);
690 m_wieldmgr->getVideoDriver()->clearZBuffer();
692 // Draw the wielded node (in a separate scene manager)
693 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
694 cam->setAspectRatio(m_cameranode->getAspectRatio());
695 cam->setFOV(72.0*M_PI/180.0);
696 cam->setNearValue(0.1);
697 cam->setFarValue(100);
698 m_wieldmgr->drawAll();