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_viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
113 m_cache_viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
114 m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
115 m_cache_fov = g_settings->getFloat("fov");
116 m_cache_view_bobbing = g_settings->getBool("view_bobbing");
124 bool Camera::successfullyCreated(std::wstring& error_message)
126 if (m_playernode == NULL)
128 error_message = L"Failed to create the player scene node";
131 if (m_headnode == NULL)
133 error_message = L"Failed to create the head scene node";
136 if (m_cameranode == NULL)
138 error_message = L"Failed to create the camera scene node";
141 if (m_wieldmgr == NULL)
143 error_message = L"Failed to create the wielded item scene manager";
146 if (m_wieldnode == NULL)
148 error_message = L"Failed to create the wielded item scene node";
154 // Returns the fractional part of x
155 inline f32 my_modf(f32 x)
158 return modf(x, &dummy);
161 void Camera::step(f32 dtime)
163 if(m_view_bobbing_fall > 0)
165 m_view_bobbing_fall -= 3 * dtime;
166 if(m_view_bobbing_fall <= 0)
167 m_view_bobbing_fall = -1; // Mark the effect as finished
170 bool was_under_zero = m_wield_change_timer < 0;
171 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
173 if (m_wield_change_timer >= 0 && was_under_zero)
174 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
176 if (m_view_bobbing_state != 0)
178 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
179 f32 offset = dtime * m_view_bobbing_speed * 0.030;
180 if (m_view_bobbing_state == 2)
183 // Animation is getting turned off
184 if (m_view_bobbing_anim < 0.5)
185 m_view_bobbing_anim -= offset;
187 m_view_bobbing_anim += offset;
188 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
190 m_view_bobbing_anim = 0;
191 m_view_bobbing_state = 0;
195 // Animation is getting turned off
196 if(m_view_bobbing_anim < 0.25)
198 m_view_bobbing_anim -= offset;
199 } else if(m_view_bobbing_anim > 0.75) {
200 m_view_bobbing_anim += offset;
202 if(m_view_bobbing_anim < 0.5)
204 m_view_bobbing_anim += offset;
205 if(m_view_bobbing_anim > 0.5)
206 m_view_bobbing_anim = 0.5;
208 m_view_bobbing_anim -= offset;
209 if(m_view_bobbing_anim < 0.5)
210 m_view_bobbing_anim = 0.5;
212 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
213 fabs(m_view_bobbing_anim - 0.5) < 0.01)
215 m_view_bobbing_anim = 0;
216 m_view_bobbing_state = 0;
222 float was = m_view_bobbing_anim;
223 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
224 bool step = (was == 0 ||
225 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
226 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
229 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
230 m_gamedef->event()->put(e);
235 if (m_digging_button != -1)
237 f32 offset = dtime * 3.5;
238 float m_digging_anim_was = m_digging_anim;
239 m_digging_anim += offset;
240 if (m_digging_anim >= 1)
243 m_digging_button = -1;
246 if(m_digging_anim_was < lim && m_digging_anim >= lim)
248 if(m_digging_button == 0)
250 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
251 m_gamedef->event()->put(e);
252 } else if(m_digging_button == 1) {
253 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
254 m_gamedef->event()->put(e);
260 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
261 f32 tool_reload_ratio, ClientEnvironment &c_env)
263 // Get player position
264 // Smooth the movement when walking up stairs
265 v3f old_player_position = m_playernode->getPosition();
266 v3f player_position = player->getPosition();
267 if (player->isAttached && player->parent)
268 player_position = player->parent->getPosition();
269 //if(player->touching_ground && player_position.Y > old_player_position.Y)
270 if(player->touching_ground &&
271 player_position.Y > old_player_position.Y)
273 f32 oldy = old_player_position.Y;
274 f32 newy = player_position.Y;
275 f32 t = exp(-10*frametime);
276 player_position.Y = oldy * t + newy * (1-t);
279 // Set player node transformation
280 m_playernode->setPosition(player_position);
281 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
282 m_playernode->updateAbsolutePosition();
284 // Get camera tilt timer (hurt animation)
285 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
287 // Fall bobbing animation
288 float fall_bobbing = 0;
289 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
291 if(m_view_bobbing_fall == -1) // Effect took place and has finished
292 player->camera_impact = m_view_bobbing_fall = 0;
293 else if(m_view_bobbing_fall == 0) // Initialize effect
294 m_view_bobbing_fall = 1;
296 // Convert 0 -> 1 to 0 -> 1 -> 0
297 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
298 // Smoothen and invert the above
299 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
300 // Amplify according to the intensity of the impact
301 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
303 fall_bobbing *= m_cache_fall_bobbing_amount;
306 // Calculate players eye offset for different camera modes
307 v3f PlayerEyeOffset = player->getEyeOffset();
308 if (m_camera_mode == CAMERA_MODE_FIRST)
309 PlayerEyeOffset += player->eye_offset_first;
311 PlayerEyeOffset += player->eye_offset_third;
313 // Set head node transformation
314 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
315 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
316 m_headnode->updateAbsolutePosition();
318 // Compute relative camera position and target
319 v3f rel_cam_pos = v3f(0,0,0);
320 v3f rel_cam_target = v3f(0,0,1);
321 v3f rel_cam_up = v3f(0,1,0);
323 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
325 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
326 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
330 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
331 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
334 0.3 * bobdir * sin(bobfrac * M_PI),
335 -0.28 * bobtmp * bobtmp,
338 //rel_cam_pos += 0.2 * bobvec;
339 //rel_cam_target += 0.03 * bobvec;
340 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
342 f *= m_cache_view_bobbing_amount;
343 rel_cam_pos += bobvec * f;
344 //rel_cam_target += 0.995 * bobvec * f;
345 rel_cam_target += bobvec * f;
346 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
347 //rel_cam_target.X -= 0.005 * bobvec.X * f;
348 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
349 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
351 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
352 f32 angle_rad = angle_deg * M_PI / 180;
356 r * (cos(angle_rad) - 1),
359 //rel_cam_target += off;
360 rel_cam_up.rotateXYBy(angle_deg);
365 // Compute absolute camera position and target
366 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
367 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
370 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
372 // Seperate camera position for calculation
373 v3f my_cp = m_camera_position;
375 // Reposition the camera for third person view
376 if (m_camera_mode > CAMERA_MODE_FIRST)
378 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
379 m_camera_direction *= -1;
383 // Calculate new position
385 for (int i = BS; i <= BS*2; i++)
387 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
388 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
390 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
392 // Prevent camera positioned inside nodes
393 INodeDefManager *nodemgr = m_gamedef->ndef();
394 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
395 const ContentFeatures& features = nodemgr->get(n);
396 if(features.walkable)
398 my_cp.X += m_camera_direction.X*-1*-BS/2;
399 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
400 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
406 // If node blocks camera position don't move y to heigh
407 if (abort && my_cp.Y > player_position.Y+BS*2)
408 my_cp.Y = player_position.Y+BS*2;
411 // Update offset if too far away from the center of the map
412 m_camera_offset.X += CAMERA_OFFSET_STEP*
413 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
414 m_camera_offset.Y += CAMERA_OFFSET_STEP*
415 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
416 m_camera_offset.Z += CAMERA_OFFSET_STEP*
417 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
419 // Set camera node transformation
420 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
421 m_cameranode->setUpVector(abs_cam_up);
422 // *100.0 helps in large map coordinates
423 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
425 // update the camera position in front-view mode to render blocks behind player
426 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
427 m_camera_position = my_cp;
430 f32 fov_degrees = m_cache_fov;
431 fov_degrees = MYMAX(fov_degrees, 10.0);
432 fov_degrees = MYMIN(fov_degrees, 170.0);
434 // FOV and aspect ratio
435 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
436 m_fov_y = fov_degrees * M_PI / 180.0;
437 // Increase vertical FOV on lower aspect ratios (<16:10)
438 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
439 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
440 m_cameranode->setAspectRatio(m_aspect);
441 m_cameranode->setFOV(m_fov_y);
443 // Position the wielded item
444 //v3f wield_position = v3f(45, -35, 65);
445 v3f wield_position = v3f(55, -35, 65);
446 //v3f wield_rotation = v3f(-100, 120, -100);
447 v3f wield_rotation = v3f(-100, 120, -100);
448 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
449 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
452 if(m_digging_anim > 0.5)
453 frac = 2.0 * (m_digging_anim - 0.5);
454 // This value starts from 1 and settles to 0
455 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
456 //f32 ratiothing2 = pow(ratiothing, 0.5f);
457 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
458 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
459 //wield_position.Z += frac * 5.0 * ratiothing2;
460 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
461 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
462 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
463 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
465 if (m_digging_button != -1)
467 f32 digfrac = m_digging_anim;
468 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
469 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
470 wield_position.Z += 25 * 0.5;
472 // Euler angles are PURE EVIL, so why not use quaternions?
473 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
474 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
475 core::quaternion quat_slerp;
476 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
477 quat_slerp.toEuler(wield_rotation);
478 wield_rotation *= core::RADTODEG;
480 f32 bobfrac = my_modf(m_view_bobbing_anim);
481 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
482 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
484 m_wieldnode->setPosition(wield_position);
485 m_wieldnode->setRotation(wield_rotation);
487 // Shine light upon the wield mesh
488 video::SColor black(255,0,0,0);
489 m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
490 m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
491 m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
493 // Render distance feedback loop
494 updateViewingRange(frametime, busytime);
496 // If the player seems to be walking on solid ground,
497 // view bobbing is enabled and free_move is off,
498 // start (or continue) the view bobbing animation.
499 v3f speed = player->getSpeed();
500 if ((hypot(speed.X, speed.Z) > BS) &&
501 (player->touching_ground) &&
502 (m_cache_view_bobbing == true) &&
503 (g_settings->getBool("free_move") == false ||
504 !m_gamedef->checkLocalPrivilege("fly")))
507 m_view_bobbing_state = 1;
508 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
510 else if (m_view_bobbing_state == 1)
513 m_view_bobbing_state = 2;
514 m_view_bobbing_speed = 60;
518 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
520 if (m_draw_control.range_all)
523 m_added_busytime += busytime_in;
526 m_frametime_counter -= frametime_in;
527 if (m_frametime_counter > 0)
529 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
531 /*dstream<<__FUNCTION_NAME
532 <<": Collected "<<m_added_frames<<" frames, total of "
533 <<m_added_busytime<<"s."<<std::endl;
535 dstream<<"m_draw_control.blocks_drawn="
536 <<m_draw_control.blocks_drawn
537 <<", m_draw_control.blocks_would_have_drawn="
538 <<m_draw_control.blocks_would_have_drawn
541 // Get current viewing range and FPS settings
542 f32 viewing_range_min = m_cache_viewing_range_min;
543 viewing_range_min = MYMAX(15.0, viewing_range_min);
545 f32 viewing_range_max = m_cache_viewing_range_max;
546 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
548 // Immediately apply hard limits
549 if(m_draw_control.wanted_range < viewing_range_min)
550 m_draw_control.wanted_range = viewing_range_min;
551 if(m_draw_control.wanted_range > viewing_range_max)
552 m_draw_control.wanted_range = viewing_range_max;
554 // Just so big a value that everything rendered is visible
555 // Some more allowance than viewing_range_max * BS because of clouds,
556 // active objects, etc.
557 if(viewing_range_max < 200*BS)
558 m_cameranode->setFarValue(200 * BS * 10);
560 m_cameranode->setFarValue(viewing_range_max * BS * 10);
562 f32 wanted_fps = m_cache_wanted_fps;
563 wanted_fps = MYMAX(wanted_fps, 1.0);
564 f32 wanted_frametime = 1.0 / wanted_fps;
566 m_draw_control.wanted_min_range = viewing_range_min;
567 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
568 if (m_draw_control.wanted_max_blocks < 10)
569 m_draw_control.wanted_max_blocks = 10;
571 f32 block_draw_ratio = 1.0;
572 if (m_draw_control.blocks_would_have_drawn != 0)
574 block_draw_ratio = (f32)m_draw_control.blocks_drawn
575 / (f32)m_draw_control.blocks_would_have_drawn;
578 // Calculate the average frametime in the case that all wanted
579 // blocks had been drawn
580 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
582 m_added_busytime = 0.0;
585 f32 wanted_frametime_change = wanted_frametime - frametime;
586 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
587 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
589 // If needed frametime change is small, just return
590 // This value was 0.4 for many months until 2011-10-18 by c55;
591 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
593 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
597 f32 range = m_draw_control.wanted_range;
598 f32 new_range = range;
600 f32 d_range = range - m_range_old;
601 f32 d_busytime = busytime_in - m_busytime_old;
604 m_time_per_range = d_busytime / d_range;
606 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
607 g_profiler->avg("time_per_range", m_time_per_range);
609 // The minimum allowed calculated frametime-range derivative:
610 // Practically this sets the maximum speed of changing the range.
611 // The lower this value, the higher the maximum changing speed.
612 // A low value here results in wobbly range (0.001)
613 // A low value can cause oscillation in very nonlinear time/range curves.
614 // A high value here results in slow changing range (0.0025)
615 // SUGG: This could be dynamically adjusted so that when
616 // the camera is turning, this is lower
617 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
618 f32 min_time_per_range = 0.0005;
619 if(m_time_per_range < min_time_per_range)
621 m_time_per_range = min_time_per_range;
622 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
626 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
629 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
630 // Dampen the change a bit to kill oscillations
631 //wanted_range_change *= 0.9;
632 //wanted_range_change *= 0.75;
633 wanted_range_change *= 0.5;
634 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
636 // If needed range change is very small, just return
637 if(fabs(wanted_range_change) < 0.001)
639 //dstream<<"ignoring small wanted_range_change"<<std::endl;
643 new_range += wanted_range_change;
645 //f32 new_range_unclamped = new_range;
646 new_range = MYMAX(new_range, viewing_range_min);
647 new_range = MYMIN(new_range, viewing_range_max);
648 /*dstream<<"new_range="<<new_range_unclamped
649 <<", clamped to "<<new_range<<std::endl;*/
651 m_range_old = m_draw_control.wanted_range;
652 m_busytime_old = busytime_in;
654 m_draw_control.wanted_range = new_range;
657 void Camera::setDigging(s32 button)
659 if (m_digging_button == -1)
660 m_digging_button = button;
663 void Camera::wield(const ItemStack &item)
665 if (item.name != m_wield_item_next.name) {
666 m_wield_item_next = item;
667 if (m_wield_change_timer > 0)
668 m_wield_change_timer = -m_wield_change_timer;
669 else if (m_wield_change_timer == 0)
670 m_wield_change_timer = -0.001;
674 void Camera::drawWieldedTool(irr::core::matrix4* translation)
676 // Clear Z buffer so that the wielded tool stay in front of world geometry
677 m_wieldmgr->getVideoDriver()->clearZBuffer();
679 // Draw the wielded node (in a separate scene manager)
680 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
681 cam->setAspectRatio(m_cameranode->getAspectRatio());
682 cam->setFOV(72.0*M_PI/180.0);
683 cam->setNearValue(0.1);
684 cam->setFarValue(1000);
685 if (translation != NULL)
687 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
688 irr::core::vector3df focusPoint = (cam->getTarget()
689 - cam->getAbsolutePosition()).setLength(1)
690 + cam->getAbsolutePosition();
692 irr::core::vector3df camera_pos =
693 (startMatrix * *translation).getTranslation();
694 cam->setPosition(camera_pos);
695 cam->setTarget(focusPoint);
697 m_wieldmgr->drawAll();