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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 "util/numeric.h"
37 #include "util/mathconstants.h"
38
39 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
40                 IGameDef *gamedef):
41         m_smgr(smgr),
42         m_playernode(NULL),
43         m_headnode(NULL),
44         m_cameranode(NULL),
45
46         m_wieldmgr(NULL),
47         m_wieldnode(NULL),
48         m_wieldlight(0),
49
50         m_draw_control(draw_control),
51         m_gamedef(gamedef),
52
53         m_camera_position(0,0,0),
54         m_camera_direction(0,0,0),
55
56         m_aspect(1.0),
57         m_fov_x(1.0),
58         m_fov_y(1.0),
59
60         m_added_frametime(0),
61         m_added_frames(0),
62         m_range_old(0),
63         m_frametime_old(0),
64         m_frametime_counter(0),
65         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
66
67         m_view_bobbing_anim(0),
68         m_view_bobbing_state(0),
69         m_view_bobbing_speed(0),
70         m_view_bobbing_fall(0),
71
72         m_digging_anim(0),
73         m_digging_button(-1),
74         m_dummymesh(createCubeMesh(v3f(1,1,1))),
75
76         m_wield_change_timer(0.125),
77         m_wield_mesh_next(NULL),
78         m_previous_playeritem(-1),
79         m_previous_itemname("")
80 {
81         //dstream<<__FUNCTION_NAME<<std::endl;
82
83         // note: making the camera node a child of the player node
84         // would lead to unexpected behaviour, so we don't do that.
85         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
86         m_headnode = smgr->addEmptySceneNode(m_playernode);
87         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
88         m_cameranode->bindTargetAndRotation(true);
89
90         // This needs to be in its own scene manager. It is drawn after
91         // all other 3D scene nodes and before the GUI.
92         m_wieldmgr = smgr->createNewSceneManager();
93         m_wieldmgr->addCameraSceneNode();
94         m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
95 }
96
97 Camera::~Camera()
98 {
99         m_wieldmgr->drop();
100
101         delete m_dummymesh;
102 }
103
104 bool Camera::successfullyCreated(std::wstring& error_message)
105 {
106         if (m_playernode == NULL)
107         {
108                 error_message = L"Failed to create the player scene node";
109                 return false;
110         }
111         if (m_headnode == NULL)
112         {
113                 error_message = L"Failed to create the head scene node";
114                 return false;
115         }
116         if (m_cameranode == NULL)
117         {
118                 error_message = L"Failed to create the camera scene node";
119                 return false;
120         }
121         if (m_wieldmgr == NULL)
122         {
123                 error_message = L"Failed to create the wielded item scene manager";
124                 return false;
125         }
126         if (m_wieldnode == NULL)
127         {
128                 error_message = L"Failed to create the wielded item scene node";
129                 return false;
130         }
131         return true;
132 }
133
134 // Returns the fractional part of x
135 inline f32 my_modf(f32 x)
136 {
137         double dummy;
138         return modf(x, &dummy);
139 }
140
141 void Camera::step(f32 dtime)
142 {
143         if(m_view_bobbing_fall > 0)
144         {
145                 m_view_bobbing_fall -= 3 * dtime;
146                 if(m_view_bobbing_fall <= 0)
147                         m_view_bobbing_fall = -1; // Mark the effect as finished
148         }
149
150         if(m_wield_change_timer < 0.125)
151                 m_wield_change_timer += dtime;
152         if(m_wield_change_timer > 0.125)
153                 m_wield_change_timer = 0.125;
154
155         if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) {
156                 if(m_wield_mesh_next) {
157                         m_wieldnode->setMesh(m_wield_mesh_next);
158                         m_wieldnode->setVisible(true);
159                 } else {
160                         m_wieldnode->setVisible(false);
161                 }
162                 m_wield_mesh_next = NULL;
163         }
164
165         if (m_view_bobbing_state != 0)
166         {
167                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
168                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
169                 if (m_view_bobbing_state == 2)
170                 {
171 #if 0
172                         // Animation is getting turned off
173                         if (m_view_bobbing_anim < 0.5)
174                                 m_view_bobbing_anim -= offset;
175                         else
176                                 m_view_bobbing_anim += offset;
177                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
178                         {
179                                 m_view_bobbing_anim = 0;
180                                 m_view_bobbing_state = 0;
181                         }
182 #endif
183 #if 1
184                         // Animation is getting turned off
185                         if(m_view_bobbing_anim < 0.25){
186                                 m_view_bobbing_anim -= offset;
187                         } else if(m_view_bobbing_anim > 0.75){
188                                 m_view_bobbing_anim += offset;
189                         } if(m_view_bobbing_anim < 0.5){
190                                 m_view_bobbing_anim += offset;
191                                 if(m_view_bobbing_anim > 0.5)
192                                         m_view_bobbing_anim = 0.5;
193                         } else {
194                                 m_view_bobbing_anim -= offset;
195                                 if(m_view_bobbing_anim < 0.5)
196                                         m_view_bobbing_anim = 0.5;
197                         }
198                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
199                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
200                         {
201                                 m_view_bobbing_anim = 0;
202                                 m_view_bobbing_state = 0;
203                         }
204 #endif
205                 }
206                 else
207                 {
208                         float was = m_view_bobbing_anim;
209                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
210                         bool step = (was == 0 ||
211                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
212                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
213                         if(step){
214                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
215                                 m_gamedef->event()->put(e);
216                         }
217                 }
218         }
219
220         if (m_digging_button != -1)
221         {
222                 f32 offset = dtime * 3.5;
223                 float m_digging_anim_was = m_digging_anim;
224                 m_digging_anim += offset;
225                 if (m_digging_anim >= 1)
226                 {
227                         m_digging_anim = 0;
228                         m_digging_button = -1;
229                 }
230                 float lim = 0.15;
231                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
232                 {
233                         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);
239                         }
240                 }
241         }
242 }
243
244 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
245                 f32 tool_reload_ratio)
246 {
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)
256         {
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);
261         }
262
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();
267
268         // Get camera tilt timer (hurt animation)
269         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
270
271         // Fall bobbing animation
272         float fall_bobbing = 0;
273         if(player->camera_impact >= 1)
274         {
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;
279
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;
286
287                 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
288         }
289
290         // Set head node transformation
291         m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
292         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
293         m_headnode->updateAbsolutePosition();
294
295         // Compute relative camera position and target
296         v3f rel_cam_pos = v3f(0,0,0);
297         v3f rel_cam_target = v3f(0,0,1);
298         v3f rel_cam_up = v3f(0,1,0);
299
300         if (m_view_bobbing_anim != 0)
301         {
302                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
303                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
304
305                 #if 1
306                 f32 bobknob = 1.2;
307                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
308                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
309
310                 v3f bobvec = v3f(
311                         0.3 * bobdir * sin(bobfrac * M_PI),
312                         -0.28 * bobtmp * bobtmp,
313                         0.);
314
315                 //rel_cam_pos += 0.2 * bobvec;
316                 //rel_cam_target += 0.03 * bobvec;
317                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
318                 float f = 1.0;
319                 f *= g_settings->getFloat("view_bobbing_amount");
320                 rel_cam_pos += bobvec * f;
321                 //rel_cam_target += 0.995 * bobvec * f;
322                 rel_cam_target += bobvec * f;
323                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
324                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
325                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
326                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
327                 #else
328                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
329                 f32 angle_rad = angle_deg * M_PI / 180;
330                 f32 r = 0.05;
331                 v3f off = v3f(
332                         r * sin(angle_rad),
333                         r * (cos(angle_rad) - 1),
334                         0);
335                 rel_cam_pos += off;
336                 //rel_cam_target += off;
337                 rel_cam_up.rotateXYBy(angle_deg);
338                 #endif
339
340         }
341
342         // Compute absolute camera position and target
343         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
344         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
345
346         v3f abs_cam_up;
347         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
348
349         // Set camera node transformation
350         m_cameranode->setPosition(m_camera_position);
351         m_cameranode->setUpVector(abs_cam_up);
352         // *100.0 helps in large map coordinates
353         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
354
355         // Get FOV setting
356         f32 fov_degrees = g_settings->getFloat("fov");
357         fov_degrees = MYMAX(fov_degrees, 10.0);
358         fov_degrees = MYMIN(fov_degrees, 170.0);
359
360         // FOV and aspect ratio
361         m_aspect = (f32)screensize.X / (f32) screensize.Y;
362         m_fov_y = fov_degrees * M_PI / 180.0;
363         // Increase vertical FOV on lower aspect ratios (<16:10)
364         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
365         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
366         m_cameranode->setAspectRatio(m_aspect);
367         m_cameranode->setFOV(m_fov_y);
368
369         // Position the wielded item
370         //v3f wield_position = v3f(45, -35, 65);
371         v3f wield_position = v3f(55, -35, 65);
372         //v3f wield_rotation = v3f(-100, 120, -100);
373         v3f wield_rotation = v3f(-100, 120, -100);
374         if(m_wield_change_timer < 0)
375                 wield_position.Y -= 40 + m_wield_change_timer*320;
376         else
377                 wield_position.Y -= 40 - m_wield_change_timer*320;
378         if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
379                 f32 frac = 1.0;
380                 if(m_digging_anim > 0.5)
381                         frac = 2.0 * (m_digging_anim - 0.5);
382                 // This value starts from 1 and settles to 0
383                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
384                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
385                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
386                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
387                 //wield_position.Z += frac * 5.0 * ratiothing2;
388                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
389                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
390                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
391                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
392         }
393         if (m_digging_button != -1)
394         {
395                 f32 digfrac = m_digging_anim;
396                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
397                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
398                 wield_position.Z += 25 * 0.5;
399         
400                 // Euler angles are PURE EVIL, so why not use quaternions?
401                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
402                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
403                 core::quaternion quat_slerp;
404                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
405                 quat_slerp.toEuler(wield_rotation);
406                 wield_rotation *= core::RADTODEG;
407         }
408         else {
409                 f32 bobfrac = my_modf(m_view_bobbing_anim);
410                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
411                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
412         }
413         m_wieldnode->setPosition(wield_position);
414         m_wieldnode->setRotation(wield_rotation);
415         m_wieldlight = player->light;
416
417         // Render distance feedback loop
418         updateViewingRange(frametime);
419
420         // If the player seems to be walking on solid ground,
421         // view bobbing is enabled and free_move is off,
422         // start (or continue) the view bobbing animation.
423         v3f speed = player->getSpeed();
424         if ((hypot(speed.X, speed.Z) > BS) &&
425                 (player->touching_ground) &&
426                 (g_settings->getBool("view_bobbing") == true) &&
427                 (g_settings->getBool("free_move") == false ||
428                                 !m_gamedef->checkLocalPrivilege("fly")))
429         {
430                 // Start animation
431                 m_view_bobbing_state = 1;
432                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
433         }
434         else if (m_view_bobbing_state == 1)
435         {
436                 // Stop animation
437                 m_view_bobbing_state = 2;
438                 m_view_bobbing_speed = 60;
439         }
440 }
441
442 void Camera::updateViewingRange(f32 frametime_in)
443 {
444         if (m_draw_control.range_all)
445                 return;
446
447         m_added_frametime += frametime_in;
448         m_added_frames += 1;
449
450         // Actually this counter kind of sucks because frametime is busytime
451         m_frametime_counter -= frametime_in;
452         if (m_frametime_counter > 0)
453                 return;
454         m_frametime_counter = 0.2;
455
456         /*dstream<<__FUNCTION_NAME
457                         <<": Collected "<<m_added_frames<<" frames, total of "
458                         <<m_added_frametime<<"s."<<std::endl;
459
460         dstream<<"m_draw_control.blocks_drawn="
461                         <<m_draw_control.blocks_drawn
462                         <<", m_draw_control.blocks_would_have_drawn="
463                         <<m_draw_control.blocks_would_have_drawn
464                         <<std::endl;*/
465
466         // Get current viewing range and FPS settings
467         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
468         viewing_range_min = MYMAX(5.0, viewing_range_min);
469
470         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
471         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
472         
473         // Immediately apply hard limits
474         if(m_draw_control.wanted_range < viewing_range_min)
475                 m_draw_control.wanted_range = viewing_range_min;
476         if(m_draw_control.wanted_range > viewing_range_max)
477                 m_draw_control.wanted_range = viewing_range_max;
478
479         // Just so big a value that everything rendered is visible
480         // Some more allowance than viewing_range_max * BS because of clouds,
481         // active objects, etc.
482         if(viewing_range_max < 200*BS)
483                 m_cameranode->setFarValue(200 * BS * 10);
484         else
485                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
486
487         f32 wanted_fps = g_settings->getFloat("wanted_fps");
488         wanted_fps = MYMAX(wanted_fps, 1.0);
489         f32 wanted_frametime = 1.0 / wanted_fps;
490
491         m_draw_control.wanted_min_range = viewing_range_min;
492         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
493         if (m_draw_control.wanted_max_blocks < 10)
494                 m_draw_control.wanted_max_blocks = 10;
495
496         f32 block_draw_ratio = 1.0;
497         if (m_draw_control.blocks_would_have_drawn != 0)
498         {
499                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
500                         / (f32)m_draw_control.blocks_would_have_drawn;
501         }
502
503         // Calculate the average frametime in the case that all wanted
504         // blocks had been drawn
505         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
506
507         m_added_frametime = 0.0;
508         m_added_frames = 0;
509
510         f32 wanted_frametime_change = wanted_frametime - frametime;
511         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
512
513         // If needed frametime change is small, just return
514         // This value was 0.4 for many months until 2011-10-18 by c55;
515         // Let's see how this works out.
516         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
517         {
518                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
519                 return;
520         }
521
522         f32 range = m_draw_control.wanted_range;
523         f32 new_range = range;
524
525         f32 d_range = range - m_range_old;
526         f32 d_frametime = frametime - m_frametime_old;
527         if (d_range != 0)
528         {
529                 m_time_per_range = d_frametime / d_range;
530         }
531
532         // The minimum allowed calculated frametime-range derivative:
533         // Practically this sets the maximum speed of changing the range.
534         // The lower this value, the higher the maximum changing speed.
535         // A low value here results in wobbly range (0.001)
536         // A high value here results in slow changing range (0.0025)
537         // SUGG: This could be dynamically adjusted so that when
538         //       the camera is turning, this is lower
539         //f32 min_time_per_range = 0.0015;
540         f32 min_time_per_range = 0.0010;
541         //f32 min_time_per_range = 0.05 / range;
542         if(m_time_per_range < min_time_per_range)
543         {
544                 m_time_per_range = min_time_per_range;
545                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
546         }
547         else
548         {
549                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
550         }
551
552         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
553         // Dampen the change a bit to kill oscillations
554         //wanted_range_change *= 0.9;
555         //wanted_range_change *= 0.75;
556         wanted_range_change *= 0.5;
557         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
558
559         // If needed range change is very small, just return
560         if(fabs(wanted_range_change) < 0.001)
561         {
562                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
563                 return;
564         }
565
566         new_range += wanted_range_change;
567         
568         //f32 new_range_unclamped = new_range;
569         new_range = MYMAX(new_range, viewing_range_min);
570         new_range = MYMIN(new_range, viewing_range_max);
571         /*dstream<<"new_range="<<new_range_unclamped
572                         <<", clamped to "<<new_range<<std::endl;*/
573
574         m_draw_control.wanted_range = new_range;
575
576         m_range_old = new_range;
577         m_frametime_old = frametime;
578 }
579
580 void Camera::setDigging(s32 button)
581 {
582         if (m_digging_button == -1)
583                 m_digging_button = button;
584 }
585
586 void Camera::wield(const ItemStack &item, u16 playeritem)
587 {
588         IItemDefManager *idef = m_gamedef->idef();
589         std::string itemname = item.getDefinition(idef).name;
590         m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
591         if(playeritem != m_previous_playeritem) {
592                 m_previous_playeritem = playeritem;
593                 m_previous_itemname = itemname;
594                 if(m_wield_change_timer >= 0.125)
595                         m_wield_change_timer = -0.125;
596                 else if(m_wield_change_timer > 0) {
597                         m_wield_change_timer = -m_wield_change_timer;
598                 }
599         } else {
600                 if(m_wield_mesh_next) {
601                         m_wieldnode->setMesh(m_wield_mesh_next);
602                         m_wieldnode->setVisible(true);
603                 } else {
604                         m_wieldnode->setVisible(false);
605                 }
606                 m_wield_mesh_next = NULL;
607                 if(m_previous_itemname != itemname) {
608                         m_previous_itemname = itemname;
609                         m_wield_change_timer = 0;
610                 }
611                 else
612                         m_wield_change_timer = 0.125;
613         }
614 }
615
616 void Camera::drawWieldedTool()
617 {
618         // Set vertex colors of wield mesh according to light level
619         u8 li = m_wieldlight;
620         video::SColor color(255,li,li,li);
621         setMeshColor(m_wieldnode->getMesh(), color);
622
623         // Clear Z buffer
624         m_wieldmgr->getVideoDriver()->clearZBuffer();
625
626         // Draw the wielded node (in a separate scene manager)
627         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
628         cam->setAspectRatio(m_cameranode->getAspectRatio());
629         cam->setFOV(72.0*M_PI/180.0);
630         cam->setNearValue(0.1);
631         cam->setFarValue(100);
632         m_wieldmgr->drawAll();
633 }