]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
Implement proper font handling
[dragonfireclient.git] / src / camera.cpp
index d001f8916bac1701d1b8930711ef68552d1f6e2a..09e3c836a14a07dd6871cd8704cf9ba2b62b2b1e 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -22,15 +22,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client.h"
 #include "main.h" // for g_settings
 #include "map.h"
+#include "clientmap.h" // MapDrawControl
 #include "player.h"
-#include "tile.h"
 #include <cmath>
-#include <SAnimatedMesh.h>
 #include "settings.h"
-#include "mapnode_contentfeatures.h" // For wield visualization
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
-       m_smgr(smgr),
+#include "wieldmesh.h"
+#include "noise.h" // easeCurve
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
+#include "profiler.h"
+#include "util/numeric.h"
+#include "util/mathconstants.h"
+#include "constants.h"
+
+#define CAMERA_OFFSET_STEP 200
+
+#include "nodedef.h"
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+               IGameDef *gamedef):
        m_playernode(NULL),
        m_headnode(NULL),
        m_cameranode(NULL),
@@ -39,30 +50,35 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_wieldnode(NULL),
 
        m_draw_control(draw_control),
-       m_viewing_range_min(5.0),
-       m_viewing_range_max(5.0),
+       m_gamedef(gamedef),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
+       m_camera_offset(0,0,0),
 
        m_aspect(1.0),
        m_fov_x(1.0),
        m_fov_y(1.0),
 
-       m_wanted_frametime(0.0),
-       m_added_frametime(0),
+       m_added_busytime(0),
        m_added_frames(0),
        m_range_old(0),
-       m_frametime_old(0),
+       m_busytime_old(0),
        m_frametime_counter(0),
        m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
 
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
        m_view_bobbing_speed(0),
+       m_view_bobbing_fall(0),
 
        m_digging_anim(0),
-       m_digging_button(-1)
+       m_digging_button(-1),
+
+       m_wield_change_timer(0.125),
+       m_wield_item_next(),
+
+       m_camera_mode(CAMERA_MODE_FIRST)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -77,15 +93,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
-
-       updateSettings();
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+       m_wieldnode->setItem(ItemStack(), m_gamedef);
+       m_wieldnode->drop(); // m_wieldmgr grabbed it
+       m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
 }
 
 Camera::~Camera()
 {
        m_wieldmgr->drop();
-       m_wieldnode->drop();
 }
 
 bool Camera::successfullyCreated(std::wstring& error_message)
@@ -127,6 +143,19 @@ inline f32 my_modf(f32 x)
 
 void Camera::step(f32 dtime)
 {
+       if(m_view_bobbing_fall > 0)
+       {
+               m_view_bobbing_fall -= 3 * dtime;
+               if(m_view_bobbing_fall <= 0)
+                       m_view_bobbing_fall = -1; // Mark the effect as finished
+       }
+
+       bool was_under_zero = m_wield_change_timer < 0;
+       m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
+
+       if (m_wield_change_timer >= 0 && was_under_zero)
+               m_wieldnode->setItem(m_wield_item_next, m_gamedef);
+
        if (m_view_bobbing_state != 0)
        {
                //f32 offset = dtime * m_view_bobbing_speed * 0.035;
@@ -147,11 +176,14 @@ void Camera::step(f32 dtime)
 #endif
 #if 1
                        // Animation is getting turned off
-                       if(m_view_bobbing_anim < 0.25){
+                       if(m_view_bobbing_anim < 0.25)
+                       {
                                m_view_bobbing_anim -= offset;
-                       } else if(m_view_bobbing_anim > 0.75){
+                       } else if(m_view_bobbing_anim > 0.75) {
                                m_view_bobbing_anim += offset;
-                       } if(m_view_bobbing_anim < 0.5){
+                       }
+                       if(m_view_bobbing_anim < 0.5)
+                       {
                                m_view_bobbing_anim += offset;
                                if(m_view_bobbing_anim > 0.5)
                                        m_view_bobbing_anim = 0.5;
@@ -170,32 +202,100 @@ void Camera::step(f32 dtime)
                }
                else
                {
+                       float was = m_view_bobbing_anim;
                        m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+                       bool step = (was == 0 ||
+                                       (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
+                                       (was > 0.5f && m_view_bobbing_anim <= 0.5f));
+                       if(step)
+                       {
+                               MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+                               m_gamedef->event()->put(e);
+                       }
                }
        }
 
        if (m_digging_button != -1)
        {
                f32 offset = dtime * 3.5;
+               float m_digging_anim_was = m_digging_anim;
                m_digging_anim += offset;
                if (m_digging_anim >= 1)
                {
                        m_digging_anim = 0;
                        m_digging_button = -1;
                }
+               float lim = 0.15;
+               if(m_digging_anim_was < lim && m_digging_anim >= lim)
+               {
+                       if(m_digging_button == 0)
+                       {
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+                               m_gamedef->event()->put(e);
+                       } else if(m_digging_button == 1) {
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+                               m_gamedef->event()->put(e);
+                       }
+               }
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
+               f32 tool_reload_ratio, ClientEnvironment &c_env)
 {
+       // Get player position
+       // Smooth the movement when walking up stairs
+       v3f old_player_position = m_playernode->getPosition();
+       v3f player_position = player->getPosition();
+       if (player->isAttached && player->parent)
+               player_position = player->parent->getPosition();
+       //if(player->touching_ground && player_position.Y > old_player_position.Y)
+       if(player->touching_ground &&
+                       player_position.Y > old_player_position.Y)
+       {
+               f32 oldy = old_player_position.Y;
+               f32 newy = player_position.Y;
+               f32 t = exp(-10*frametime);
+               player_position.Y = oldy * t + newy * (1-t);
+       }
+
        // Set player node transformation
-       m_playernode->setPosition(player->getPosition());
+       m_playernode->setPosition(player_position);
        m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
        m_playernode->updateAbsolutePosition();
 
+       // Get camera tilt timer (hurt animation)
+       float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+
+       // Fall bobbing animation
+       float fall_bobbing = 0;
+       if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
+       {
+               if(m_view_bobbing_fall == -1) // Effect took place and has finished
+                       player->camera_impact = m_view_bobbing_fall = 0;
+               else if(m_view_bobbing_fall == 0) // Initialize effect
+                       m_view_bobbing_fall = 1;
+
+               // Convert 0 -> 1 to 0 -> 1 -> 0
+               fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+               // Smoothen and invert the above
+               fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+               // Amplify according to the intensity of the impact
+               fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+
+               fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
+       }
+
+       // Calculate players eye offset for different camera modes
+       v3f PlayerEyeOffset = player->getEyeOffset();
+       if (m_camera_mode == CAMERA_MODE_FIRST)
+               PlayerEyeOffset += player->eye_offset_first;
+       else
+               PlayerEyeOffset += player->eye_offset_third;
+       
        // Set head node transformation
-       m_headnode->setPosition(player->getEyeOffset());
-       m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+       m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+       m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
        m_headnode->updateAbsolutePosition();
 
        // Compute relative camera position and target
@@ -203,24 +303,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       if (m_view_bobbing_anim != 0)
+       if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
        {
                f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
                f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
 
                #if 1
                f32 bobknob = 1.2;
-               f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
-               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
+               f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
+               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
 
                v3f bobvec = v3f(
-                       0.3 * bobdir * sin(bobfrac * PI),
+                       0.3 * bobdir * sin(bobfrac * M_PI),
                        -0.28 * bobtmp * bobtmp,
                        0.);
 
                //rel_cam_pos += 0.2 * bobvec;
                //rel_cam_target += 0.03 * bobvec;
-               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
                float f = 1.0;
                f *= g_settings->getFloat("view_bobbing_amount");
                rel_cam_pos += bobvec * f;
@@ -229,10 +329,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
                rel_cam_target.Z -= 0.005 * bobvec.Z * f;
                //rel_cam_target.X -= 0.005 * bobvec.X * f;
                //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
-               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
                #else
-               f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
-               f32 angle_rad = angle_deg * PI / 180;
+               f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
+               f32 angle_rad = angle_deg * M_PI / 180;
                f32 r = 0.05;
                v3f off = v3f(
                        r * sin(angle_rad),
@@ -252,50 +352,129 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f abs_cam_up;
        m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
 
+       // Seperate camera position for calculation
+       v3f my_cp = m_camera_position;
+       
+       // Reposition the camera for third person view
+       if (m_camera_mode > CAMERA_MODE_FIRST)
+       {
+               if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+                       m_camera_direction *= -1;
+
+               my_cp.Y += 2;
+
+               // Calculate new position
+               bool abort = false;
+               for (int i = BS; i <= BS*2; i++)
+               {
+                       my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
+                       my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
+                       if (i > 12)
+                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
+
+                       // Prevent camera positioned inside nodes
+                       INodeDefManager *nodemgr = m_gamedef->ndef();
+                       MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
+                       const ContentFeatures& features = nodemgr->get(n);
+                       if(features.walkable)
+                       {
+                               my_cp.X += m_camera_direction.X*-1*-BS/2;
+                               my_cp.Z += m_camera_direction.Z*-1*-BS/2;
+                               my_cp.Y += m_camera_direction.Y*-1*-BS/2;
+                               abort = true;
+                               break;
+                       }
+               }
+
+               // If node blocks camera position don't move y to heigh
+               if (abort && my_cp.Y > player_position.Y+BS*2)
+                       my_cp.Y = player_position.Y+BS*2;
+       }
+
+       // Update offset if too far away from the center of the map
+       m_camera_offset.X += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
+       m_camera_offset.Y += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
+       m_camera_offset.Z += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
+       
        // Set camera node transformation
-       m_cameranode->setPosition(m_camera_position);
+       m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
        m_cameranode->setUpVector(abs_cam_up);
        // *100.0 helps in large map coordinates
-       m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
+       m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+
+       // update the camera position in front-view mode to render blocks behind player
+       if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+               m_camera_position = my_cp;
+
+       // Get FOV setting
+       f32 fov_degrees = g_settings->getFloat("fov");
+       fov_degrees = MYMAX(fov_degrees, 10.0);
+       fov_degrees = MYMIN(fov_degrees, 170.0);
 
-       // FOV and and aspect ratio
-       m_aspect = (f32)screensize.X / (f32) screensize.Y;
-       m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+       // FOV and aspect ratio
+       m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
+       m_fov_y = fov_degrees * M_PI / 180.0;
+       // Increase vertical FOV on lower aspect ratios (<16:10)
+       m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
+       m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
-       // Just so big a value that everything rendered is visible
-       // Some more allowance that m_viewing_range_max * BS because of active objects etc.
-       m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
 
        // Position the wielded item
-       v3f wield_position = v3f(45, -35, 65);
-       v3f wield_rotation = v3f(-100, 110, -100);
+       //v3f wield_position = v3f(45, -35, 65);
+       v3f wield_position = v3f(55, -35, 65);
+       //v3f wield_rotation = v3f(-100, 120, -100);
+       v3f wield_rotation = v3f(-100, 120, -100);
+       wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
+       if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
+       {
+               f32 frac = 1.0;
+               if(m_digging_anim > 0.5)
+                       frac = 2.0 * (m_digging_anim - 0.5);
+               // This value starts from 1 and settles to 0
+               f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+               //f32 ratiothing2 = pow(ratiothing, 0.5f);
+               f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+               wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+               //wield_position.Z += frac * 5.0 * ratiothing2;
+               wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+               wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+       }
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
-               wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
-               wield_position.Y += 15 * sin(digfrac * 2 * PI);
-               wield_position.Z += 5 * digfrac;
-
+               wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+               wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+               wield_position.Z += 25 * 0.5;
+       
                // Euler angles are PURE EVIL, so why not use quaternions?
                core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
-               core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
+               core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
                core::quaternion quat_slerp;
-               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
+               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
-       }
-       else {
+       } else {
                f32 bobfrac = my_modf(m_view_bobbing_anim);
-               wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
-               wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+               wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
+               wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
        }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
-       m_wieldnode->updateLight(player->light);
+
+       // Shine light upon the wield mesh
+       video::SColor black(255,0,0,0);
+       m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
+       m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
+       m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
 
        // Render distance feedback loop
-       updateViewingRange(frametime);
+       updateViewingRange(frametime, busytime);
 
        // If the player seems to be walking on solid ground,
        // view bobbing is enabled and free_move is off,
@@ -304,7 +483,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        if ((hypot(speed.X, speed.Z) > BS) &&
                (player->touching_ground) &&
                (g_settings->getBool("view_bobbing") == true) &&
-               (g_settings->getBool("free_move") == false))
+               (g_settings->getBool("free_move") == false ||
+                               !m_gamedef->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -318,23 +498,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        }
 }
 
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
 {
        if (m_draw_control.range_all)
                return;
 
-       m_added_frametime += frametime_in;
+       m_added_busytime += busytime_in;
        m_added_frames += 1;
 
-       // Actually this counter kind of sucks because frametime is busytime
        m_frametime_counter -= frametime_in;
        if (m_frametime_counter > 0)
                return;
-       m_frametime_counter = 0.2;
+       m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
 
        /*dstream<<__FUNCTION_NAME
                        <<": Collected "<<m_added_frames<<" frames, total of "
-                       <<m_added_frametime<<"s."<<std::endl;
+                       <<m_added_busytime<<"s."<<std::endl;
 
        dstream<<"m_draw_control.blocks_drawn="
                        <<m_draw_control.blocks_drawn
@@ -342,7 +521,32 @@ void Camera::updateViewingRange(f32 frametime_in)
                        <<m_draw_control.blocks_would_have_drawn
                        <<std::endl;*/
 
-       m_draw_control.wanted_min_range = m_viewing_range_min;
+       // Get current viewing range and FPS settings
+       f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+       viewing_range_min = MYMAX(15.0, viewing_range_min);
+
+       f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+       viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+       
+       // Immediately apply hard limits
+       if(m_draw_control.wanted_range < viewing_range_min)
+               m_draw_control.wanted_range = viewing_range_min;
+       if(m_draw_control.wanted_range > viewing_range_max)
+               m_draw_control.wanted_range = viewing_range_max;
+
+       // Just so big a value that everything rendered is visible
+       // Some more allowance than viewing_range_max * BS because of clouds,
+       // active objects, etc.
+       if(viewing_range_max < 200*BS)
+               m_cameranode->setFarValue(200 * BS * 10);
+       else
+               m_cameranode->setFarValue(viewing_range_max * BS * 10);
+
+       f32 wanted_fps = g_settings->getFloat("wanted_fps");
+       wanted_fps = MYMAX(wanted_fps, 1.0);
+       f32 wanted_frametime = 1.0 / wanted_fps;
+
+       m_draw_control.wanted_min_range = viewing_range_min;
        m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
        if (m_draw_control.wanted_max_blocks < 10)
                m_draw_control.wanted_max_blocks = 10;
@@ -356,18 +560,18 @@ void Camera::updateViewingRange(f32 frametime_in)
 
        // Calculate the average frametime in the case that all wanted
        // blocks had been drawn
-       f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
+       f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
 
-       m_added_frametime = 0.0;
+       m_added_busytime = 0.0;
        m_added_frames = 0;
 
-       f32 wanted_frametime_change = m_wanted_frametime - frametime;
+       f32 wanted_frametime_change = wanted_frametime - frametime;
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
+       g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
 
        // If needed frametime change is small, just return
        // This value was 0.4 for many months until 2011-10-18 by c55;
-       // Let's see how this works out.
-       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
+       if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
        {
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
                return;
@@ -377,22 +581,24 @@ void Camera::updateViewingRange(f32 frametime_in)
        f32 new_range = range;
 
        f32 d_range = range - m_range_old;
-       f32 d_frametime = frametime - m_frametime_old;
+       f32 d_busytime = busytime_in - m_busytime_old;
        if (d_range != 0)
        {
-               m_time_per_range = d_frametime / d_range;
+               m_time_per_range = d_busytime / d_range;
        }
+       //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
+       g_profiler->avg("time_per_range", m_time_per_range);
 
        // The minimum allowed calculated frametime-range derivative:
        // Practically this sets the maximum speed of changing the range.
        // The lower this value, the higher the maximum changing speed.
        // A low value here results in wobbly range (0.001)
+       // A low value can cause oscillation in very nonlinear time/range curves.
        // A high value here results in slow changing range (0.0025)
        // SUGG: This could be dynamically adjusted so that when
        //       the camera is turning, this is lower
-       //f32 min_time_per_range = 0.0015;
-       f32 min_time_per_range = 0.0010;
-       //f32 min_time_per_range = 0.05 / range;
+       //f32 min_time_per_range = 0.0010; // Up to 0.4.7
+       f32 min_time_per_range = 0.0005;
        if(m_time_per_range < min_time_per_range)
        {
                m_time_per_range = min_time_per_range;
@@ -420,485 +626,56 @@ void Camera::updateViewingRange(f32 frametime_in)
        new_range += wanted_range_change;
        
        //f32 new_range_unclamped = new_range;
-       new_range = MYMAX(new_range, m_viewing_range_min);
-       new_range = MYMIN(new_range, m_viewing_range_max);
+       new_range = MYMAX(new_range, viewing_range_min);
+       new_range = MYMIN(new_range, viewing_range_max);
        /*dstream<<"new_range="<<new_range_unclamped
                        <<", clamped to "<<new_range<<std::endl;*/
 
-       m_draw_control.wanted_range = new_range;
+       m_range_old = m_draw_control.wanted_range;
+       m_busytime_old = busytime_in;
 
-       m_range_old = new_range;
-       m_frametime_old = frametime;
+       m_draw_control.wanted_range = new_range;
 }
 
-void Camera::updateSettings()
+void Camera::setDigging(s32 button)
 {
-       m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
-       m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
-
-       m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
-       m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
-       f32 fov_degrees = g_settings->getFloat("fov");
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
-       m_fov_y = fov_degrees * PI / 180.0;
-
-       f32 wanted_fps = g_settings->getFloat("wanted_fps");
-       wanted_fps = MYMAX(wanted_fps, 1.0);
-       m_wanted_frametime = 1.0 / wanted_fps;
+       if (m_digging_button == -1)
+               m_digging_button = button;
 }
 
-void Camera::wield(const InventoryItem* item, ITextureSource *tsrc)
+void Camera::wield(const ItemStack &item)
 {
-       if (item != NULL)
-       {
-               bool isCube = false;
-
-               // Try to make a MaterialItem cube.
-               if (std::string(item->getName()) == "MaterialItem")
-               {
-                       // A block-type material
-                       MaterialItem* mat_item = (MaterialItem*) item;
-                       content_t content = mat_item->getMaterial();
-                       if (content_features(content).solidness || content_features(content).visual_solidness)
-                       {
-                               m_wieldnode->setCube(content_features(content).tiles);
-                               m_wieldnode->setScale(v3f(30));
-                               isCube = true;
-                       }
-               }
-
-               // If that failed, make an extruded sprite.
-               if (!isCube)
-               {
-                       m_wieldnode->setSprite(item->getImageRaw(tsrc));
-                       m_wieldnode->setScale(v3f(40));
-               }
-
-               m_wieldnode->setVisible(true);
-       }
-       else
-       {
-               // Bare hands
-               m_wieldnode->setVisible(false);
+       if (item.name != m_wield_item_next.name) {
+               m_wield_item_next = item;
+               if (m_wield_change_timer > 0)
+                       m_wield_change_timer = -m_wield_change_timer;
+               else if (m_wield_change_timer == 0)
+                       m_wield_change_timer = -0.001;
        }
 }
 
-void Camera::setDigging(s32 button)
-{
-       if (m_digging_button == -1)
-               m_digging_button = button;
-}
-
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
+       // Clear Z buffer so that the wielded tool stay in front of world geometry
        m_wieldmgr->getVideoDriver()->clearZBuffer();
 
+       // Draw the wielded node (in a separate scene manager)
        scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
        cam->setAspectRatio(m_cameranode->getAspectRatio());
-       cam->setFOV(m_cameranode->getFOV());
+       cam->setFOV(72.0*M_PI/180.0);
        cam->setNearValue(0.1);
-       cam->setFarValue(100);
-       m_wieldmgr->drawAll();
-}
-
-
-ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
-       scene::ISceneNode* parent,
-       scene::ISceneManager* mgr,
-       s32 id,
-       const v3f& position,
-       const v3f& rotation,
-       const v3f& scale
-):
-       ISceneNode(parent, mgr, id, position, rotation, scale)
-{
-       m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
-       m_thickness = 0.1;
-       m_cubemesh = NULL;
-       m_is_cube = false;
-       m_light = LIGHT_MAX;
-}
-
-ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
-{
-       removeChild(m_meshnode);
-       if (m_cubemesh)
-               m_cubemesh->drop();
-}
-
-void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
-{
-       if (texture == NULL)
-       {
-               m_meshnode->setVisible(false);
-               return;
-       }
-
-       io::path name = getExtrudedName(texture);
-       scene::IMeshCache* cache = SceneManager->getMeshCache();
-       scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
-       if (mesh != NULL)
-       {
-               // Extruded texture has been found in cache.
-               m_meshnode->setMesh(mesh);
-       }
-       else
-       {
-               // Texture was not yet extruded, do it now and save in cache
-               mesh = extrude(texture);
-               if (mesh == NULL)
-               {
-                       dstream << "Warning: failed to extrude sprite" << std::endl;
-                       m_meshnode->setVisible(false);
-                       return;
-               }
-               cache->addMesh(name, mesh);
-               m_meshnode->setMesh(mesh);
-               mesh->drop();
-       }
-
-       m_meshnode->setScale(v3f(1, 1, m_thickness));
-       m_meshnode->getMaterial(0).setTexture(0, texture);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
-       m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       m_meshnode->setVisible(true);
-       m_is_cube = false;
-       updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
-{
-       if (m_cubemesh == NULL)
-               m_cubemesh = createCubeMesh();
-
-       m_meshnode->setMesh(m_cubemesh);
-       m_meshnode->setScale(v3f(1));
-       for (int i = 0; i < 6; ++i)
-       {
-               // Get the tile texture and atlas transformation
-               video::ITexture* atlas = tiles[i].texture.atlas;
-               v2f pos = tiles[i].texture.pos;
-               v2f size = tiles[i].texture.size;
-
-               // Set material flags and texture
-               video::SMaterial& material = m_meshnode->getMaterial(i);
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               tiles[i].applyMaterialOptions(material);
-               material.setTexture(0, atlas);
-               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
-               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
-       }
-       m_meshnode->setVisible(true);
-       m_is_cube = true;
-       updateLight(m_light);
-}
-
-void ExtrudedSpriteSceneNode::updateLight(u8 light)
-{
-       m_light = light;
-
-       u8 li = decode_light(light);
-       // Set brightness one lower than incoming light
-       diminish_light(li);
-       video::SColor color(255,li,li,li);
-       setMeshVerticesColor(m_meshnode->getMesh(), color);
-}
-
-void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
-{
-       scene::IMeshCache* cache = SceneManager->getMeshCache();
-       scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
-       if (mesh != NULL)
-               cache->removeMesh(mesh);
-}
-
-void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
-{
-       m_thickness = thickness;
-       if (!m_is_cube)
-               m_meshnode->setScale(v3f(1, 1, thickness));
-}
-
-const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
-{
-       return m_meshnode->getBoundingBox();
-}
-
-void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
-{
-       if (IsVisible)
-               SceneManager->registerNodeForRendering(this);
-       ISceneNode::OnRegisterSceneNode();
-}
-
-void ExtrudedSpriteSceneNode::render()
-{
-       // do nothing
-}
-
-io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
-{
-       io::path path = texture->getName();
-       path.append("/[extruded]");
-       return path;
-}
-
-scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
-{
-       const s32 argb_wstep = 4 * width;
-       const s32 alpha_threshold = 1;
-
-       scene::IMeshBuffer* buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-
-       // Front and back
+       cam->setFarValue(1000);
+       if (translation != NULL)
        {
-               video::S3DVertex vertices[8] =
-               {
-                       video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-                       video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
-                       video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
-                       video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-                       video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
-                       video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
-                       video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
-                       video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
-               };
-               u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
-               buf->append(vertices, 8, indices, 12);
+               irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+               irr::core::vector3df focusPoint = (cam->getTarget()
+                               - cam->getAbsolutePosition()).setLength(1)
+                               + cam->getAbsolutePosition();
+
+               irr::core::vector3df camera_pos =
+                               (startMatrix * *translation).getTranslation();
+               cam->setPosition(camera_pos);
+               cam->setTarget(focusPoint);
        }
-
-       // "Interior"
-       // (add faces where a solid pixel is next to a transparent one)
-       u8* solidity = new u8[(width+2) * (height+2)];
-       u32 wstep = width + 2;
-       for (u32 y = 0; y < height + 2; ++y)
-       {
-               u8* scanline = solidity + y * wstep;
-               if (y == 0 || y == height + 1)
-               {
-                       for (u32 x = 0; x < width + 2; ++x)
-                               scanline[x] = 0;
-               }
-               else
-               {
-                       scanline[0] = 0;
-                       u8* argb_scanline = data + (y - 1) * argb_wstep;
-                       for (u32 x = 0; x < width; ++x)
-                               scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
-                       scanline[width + 1] = 0;
-               }
-       }
-
-       // without this, there would be occasional "holes" in the mesh
-       f32 eps = 0.01;
-
-       for (u32 y = 0; y <= height; ++y)
-       {
-               u8* scanline = solidity + y * wstep + 1;
-               for (u32 x = 0; x <= width; ++x)
-               {
-                       if (scanline[x] && !scanline[x + wstep])
-                       {
-                               u32 xx = x + 1;
-                               while (scanline[xx] && !scanline[xx + wstep])
-                                       ++xx;
-                               f32 vx1 = (x - eps) / (f32) width - 0.5;
-                               f32 vx2 = (xx + eps) / (f32) width - 0.5;
-                               f32 vy = 0.5 - (y - eps) / (f32) height;
-                               f32 tx1 = x / (f32) width;
-                               f32 tx2 = xx / (f32) width;
-                               f32 ty = (y - 0.5) / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               x = xx - 1;
-                       }
-                       if (!scanline[x] && scanline[x + wstep])
-                       {
-                               u32 xx = x + 1;
-                               while (!scanline[xx] && scanline[xx + wstep])
-                                       ++xx;
-                               f32 vx1 = (x - eps) / (f32) width - 0.5;
-                               f32 vx2 = (xx + eps) / (f32) width - 0.5;
-                               f32 vy = 0.5 - (y + eps) / (f32) height;
-                               f32 tx1 = x / (f32) width;
-                               f32 tx2 = xx / (f32) width;
-                               f32 ty = (y + 0.5) / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               x = xx - 1;
-                       }
-               }
-       }
-
-       for (u32 x = 0; x <= width; ++x)
-       {
-               u8* scancol = solidity + x + wstep;
-               for (u32 y = 0; y <= height; ++y)
-               {
-                       if (scancol[y * wstep] && !scancol[y * wstep + 1])
-                       {
-                               u32 yy = y + 1;
-                               while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
-                                       ++yy;
-                               f32 vx = (x - eps) / (f32) width - 0.5;
-                               f32 vy1 = 0.5 - (y - eps) / (f32) height;
-                               f32 vy2 = 0.5 - (yy + eps) / (f32) height;
-                               f32 tx = (x - 0.5) / (f32) width;
-                               f32 ty1 = y / (f32) height;
-                               f32 ty2 = yy / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               y = yy - 1;
-                       }
-                       if (!scancol[y * wstep] && scancol[y * wstep + 1])
-                       {
-                               u32 yy = y + 1;
-                               while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
-                                       ++yy;
-                               f32 vx = (x + eps) / (f32) width - 0.5;
-                               f32 vy1 = 0.5 - (y - eps) / (f32) height;
-                               f32 vy2 = 0.5 - (yy + eps) / (f32) height;
-                               f32 tx = (x + 0.5) / (f32) width;
-                               f32 ty1 = y / (f32) height;
-                               f32 ty2 = yy / (f32) height;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               y = yy - 1;
-                       }
-               }
-       }
-
-       // Add to mesh
-       scene::SMesh* mesh = new scene::SMesh();
-       buf->recalculateBoundingBox();
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       mesh->recalculateBoundingBox();
-       scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
-       mesh->drop();
-       return anim_mesh;
-}
-
-scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
-{
-       scene::IAnimatedMesh* mesh = NULL;
-       core::dimension2d<u32> size = texture->getSize();
-       video::ECOLOR_FORMAT format = texture->getColorFormat();
-       if (format == video::ECF_A8R8G8B8)
-       {
-               // Texture is in the correct color format, we can pass it
-               // to extrudeARGB right away.
-               void* data = texture->lock(true);
-               if (data == NULL)
-                       return NULL;
-               mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
-               texture->unlock();
-       }
-       else
-       {
-               video::IVideoDriver* driver = SceneManager->getVideoDriver();
-
-               video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
-               if (img1 == NULL)
-                       return NULL;
-
-               // img1 is in the texture's color format, convert to 8-bit ARGB
-               video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
-               if (img2 != NULL)
-               {
-                       img1->copyTo(img2);
-                       img1->drop();
-
-                       mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
-                       img2->unlock();
-                       img2->drop();
-               }
-               img1->drop();
-       }
-       return mesh;
-}
-
-scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
-{
-       video::SColor c(255,255,255,255);
-       video::S3DVertex vertices[24] =
-       {
-               // Up
-               video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
-               video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
-               video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
-               video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
-               // Down
-               video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
-               video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
-               video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
-               video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
-               // Right
-               video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
-               video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
-               video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
-               video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
-               // Left
-               video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
-               video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
-               video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
-               video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
-               // Back
-               video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
-               video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
-               video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
-               video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
-               // Front
-               video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-               video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
-               video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
-               video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-       };
-
-       u16 indices[6] = {0,1,2,2,3,0};
-
-       scene::SMesh* mesh = new scene::SMesh();
-       for (u32 i=0; i<6; ++i)
-       {
-               scene::IMeshBuffer* buf = new scene::SMeshBuffer();
-               buf->append(vertices + 4 * i, 4, indices, 6);
-               buf->recalculateBoundingBox();
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-       }
-       mesh->recalculateBoundingBox();
-       return mesh;
+       m_wieldmgr->drawAll();
 }