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Fix uninitialized variable Player::local_animation_speed
[minetest.git] / src / camera.cpp
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 "player.h"
27 #include <cmath>
28 #include "settings.h"
29 #include "wieldmesh.h"
30 #include "noise.h" // easeCurve
31 #include "gamedef.h"
32 #include "sound.h"
33 #include "event.h"
34 #include "profiler.h"
35 #include "util/numeric.h"
36 #include "util/mathconstants.h"
37 #include "constants.h"
38
39 #define CAMERA_OFFSET_STEP 200
40
41 #include "nodedef.h"
42
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
44                 IGameDef *gamedef):
45         m_playernode(NULL),
46         m_headnode(NULL),
47         m_cameranode(NULL),
48
49         m_wieldmgr(NULL),
50         m_wieldnode(NULL),
51
52         m_draw_control(draw_control),
53         m_gamedef(gamedef),
54
55         m_camera_position(0,0,0),
56         m_camera_direction(0,0,0),
57         m_camera_offset(0,0,0),
58
59         m_aspect(1.0),
60         m_fov_x(1.0),
61         m_fov_y(1.0),
62
63         m_added_busytime(0),
64         m_added_frames(0),
65         m_range_old(0),
66         m_busytime_old(0),
67         m_frametime_counter(0),
68         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
69
70         m_view_bobbing_anim(0),
71         m_view_bobbing_state(0),
72         m_view_bobbing_speed(0),
73         m_view_bobbing_fall(0),
74
75         m_digging_anim(0),
76         m_digging_button(-1),
77
78         m_wield_change_timer(0.125),
79         m_wield_item_next(),
80
81         m_camera_mode(CAMERA_MODE_FIRST)
82 {
83         //dstream<<__FUNCTION_NAME<<std::endl;
84
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);
91
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));
100
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)
104          *
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
108          *       a later release.
109          */
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_wanted_fps          = g_settings->getFloat("wanted_fps");
113         m_cache_fov                 = g_settings->getFloat("fov");
114         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
115 }
116
117 Camera::~Camera()
118 {
119         m_wieldmgr->drop();
120 }
121
122 bool Camera::successfullyCreated(std::string &error_message)
123 {
124         if (!m_playernode) {
125                 error_message = "Failed to create the player scene node";
126         } else if (!m_headnode) {
127                 error_message = "Failed to create the head scene node";
128         } else if (!m_cameranode) {
129                 error_message = "Failed to create the camera scene node";
130         } else if (!m_wieldmgr) {
131                 error_message = "Failed to create the wielded item scene manager";
132         } else if (!m_wieldnode) {
133                 error_message = "Failed to create the wielded item scene node";
134         } else {
135                 error_message.clear();
136         }
137         return error_message.empty();
138 }
139
140 // Returns the fractional part of x
141 inline f32 my_modf(f32 x)
142 {
143         double dummy;
144         return modf(x, &dummy);
145 }
146
147 void Camera::step(f32 dtime)
148 {
149         if(m_view_bobbing_fall > 0)
150         {
151                 m_view_bobbing_fall -= 3 * dtime;
152                 if(m_view_bobbing_fall <= 0)
153                         m_view_bobbing_fall = -1; // Mark the effect as finished
154         }
155
156         bool was_under_zero = m_wield_change_timer < 0;
157         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
158
159         if (m_wield_change_timer >= 0 && was_under_zero)
160                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
161
162         if (m_view_bobbing_state != 0)
163         {
164                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
165                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
166                 if (m_view_bobbing_state == 2)
167                 {
168 #if 0
169                         // Animation is getting turned off
170                         if (m_view_bobbing_anim < 0.5)
171                                 m_view_bobbing_anim -= offset;
172                         else
173                                 m_view_bobbing_anim += offset;
174                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
175                         {
176                                 m_view_bobbing_anim = 0;
177                                 m_view_bobbing_state = 0;
178                         }
179 #endif
180 #if 1
181                         // Animation is getting turned off
182                         if(m_view_bobbing_anim < 0.25)
183                         {
184                                 m_view_bobbing_anim -= offset;
185                         } else if(m_view_bobbing_anim > 0.75) {
186                                 m_view_bobbing_anim += offset;
187                         }
188                         if(m_view_bobbing_anim < 0.5)
189                         {
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                         {
215                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
216                                 m_gamedef->event()->put(e);
217                         }
218                 }
219         }
220
221         if (m_digging_button != -1)
222         {
223                 f32 offset = dtime * 3.5;
224                 float m_digging_anim_was = m_digging_anim;
225                 m_digging_anim += offset;
226                 if (m_digging_anim >= 1)
227                 {
228                         m_digging_anim = 0;
229                         m_digging_button = -1;
230                 }
231                 float lim = 0.15;
232                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
233                 {
234                         if(m_digging_button == 0)
235                         {
236                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
237                                 m_gamedef->event()->put(e);
238                         } else if(m_digging_button == 1) {
239                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
240                                 m_gamedef->event()->put(e);
241                         }
242                 }
243         }
244 }
245
246 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
247                 f32 tool_reload_ratio, ClientEnvironment &c_env)
248 {
249         // Get player position
250         // Smooth the movement when walking up stairs
251         v3f old_player_position = m_playernode->getPosition();
252         v3f player_position = player->getPosition();
253         if (player->isAttached && player->parent)
254                 player_position = player->parent->getPosition();
255         //if(player->touching_ground && player_position.Y > old_player_position.Y)
256         if(player->touching_ground &&
257                         player_position.Y > old_player_position.Y)
258         {
259                 f32 oldy = old_player_position.Y;
260                 f32 newy = player_position.Y;
261                 f32 t = exp(-23*frametime);
262                 player_position.Y = oldy * t + newy * (1-t);
263         }
264
265         // Set player node transformation
266         m_playernode->setPosition(player_position);
267         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
268         m_playernode->updateAbsolutePosition();
269
270         // Get camera tilt timer (hurt animation)
271         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
272
273         // Fall bobbing animation
274         float fall_bobbing = 0;
275         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
276         {
277                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
278                         player->camera_impact = m_view_bobbing_fall = 0;
279                 else if(m_view_bobbing_fall == 0) // Initialize effect
280                         m_view_bobbing_fall = 1;
281
282                 // Convert 0 -> 1 to 0 -> 1 -> 0
283                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
284                 // Smoothen and invert the above
285                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
286                 // Amplify according to the intensity of the impact
287                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
288
289                 fall_bobbing *= m_cache_fall_bobbing_amount;
290         }
291
292         // Calculate players eye offset for different camera modes
293         v3f PlayerEyeOffset = player->getEyeOffset();
294         if (m_camera_mode == CAMERA_MODE_FIRST)
295                 PlayerEyeOffset += player->eye_offset_first;
296         else
297                 PlayerEyeOffset += player->eye_offset_third;
298
299         // Set head node transformation
300         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
301         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
302         m_headnode->updateAbsolutePosition();
303
304         // Compute relative camera position and target
305         v3f rel_cam_pos = v3f(0,0,0);
306         v3f rel_cam_target = v3f(0,0,1);
307         v3f rel_cam_up = v3f(0,1,0);
308
309         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
310         {
311                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
312                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
313
314                 #if 1
315                 f32 bobknob = 1.2;
316                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
317                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
318
319                 v3f bobvec = v3f(
320                         0.3 * bobdir * sin(bobfrac * M_PI),
321                         -0.28 * bobtmp * bobtmp,
322                         0.);
323
324                 //rel_cam_pos += 0.2 * bobvec;
325                 //rel_cam_target += 0.03 * bobvec;
326                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
327                 float f = 1.0;
328                 f *= m_cache_view_bobbing_amount;
329                 rel_cam_pos += bobvec * f;
330                 //rel_cam_target += 0.995 * bobvec * f;
331                 rel_cam_target += bobvec * f;
332                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
333                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
334                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
335                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
336                 #else
337                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
338                 f32 angle_rad = angle_deg * M_PI / 180;
339                 f32 r = 0.05;
340                 v3f off = v3f(
341                         r * sin(angle_rad),
342                         r * (cos(angle_rad) - 1),
343                         0);
344                 rel_cam_pos += off;
345                 //rel_cam_target += off;
346                 rel_cam_up.rotateXYBy(angle_deg);
347                 #endif
348
349         }
350
351         // Compute absolute camera position and target
352         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
353         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
354
355         v3f abs_cam_up;
356         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
357
358         // Seperate camera position for calculation
359         v3f my_cp = m_camera_position;
360
361         // Reposition the camera for third person view
362         if (m_camera_mode > CAMERA_MODE_FIRST)
363         {
364                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
365                         m_camera_direction *= -1;
366
367                 my_cp.Y += 2;
368
369                 // Calculate new position
370                 bool abort = false;
371                 for (int i = BS; i <= BS*2.75; i++)
372                 {
373                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
374                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
375                         if (i > 12)
376                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
377
378                         // Prevent camera positioned inside nodes
379                         INodeDefManager *nodemgr = m_gamedef->ndef();
380                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
381                         const ContentFeatures& features = nodemgr->get(n);
382                         if(features.walkable)
383                         {
384                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
385                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
386                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
387                                 abort = true;
388                                 break;
389                         }
390                 }
391
392                 // If node blocks camera position don't move y to heigh
393                 if (abort && my_cp.Y > player_position.Y+BS*2)
394                         my_cp.Y = player_position.Y+BS*2;
395         }
396
397         // Update offset if too far away from the center of the map
398         m_camera_offset.X += CAMERA_OFFSET_STEP*
399                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
400         m_camera_offset.Y += CAMERA_OFFSET_STEP*
401                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
402         m_camera_offset.Z += CAMERA_OFFSET_STEP*
403                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
404
405         // Set camera node transformation
406         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
407         m_cameranode->setUpVector(abs_cam_up);
408         // *100.0 helps in large map coordinates
409         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
410
411         // update the camera position in front-view mode to render blocks behind player
412         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
413                 m_camera_position = my_cp;
414
415         // Get FOV setting
416         f32 fov_degrees = m_cache_fov;
417         fov_degrees = MYMAX(fov_degrees, 10.0);
418         fov_degrees = MYMIN(fov_degrees, 170.0);
419
420         // FOV and aspect ratio
421         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
422         m_fov_y = fov_degrees * M_PI / 180.0;
423         // Increase vertical FOV on lower aspect ratios (<16:10)
424         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
425         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
426         m_cameranode->setAspectRatio(m_aspect);
427         m_cameranode->setFOV(m_fov_y);
428
429         // Position the wielded item
430         //v3f wield_position = v3f(45, -35, 65);
431         v3f wield_position = v3f(55, -35, 65);
432         //v3f wield_rotation = v3f(-100, 120, -100);
433         v3f wield_rotation = v3f(-100, 120, -100);
434         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
435         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
436         {
437                 f32 frac = 1.0;
438                 if(m_digging_anim > 0.5)
439                         frac = 2.0 * (m_digging_anim - 0.5);
440                 // This value starts from 1 and settles to 0
441                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
442                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
443                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
444                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
445                 //wield_position.Z += frac * 5.0 * ratiothing2;
446                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
447                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
448                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
449                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
450         }
451         if (m_digging_button != -1)
452         {
453                 f32 digfrac = m_digging_anim;
454                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
455                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
456                 wield_position.Z += 25 * 0.5;
457
458                 // Euler angles are PURE EVIL, so why not use quaternions?
459                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
460                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
461                 core::quaternion quat_slerp;
462                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
463                 quat_slerp.toEuler(wield_rotation);
464                 wield_rotation *= core::RADTODEG;
465         } else {
466                 f32 bobfrac = my_modf(m_view_bobbing_anim);
467                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
468                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
469         }
470         m_wieldnode->setPosition(wield_position);
471         m_wieldnode->setRotation(wield_rotation);
472
473         // Shine light upon the wield mesh
474         video::SColor black(255,0,0,0);
475         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
476         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
477         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
478
479         // Render distance feedback loop
480         updateViewingRange(frametime, busytime);
481
482         // If the player is walking, swimming, or climbing,
483         // view bobbing is enabled and free_move is off,
484         // start (or continue) the view bobbing animation.
485         v3f speed = player->getSpeed();
486         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
487         const bool movement_Y = abs(speed.Y) > BS;
488
489         const bool walking = movement_XZ && player->touching_ground;
490         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
491         const bool climbing = movement_Y && player->is_climbing;
492         if ((walking || swimming || climbing) &&
493                         m_cache_view_bobbing &&
494                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
495         {
496                 // Start animation
497                 m_view_bobbing_state = 1;
498                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
499         }
500         else if (m_view_bobbing_state == 1)
501         {
502                 // Stop animation
503                 m_view_bobbing_state = 2;
504                 m_view_bobbing_speed = 60;
505         }
506 }
507
508 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
509 {
510         if (m_draw_control.range_all)
511                 return;
512
513         m_added_busytime += busytime_in;
514         m_added_frames += 1;
515
516         m_frametime_counter -= frametime_in;
517         if (m_frametime_counter > 0)
518                 return;
519         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
520
521         /*dstream<<__FUNCTION_NAME
522                         <<": Collected "<<m_added_frames<<" frames, total of "
523                         <<m_added_busytime<<"s."<<std::endl;
524
525         dstream<<"m_draw_control.blocks_drawn="
526                         <<m_draw_control.blocks_drawn
527                         <<", m_draw_control.blocks_would_have_drawn="
528                         <<m_draw_control.blocks_would_have_drawn
529                         <<std::endl;*/
530
531         // Get current viewing range and FPS settings
532         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
533         viewing_range_min = MYMAX(15.0, viewing_range_min);
534
535         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
536         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
537
538         // Immediately apply hard limits
539         if(m_draw_control.wanted_range < viewing_range_min)
540                 m_draw_control.wanted_range = viewing_range_min;
541         if(m_draw_control.wanted_range > viewing_range_max)
542                 m_draw_control.wanted_range = viewing_range_max;
543
544         // Just so big a value that everything rendered is visible
545         // Some more allowance than viewing_range_max * BS because of clouds,
546         // active objects, etc.
547         if(viewing_range_max < 200*BS)
548                 m_cameranode->setFarValue(200 * BS * 10);
549         else
550                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
551
552         f32 wanted_fps = m_cache_wanted_fps;
553         wanted_fps = MYMAX(wanted_fps, 1.0);
554         f32 wanted_frametime = 1.0 / wanted_fps;
555
556         m_draw_control.wanted_min_range = viewing_range_min;
557         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
558         if (m_draw_control.wanted_max_blocks < 10)
559                 m_draw_control.wanted_max_blocks = 10;
560
561         f32 block_draw_ratio = 1.0;
562         if (m_draw_control.blocks_would_have_drawn != 0)
563         {
564                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
565                         / (f32)m_draw_control.blocks_would_have_drawn;
566         }
567
568         // Calculate the average frametime in the case that all wanted
569         // blocks had been drawn
570         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
571
572         m_added_busytime = 0.0;
573         m_added_frames = 0;
574
575         f32 wanted_frametime_change = wanted_frametime - frametime;
576         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
577         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
578
579         // If needed frametime change is small, just return
580         // This value was 0.4 for many months until 2011-10-18 by c55;
581         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
582         {
583                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
584                 return;
585         }
586
587         f32 range = m_draw_control.wanted_range;
588         f32 new_range = range;
589
590         f32 d_range = range - m_range_old;
591         f32 d_busytime = busytime_in - m_busytime_old;
592         if (d_range != 0)
593         {
594                 m_time_per_range = d_busytime / d_range;
595         }
596         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
597         g_profiler->avg("time_per_range", m_time_per_range);
598
599         // The minimum allowed calculated frametime-range derivative:
600         // Practically this sets the maximum speed of changing the range.
601         // The lower this value, the higher the maximum changing speed.
602         // A low value here results in wobbly range (0.001)
603         // A low value can cause oscillation in very nonlinear time/range curves.
604         // A high value here results in slow changing range (0.0025)
605         // SUGG: This could be dynamically adjusted so that when
606         //       the camera is turning, this is lower
607         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
608         f32 min_time_per_range = 0.0005;
609         if(m_time_per_range < min_time_per_range)
610         {
611                 m_time_per_range = min_time_per_range;
612                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
613         }
614         else
615         {
616                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
617         }
618
619         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
620         // Dampen the change a bit to kill oscillations
621         //wanted_range_change *= 0.9;
622         //wanted_range_change *= 0.75;
623         wanted_range_change *= 0.5;
624         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
625
626         // If needed range change is very small, just return
627         if(fabs(wanted_range_change) < 0.001)
628         {
629                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
630                 return;
631         }
632
633         new_range += wanted_range_change;
634
635         //f32 new_range_unclamped = new_range;
636         new_range = MYMAX(new_range, viewing_range_min);
637         new_range = MYMIN(new_range, viewing_range_max);
638         /*dstream<<"new_range="<<new_range_unclamped
639                         <<", clamped to "<<new_range<<std::endl;*/
640
641         m_range_old = m_draw_control.wanted_range;
642         m_busytime_old = busytime_in;
643
644         m_draw_control.wanted_range = new_range;
645 }
646
647 void Camera::setDigging(s32 button)
648 {
649         if (m_digging_button == -1)
650                 m_digging_button = button;
651 }
652
653 void Camera::wield(const ItemStack &item)
654 {
655         if (item.name != m_wield_item_next.name) {
656                 m_wield_item_next = item;
657                 if (m_wield_change_timer > 0)
658                         m_wield_change_timer = -m_wield_change_timer;
659                 else if (m_wield_change_timer == 0)
660                         m_wield_change_timer = -0.001;
661         }
662 }
663
664 void Camera::drawWieldedTool(irr::core::matrix4* translation)
665 {
666         // Clear Z buffer so that the wielded tool stay in front of world geometry
667         m_wieldmgr->getVideoDriver()->clearZBuffer();
668
669         // Draw the wielded node (in a separate scene manager)
670         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
671         cam->setAspectRatio(m_cameranode->getAspectRatio());
672         cam->setFOV(72.0*M_PI/180.0);
673         cam->setNearValue(0.1);
674         cam->setFarValue(1000);
675         if (translation != NULL)
676         {
677                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
678                 irr::core::vector3df focusPoint = (cam->getTarget()
679                                 - cam->getAbsolutePosition()).setLength(1)
680                                 + cam->getAbsolutePosition();
681
682                 irr::core::vector3df camera_pos =
683                                 (startMatrix * *translation).getTranslation();
684                 cam->setPosition(camera_pos);
685                 cam->setTarget(focusPoint);
686         }
687         m_wieldmgr->drawAll();
688 }