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Add (optional) client-side saving of server map to disk
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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 "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
102 Camera::~Camera()
103 {
104         m_wieldmgr->drop();
105 }
106
107 bool Camera::successfullyCreated(std::wstring& error_message)
108 {
109         if (m_playernode == NULL)
110         {
111                 error_message = L"Failed to create the player scene node";
112                 return false;
113         }
114         if (m_headnode == NULL)
115         {
116                 error_message = L"Failed to create the head scene node";
117                 return false;
118         }
119         if (m_cameranode == NULL)
120         {
121                 error_message = L"Failed to create the camera scene node";
122                 return false;
123         }
124         if (m_wieldmgr == NULL)
125         {
126                 error_message = L"Failed to create the wielded item scene manager";
127                 return false;
128         }
129         if (m_wieldnode == NULL)
130         {
131                 error_message = L"Failed to create the wielded item scene node";
132                 return false;
133         }
134         return true;
135 }
136
137 // Returns the fractional part of x
138 inline f32 my_modf(f32 x)
139 {
140         double dummy;
141         return modf(x, &dummy);
142 }
143
144 void Camera::step(f32 dtime)
145 {
146         if(m_view_bobbing_fall > 0)
147         {
148                 m_view_bobbing_fall -= 3 * dtime;
149                 if(m_view_bobbing_fall <= 0)
150                         m_view_bobbing_fall = -1; // Mark the effect as finished
151         }
152
153         bool was_under_zero = m_wield_change_timer < 0;
154         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
155
156         if (m_wield_change_timer >= 0 && was_under_zero)
157                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
158
159         if (m_view_bobbing_state != 0)
160         {
161                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
162                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
163                 if (m_view_bobbing_state == 2)
164                 {
165 #if 0
166                         // Animation is getting turned off
167                         if (m_view_bobbing_anim < 0.5)
168                                 m_view_bobbing_anim -= offset;
169                         else
170                                 m_view_bobbing_anim += offset;
171                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
172                         {
173                                 m_view_bobbing_anim = 0;
174                                 m_view_bobbing_state = 0;
175                         }
176 #endif
177 #if 1
178                         // Animation is getting turned off
179                         if(m_view_bobbing_anim < 0.25)
180                         {
181                                 m_view_bobbing_anim -= offset;
182                         } else if(m_view_bobbing_anim > 0.75) {
183                                 m_view_bobbing_anim += offset;
184                         }
185                         if(m_view_bobbing_anim < 0.5)
186                         {
187                                 m_view_bobbing_anim += offset;
188                                 if(m_view_bobbing_anim > 0.5)
189                                         m_view_bobbing_anim = 0.5;
190                         } else {
191                                 m_view_bobbing_anim -= offset;
192                                 if(m_view_bobbing_anim < 0.5)
193                                         m_view_bobbing_anim = 0.5;
194                         }
195                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
196                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
197                         {
198                                 m_view_bobbing_anim = 0;
199                                 m_view_bobbing_state = 0;
200                         }
201 #endif
202                 }
203                 else
204                 {
205                         float was = m_view_bobbing_anim;
206                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
207                         bool step = (was == 0 ||
208                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
209                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
210                         if(step)
211                         {
212                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
213                                 m_gamedef->event()->put(e);
214                         }
215                 }
216         }
217
218         if (m_digging_button != -1)
219         {
220                 f32 offset = dtime * 3.5;
221                 float m_digging_anim_was = m_digging_anim;
222                 m_digging_anim += offset;
223                 if (m_digging_anim >= 1)
224                 {
225                         m_digging_anim = 0;
226                         m_digging_button = -1;
227                 }
228                 float lim = 0.15;
229                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
230                 {
231                         if(m_digging_button == 0)
232                         {
233                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
234                                 m_gamedef->event()->put(e);
235                         } else if(m_digging_button == 1) {
236                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
237                                 m_gamedef->event()->put(e);
238                         }
239                 }
240         }
241 }
242
243 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
244                 f32 tool_reload_ratio, ClientEnvironment &c_env)
245 {
246         // Get player position
247         // Smooth the movement when walking up stairs
248         v3f old_player_position = m_playernode->getPosition();
249         v3f player_position = player->getPosition();
250         if (player->isAttached && player->parent)
251                 player_position = player->parent->getPosition();
252         //if(player->touching_ground && player_position.Y > old_player_position.Y)
253         if(player->touching_ground &&
254                         player_position.Y > old_player_position.Y)
255         {
256                 f32 oldy = old_player_position.Y;
257                 f32 newy = player_position.Y;
258                 f32 t = exp(-23*frametime);
259                 player_position.Y = oldy * t + newy * (1-t);
260         }
261
262         // Set player node transformation
263         m_playernode->setPosition(player_position);
264         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
265         m_playernode->updateAbsolutePosition();
266
267         // Get camera tilt timer (hurt animation)
268         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
269
270         // Fall bobbing animation
271         float fall_bobbing = 0;
272         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
273         {
274                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
275                         player->camera_impact = m_view_bobbing_fall = 0;
276                 else if(m_view_bobbing_fall == 0) // Initialize effect
277                         m_view_bobbing_fall = 1;
278
279                 // Convert 0 -> 1 to 0 -> 1 -> 0
280                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
281                 // Smoothen and invert the above
282                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
283                 // Amplify according to the intensity of the impact
284                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
285
286                 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
287         }
288
289         // Calculate players eye offset for different camera modes
290         v3f PlayerEyeOffset = player->getEyeOffset();
291         if (m_camera_mode == CAMERA_MODE_FIRST)
292                 PlayerEyeOffset += player->eye_offset_first;
293         else
294                 PlayerEyeOffset += player->eye_offset_third;
295         
296         // Set head node transformation
297         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
298         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
299         m_headnode->updateAbsolutePosition();
300
301         // Compute relative camera position and target
302         v3f rel_cam_pos = v3f(0,0,0);
303         v3f rel_cam_target = v3f(0,0,1);
304         v3f rel_cam_up = v3f(0,1,0);
305
306         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
307         {
308                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
309                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
310
311                 #if 1
312                 f32 bobknob = 1.2;
313                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
314                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
315
316                 v3f bobvec = v3f(
317                         0.3 * bobdir * sin(bobfrac * M_PI),
318                         -0.28 * bobtmp * bobtmp,
319                         0.);
320
321                 //rel_cam_pos += 0.2 * bobvec;
322                 //rel_cam_target += 0.03 * bobvec;
323                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
324                 float f = 1.0;
325                 f *= g_settings->getFloat("view_bobbing_amount");
326                 rel_cam_pos += bobvec * f;
327                 //rel_cam_target += 0.995 * bobvec * f;
328                 rel_cam_target += bobvec * f;
329                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
330                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
331                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
332                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
333                 #else
334                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
335                 f32 angle_rad = angle_deg * M_PI / 180;
336                 f32 r = 0.05;
337                 v3f off = v3f(
338                         r * sin(angle_rad),
339                         r * (cos(angle_rad) - 1),
340                         0);
341                 rel_cam_pos += off;
342                 //rel_cam_target += off;
343                 rel_cam_up.rotateXYBy(angle_deg);
344                 #endif
345
346         }
347
348         // Compute absolute camera position and target
349         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
350         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
351
352         v3f abs_cam_up;
353         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
354
355         // Seperate camera position for calculation
356         v3f my_cp = m_camera_position;
357         
358         // Reposition the camera for third person view
359         if (m_camera_mode > CAMERA_MODE_FIRST)
360         {
361                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
362                         m_camera_direction *= -1;
363
364                 my_cp.Y += 2;
365
366                 // Calculate new position
367                 bool abort = false;
368                 for (int i = BS; i <= BS*2; i++)
369                 {
370                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
371                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
372                         if (i > 12)
373                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
374
375                         // Prevent camera positioned inside nodes
376                         INodeDefManager *nodemgr = m_gamedef->ndef();
377                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
378                         const ContentFeatures& features = nodemgr->get(n);
379                         if(features.walkable)
380                         {
381                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
382                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
383                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
384                                 abort = true;
385                                 break;
386                         }
387                 }
388
389                 // If node blocks camera position don't move y to heigh
390                 if (abort && my_cp.Y > player_position.Y+BS*2)
391                         my_cp.Y = player_position.Y+BS*2;
392         }
393
394         // Update offset if too far away from the center of the map
395         m_camera_offset.X += CAMERA_OFFSET_STEP*
396                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
397         m_camera_offset.Y += CAMERA_OFFSET_STEP*
398                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
399         m_camera_offset.Z += CAMERA_OFFSET_STEP*
400                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
401         
402         // Set camera node transformation
403         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
404         m_cameranode->setUpVector(abs_cam_up);
405         // *100.0 helps in large map coordinates
406         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
407
408         // update the camera position in front-view mode to render blocks behind player
409         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
410                 m_camera_position = my_cp;
411
412         // Get FOV setting
413         f32 fov_degrees = g_settings->getFloat("fov");
414         fov_degrees = MYMAX(fov_degrees, 10.0);
415         fov_degrees = MYMIN(fov_degrees, 170.0);
416
417         // FOV and aspect ratio
418         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
419         m_fov_y = fov_degrees * M_PI / 180.0;
420         // Increase vertical FOV on lower aspect ratios (<16:10)
421         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
422         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
423         m_cameranode->setAspectRatio(m_aspect);
424         m_cameranode->setFOV(m_fov_y);
425
426         // Position the wielded item
427         //v3f wield_position = v3f(45, -35, 65);
428         v3f wield_position = v3f(55, -35, 65);
429         //v3f wield_rotation = v3f(-100, 120, -100);
430         v3f wield_rotation = v3f(-100, 120, -100);
431         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
432         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
433         {
434                 f32 frac = 1.0;
435                 if(m_digging_anim > 0.5)
436                         frac = 2.0 * (m_digging_anim - 0.5);
437                 // This value starts from 1 and settles to 0
438                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
439                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
440                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
441                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
442                 //wield_position.Z += frac * 5.0 * ratiothing2;
443                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
444                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
445                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
446                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
447         }
448         if (m_digging_button != -1)
449         {
450                 f32 digfrac = m_digging_anim;
451                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
452                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
453                 wield_position.Z += 25 * 0.5;
454         
455                 // Euler angles are PURE EVIL, so why not use quaternions?
456                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
457                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
458                 core::quaternion quat_slerp;
459                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
460                 quat_slerp.toEuler(wield_rotation);
461                 wield_rotation *= core::RADTODEG;
462         } else {
463                 f32 bobfrac = my_modf(m_view_bobbing_anim);
464                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
465                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
466         }
467         m_wieldnode->setPosition(wield_position);
468         m_wieldnode->setRotation(wield_rotation);
469
470         // Shine light upon the wield mesh
471         video::SColor black(255,0,0,0);
472         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
473         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
474         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
475
476         // Render distance feedback loop
477         updateViewingRange(frametime, busytime);
478
479         // If the player seems to be walking on solid ground,
480         // view bobbing is enabled and free_move is off,
481         // start (or continue) the view bobbing animation.
482         v3f speed = player->getSpeed();
483         if ((hypot(speed.X, speed.Z) > BS) &&
484                 (player->touching_ground) &&
485                 (g_settings->getBool("view_bobbing") == true) &&
486                 (g_settings->getBool("free_move") == false ||
487                                 !m_gamedef->checkLocalPrivilege("fly")))
488         {
489                 // Start animation
490                 m_view_bobbing_state = 1;
491                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
492         }
493         else if (m_view_bobbing_state == 1)
494         {
495                 // Stop animation
496                 m_view_bobbing_state = 2;
497                 m_view_bobbing_speed = 60;
498         }
499 }
500
501 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
502 {
503         if (m_draw_control.range_all)
504                 return;
505
506         m_added_busytime += busytime_in;
507         m_added_frames += 1;
508
509         m_frametime_counter -= frametime_in;
510         if (m_frametime_counter > 0)
511                 return;
512         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
513
514         /*dstream<<__FUNCTION_NAME
515                         <<": Collected "<<m_added_frames<<" frames, total of "
516                         <<m_added_busytime<<"s."<<std::endl;
517
518         dstream<<"m_draw_control.blocks_drawn="
519                         <<m_draw_control.blocks_drawn
520                         <<", m_draw_control.blocks_would_have_drawn="
521                         <<m_draw_control.blocks_would_have_drawn
522                         <<std::endl;*/
523
524         // Get current viewing range and FPS settings
525         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
526         viewing_range_min = MYMAX(15.0, viewing_range_min);
527
528         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
529         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
530         
531         // Immediately apply hard limits
532         if(m_draw_control.wanted_range < viewing_range_min)
533                 m_draw_control.wanted_range = viewing_range_min;
534         if(m_draw_control.wanted_range > viewing_range_max)
535                 m_draw_control.wanted_range = viewing_range_max;
536
537         // Just so big a value that everything rendered is visible
538         // Some more allowance than viewing_range_max * BS because of clouds,
539         // active objects, etc.
540         if(viewing_range_max < 200*BS)
541                 m_cameranode->setFarValue(200 * BS * 10);
542         else
543                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
544
545         f32 wanted_fps = g_settings->getFloat("wanted_fps");
546         wanted_fps = MYMAX(wanted_fps, 1.0);
547         f32 wanted_frametime = 1.0 / wanted_fps;
548
549         m_draw_control.wanted_min_range = viewing_range_min;
550         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
551         if (m_draw_control.wanted_max_blocks < 10)
552                 m_draw_control.wanted_max_blocks = 10;
553
554         f32 block_draw_ratio = 1.0;
555         if (m_draw_control.blocks_would_have_drawn != 0)
556         {
557                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
558                         / (f32)m_draw_control.blocks_would_have_drawn;
559         }
560
561         // Calculate the average frametime in the case that all wanted
562         // blocks had been drawn
563         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
564
565         m_added_busytime = 0.0;
566         m_added_frames = 0;
567
568         f32 wanted_frametime_change = wanted_frametime - frametime;
569         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
570         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
571
572         // If needed frametime change is small, just return
573         // This value was 0.4 for many months until 2011-10-18 by c55;
574         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
575         {
576                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
577                 return;
578         }
579
580         f32 range = m_draw_control.wanted_range;
581         f32 new_range = range;
582
583         f32 d_range = range - m_range_old;
584         f32 d_busytime = busytime_in - m_busytime_old;
585         if (d_range != 0)
586         {
587                 m_time_per_range = d_busytime / d_range;
588         }
589         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
590         g_profiler->avg("time_per_range", m_time_per_range);
591
592         // The minimum allowed calculated frametime-range derivative:
593         // Practically this sets the maximum speed of changing the range.
594         // The lower this value, the higher the maximum changing speed.
595         // A low value here results in wobbly range (0.001)
596         // A low value can cause oscillation in very nonlinear time/range curves.
597         // A high value here results in slow changing range (0.0025)
598         // SUGG: This could be dynamically adjusted so that when
599         //       the camera is turning, this is lower
600         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
601         f32 min_time_per_range = 0.0005;
602         if(m_time_per_range < min_time_per_range)
603         {
604                 m_time_per_range = min_time_per_range;
605                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
606         }
607         else
608         {
609                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
610         }
611
612         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
613         // Dampen the change a bit to kill oscillations
614         //wanted_range_change *= 0.9;
615         //wanted_range_change *= 0.75;
616         wanted_range_change *= 0.5;
617         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
618
619         // If needed range change is very small, just return
620         if(fabs(wanted_range_change) < 0.001)
621         {
622                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
623                 return;
624         }
625
626         new_range += wanted_range_change;
627         
628         //f32 new_range_unclamped = new_range;
629         new_range = MYMAX(new_range, viewing_range_min);
630         new_range = MYMIN(new_range, viewing_range_max);
631         /*dstream<<"new_range="<<new_range_unclamped
632                         <<", clamped to "<<new_range<<std::endl;*/
633
634         m_range_old = m_draw_control.wanted_range;
635         m_busytime_old = busytime_in;
636
637         m_draw_control.wanted_range = new_range;
638 }
639
640 void Camera::setDigging(s32 button)
641 {
642         if (m_digging_button == -1)
643                 m_digging_button = button;
644 }
645
646 void Camera::wield(const ItemStack &item)
647 {
648         if (item.name != m_wield_item_next.name) {
649                 m_wield_item_next = item;
650                 if (m_wield_change_timer > 0)
651                         m_wield_change_timer = -m_wield_change_timer;
652                 else if (m_wield_change_timer == 0)
653                         m_wield_change_timer = -0.001;
654         }
655 }
656
657 void Camera::drawWieldedTool(irr::core::matrix4* translation)
658 {
659         // Clear Z buffer so that the wielded tool stay in front of world geometry
660         m_wieldmgr->getVideoDriver()->clearZBuffer();
661
662         // Draw the wielded node (in a separate scene manager)
663         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
664         cam->setAspectRatio(m_cameranode->getAspectRatio());
665         cam->setFOV(72.0*M_PI/180.0);
666         cam->setNearValue(0.1);
667         cam->setFarValue(1000);
668         if (translation != NULL)
669         {
670                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
671                 irr::core::vector3df focusPoint = (cam->getTarget()
672                                 - cam->getAbsolutePosition()).setLength(1)
673                                 + cam->getAbsolutePosition();
674
675                 irr::core::vector3df camera_pos =
676                                 (startMatrix * *translation).getTranslation();
677                 cam->setPosition(camera_pos);
678                 cam->setTarget(focusPoint);
679         }
680         m_wieldmgr->drawAll();
681 }