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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         /* 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         }
135         return error_message.empty();
136 }
137
138 // Returns the fractional part of x
139 inline f32 my_modf(f32 x)
140 {
141         double dummy;
142         return modf(x, &dummy);
143 }
144
145 void Camera::step(f32 dtime)
146 {
147         if(m_view_bobbing_fall > 0)
148         {
149                 m_view_bobbing_fall -= 3 * dtime;
150                 if(m_view_bobbing_fall <= 0)
151                         m_view_bobbing_fall = -1; // Mark the effect as finished
152         }
153
154         bool was_under_zero = m_wield_change_timer < 0;
155         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
156
157         if (m_wield_change_timer >= 0 && was_under_zero)
158                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
159
160         if (m_view_bobbing_state != 0)
161         {
162                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
163                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
164                 if (m_view_bobbing_state == 2)
165                 {
166 #if 0
167                         // Animation is getting turned off
168                         if (m_view_bobbing_anim < 0.5)
169                                 m_view_bobbing_anim -= offset;
170                         else
171                                 m_view_bobbing_anim += offset;
172                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
173                         {
174                                 m_view_bobbing_anim = 0;
175                                 m_view_bobbing_state = 0;
176                         }
177 #endif
178 #if 1
179                         // Animation is getting turned off
180                         if(m_view_bobbing_anim < 0.25)
181                         {
182                                 m_view_bobbing_anim -= offset;
183                         } else if(m_view_bobbing_anim > 0.75) {
184                                 m_view_bobbing_anim += offset;
185                         }
186                         if(m_view_bobbing_anim < 0.5)
187                         {
188                                 m_view_bobbing_anim += offset;
189                                 if(m_view_bobbing_anim > 0.5)
190                                         m_view_bobbing_anim = 0.5;
191                         } else {
192                                 m_view_bobbing_anim -= offset;
193                                 if(m_view_bobbing_anim < 0.5)
194                                         m_view_bobbing_anim = 0.5;
195                         }
196                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
197                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
198                         {
199                                 m_view_bobbing_anim = 0;
200                                 m_view_bobbing_state = 0;
201                         }
202 #endif
203                 }
204                 else
205                 {
206                         float was = m_view_bobbing_anim;
207                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
208                         bool step = (was == 0 ||
209                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
210                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
211                         if(step)
212                         {
213                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
214                                 m_gamedef->event()->put(e);
215                         }
216                 }
217         }
218
219         if (m_digging_button != -1)
220         {
221                 f32 offset = dtime * 3.5;
222                 float m_digging_anim_was = m_digging_anim;
223                 m_digging_anim += offset;
224                 if (m_digging_anim >= 1)
225                 {
226                         m_digging_anim = 0;
227                         m_digging_button = -1;
228                 }
229                 float lim = 0.15;
230                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
231                 {
232                         if(m_digging_button == 0)
233                         {
234                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
235                                 m_gamedef->event()->put(e);
236                         } else if(m_digging_button == 1) {
237                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
238                                 m_gamedef->event()->put(e);
239                         }
240                 }
241         }
242 }
243
244 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
245                 f32 tool_reload_ratio, ClientEnvironment &c_env)
246 {
247         // Get player position
248         // Smooth the movement when walking up stairs
249         v3f old_player_position = m_playernode->getPosition();
250         v3f player_position = player->getPosition();
251         if (player->isAttached && player->parent)
252                 player_position = player->parent->getPosition();
253         //if(player->touching_ground && player_position.Y > old_player_position.Y)
254         if(player->touching_ground &&
255                         player_position.Y > old_player_position.Y)
256         {
257                 f32 oldy = old_player_position.Y;
258                 f32 newy = player_position.Y;
259                 f32 t = exp(-23*frametime);
260                 player_position.Y = oldy * t + newy * (1-t);
261         }
262
263         // Set player node transformation
264         m_playernode->setPosition(player_position);
265         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
266         m_playernode->updateAbsolutePosition();
267
268         // Get camera tilt timer (hurt animation)
269         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
270
271         // Fall bobbing animation
272         float fall_bobbing = 0;
273         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
274         {
275                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
276                         player->camera_impact = m_view_bobbing_fall = 0;
277                 else if(m_view_bobbing_fall == 0) // Initialize effect
278                         m_view_bobbing_fall = 1;
279
280                 // Convert 0 -> 1 to 0 -> 1 -> 0
281                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
282                 // Smoothen and invert the above
283                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
284                 // Amplify according to the intensity of the impact
285                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
286
287                 fall_bobbing *= m_cache_fall_bobbing_amount;
288         }
289
290         // Calculate players eye offset for different camera modes
291         v3f PlayerEyeOffset = player->getEyeOffset();
292         if (m_camera_mode == CAMERA_MODE_FIRST)
293                 PlayerEyeOffset += player->eye_offset_first;
294         else
295                 PlayerEyeOffset += player->eye_offset_third;
296
297         // Set head node transformation
298         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
299         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
300         m_headnode->updateAbsolutePosition();
301
302         // Compute relative camera position and target
303         v3f rel_cam_pos = v3f(0,0,0);
304         v3f rel_cam_target = v3f(0,0,1);
305         v3f rel_cam_up = v3f(0,1,0);
306
307         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
308         {
309                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
310                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
311
312                 #if 1
313                 f32 bobknob = 1.2;
314                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
315                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
316
317                 v3f bobvec = v3f(
318                         0.3 * bobdir * sin(bobfrac * M_PI),
319                         -0.28 * bobtmp * bobtmp,
320                         0.);
321
322                 //rel_cam_pos += 0.2 * bobvec;
323                 //rel_cam_target += 0.03 * bobvec;
324                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
325                 float f = 1.0;
326                 f *= m_cache_view_bobbing_amount;
327                 rel_cam_pos += bobvec * f;
328                 //rel_cam_target += 0.995 * bobvec * f;
329                 rel_cam_target += bobvec * f;
330                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
331                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
332                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
333                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
334                 #else
335                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
336                 f32 angle_rad = angle_deg * M_PI / 180;
337                 f32 r = 0.05;
338                 v3f off = v3f(
339                         r * sin(angle_rad),
340                         r * (cos(angle_rad) - 1),
341                         0);
342                 rel_cam_pos += off;
343                 //rel_cam_target += off;
344                 rel_cam_up.rotateXYBy(angle_deg);
345                 #endif
346
347         }
348
349         // Compute absolute camera position and target
350         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
351         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
352
353         v3f abs_cam_up;
354         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
355
356         // Seperate camera position for calculation
357         v3f my_cp = m_camera_position;
358
359         // Reposition the camera for third person view
360         if (m_camera_mode > CAMERA_MODE_FIRST)
361         {
362                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
363                         m_camera_direction *= -1;
364
365                 my_cp.Y += 2;
366
367                 // Calculate new position
368                 bool abort = false;
369                 for (int i = BS; i <= BS*2.75; i++)
370                 {
371                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
372                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
373                         if (i > 12)
374                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
375
376                         // Prevent camera positioned inside nodes
377                         INodeDefManager *nodemgr = m_gamedef->ndef();
378                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
379                         const ContentFeatures& features = nodemgr->get(n);
380                         if(features.walkable)
381                         {
382                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
383                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
384                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
385                                 abort = true;
386                                 break;
387                         }
388                 }
389
390                 // If node blocks camera position don't move y to heigh
391                 if (abort && my_cp.Y > player_position.Y+BS*2)
392                         my_cp.Y = player_position.Y+BS*2;
393         }
394
395         // Update offset if too far away from the center of the map
396         m_camera_offset.X += CAMERA_OFFSET_STEP*
397                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
398         m_camera_offset.Y += CAMERA_OFFSET_STEP*
399                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
400         m_camera_offset.Z += CAMERA_OFFSET_STEP*
401                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
402
403         // Set camera node transformation
404         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
405         m_cameranode->setUpVector(abs_cam_up);
406         // *100.0 helps in large map coordinates
407         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
408
409         // update the camera position in front-view mode to render blocks behind player
410         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
411                 m_camera_position = my_cp;
412
413         // Get FOV setting
414         f32 fov_degrees = m_cache_fov;
415         fov_degrees = MYMAX(fov_degrees, 10.0);
416         fov_degrees = MYMIN(fov_degrees, 170.0);
417
418         // FOV and aspect ratio
419         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
420         m_fov_y = fov_degrees * M_PI / 180.0;
421         // Increase vertical FOV on lower aspect ratios (<16:10)
422         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
423         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
424         m_cameranode->setAspectRatio(m_aspect);
425         m_cameranode->setFOV(m_fov_y);
426
427         // Position the wielded item
428         //v3f wield_position = v3f(45, -35, 65);
429         v3f wield_position = v3f(55, -35, 65);
430         //v3f wield_rotation = v3f(-100, 120, -100);
431         v3f wield_rotation = v3f(-100, 120, -100);
432         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
433         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
434         {
435                 f32 frac = 1.0;
436                 if(m_digging_anim > 0.5)
437                         frac = 2.0 * (m_digging_anim - 0.5);
438                 // This value starts from 1 and settles to 0
439                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
440                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
441                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
442                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
443                 //wield_position.Z += frac * 5.0 * ratiothing2;
444                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
445                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
446                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
447                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
448         }
449         if (m_digging_button != -1)
450         {
451                 f32 digfrac = m_digging_anim;
452                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
453                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
454                 wield_position.Z += 25 * 0.5;
455
456                 // Euler angles are PURE EVIL, so why not use quaternions?
457                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
458                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
459                 core::quaternion quat_slerp;
460                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
461                 quat_slerp.toEuler(wield_rotation);
462                 wield_rotation *= core::RADTODEG;
463         } else {
464                 f32 bobfrac = my_modf(m_view_bobbing_anim);
465                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
466                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
467         }
468         m_wieldnode->setPosition(wield_position);
469         m_wieldnode->setRotation(wield_rotation);
470
471         // Shine light upon the wield mesh
472         video::SColor black(255,0,0,0);
473         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
474         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
475         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
476
477         // Render distance feedback loop
478         updateViewingRange(frametime, busytime);
479
480         // If the player is walking, swimming, or climbing,
481         // view bobbing is enabled and free_move is off,
482         // start (or continue) the view bobbing animation.
483         v3f speed = player->getSpeed();
484         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
485         const bool movement_Y = abs(speed.Y) > BS;
486
487         const bool walking = movement_XZ && player->touching_ground;
488         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
489         const bool climbing = movement_Y && player->is_climbing;
490         if ((walking || swimming || climbing) &&
491                         m_cache_view_bobbing &&
492                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
493         {
494                 // Start animation
495                 m_view_bobbing_state = 1;
496                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
497         }
498         else if (m_view_bobbing_state == 1)
499         {
500                 // Stop animation
501                 m_view_bobbing_state = 2;
502                 m_view_bobbing_speed = 60;
503         }
504 }
505
506 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
507 {
508         if (m_draw_control.range_all)
509                 return;
510
511         m_added_busytime += busytime_in;
512         m_added_frames += 1;
513
514         m_frametime_counter -= frametime_in;
515         if (m_frametime_counter > 0)
516                 return;
517         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
518
519         /*dstream<<__FUNCTION_NAME
520                         <<": Collected "<<m_added_frames<<" frames, total of "
521                         <<m_added_busytime<<"s."<<std::endl;
522
523         dstream<<"m_draw_control.blocks_drawn="
524                         <<m_draw_control.blocks_drawn
525                         <<", m_draw_control.blocks_would_have_drawn="
526                         <<m_draw_control.blocks_would_have_drawn
527                         <<std::endl;*/
528
529         // Get current viewing range and FPS settings
530         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
531         viewing_range_min = MYMAX(15.0, viewing_range_min);
532
533         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
534         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
535
536         // Immediately apply hard limits
537         if(m_draw_control.wanted_range < viewing_range_min)
538                 m_draw_control.wanted_range = viewing_range_min;
539         if(m_draw_control.wanted_range > viewing_range_max)
540                 m_draw_control.wanted_range = viewing_range_max;
541
542         // Just so big a value that everything rendered is visible
543         // Some more allowance than viewing_range_max * BS because of clouds,
544         // active objects, etc.
545         if(viewing_range_max < 200*BS)
546                 m_cameranode->setFarValue(200 * BS * 10);
547         else
548                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
549
550         f32 wanted_fps = m_cache_wanted_fps;
551         wanted_fps = MYMAX(wanted_fps, 1.0);
552         f32 wanted_frametime = 1.0 / wanted_fps;
553
554         m_draw_control.wanted_min_range = viewing_range_min;
555         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
556         if (m_draw_control.wanted_max_blocks < 10)
557                 m_draw_control.wanted_max_blocks = 10;
558
559         f32 block_draw_ratio = 1.0;
560         if (m_draw_control.blocks_would_have_drawn != 0)
561         {
562                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
563                         / (f32)m_draw_control.blocks_would_have_drawn;
564         }
565
566         // Calculate the average frametime in the case that all wanted
567         // blocks had been drawn
568         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
569
570         m_added_busytime = 0.0;
571         m_added_frames = 0;
572
573         f32 wanted_frametime_change = wanted_frametime - frametime;
574         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
575         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
576
577         // If needed frametime change is small, just return
578         // This value was 0.4 for many months until 2011-10-18 by c55;
579         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
580         {
581                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
582                 return;
583         }
584
585         f32 range = m_draw_control.wanted_range;
586         f32 new_range = range;
587
588         f32 d_range = range - m_range_old;
589         f32 d_busytime = busytime_in - m_busytime_old;
590         if (d_range != 0)
591         {
592                 m_time_per_range = d_busytime / d_range;
593         }
594         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
595         g_profiler->avg("time_per_range", m_time_per_range);
596
597         // The minimum allowed calculated frametime-range derivative:
598         // Practically this sets the maximum speed of changing the range.
599         // The lower this value, the higher the maximum changing speed.
600         // A low value here results in wobbly range (0.001)
601         // A low value can cause oscillation in very nonlinear time/range curves.
602         // A high value here results in slow changing range (0.0025)
603         // SUGG: This could be dynamically adjusted so that when
604         //       the camera is turning, this is lower
605         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
606         f32 min_time_per_range = 0.0005;
607         if(m_time_per_range < min_time_per_range)
608         {
609                 m_time_per_range = min_time_per_range;
610                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
611         }
612         else
613         {
614                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
615         }
616
617         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
618         // Dampen the change a bit to kill oscillations
619         //wanted_range_change *= 0.9;
620         //wanted_range_change *= 0.75;
621         wanted_range_change *= 0.5;
622         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
623
624         // If needed range change is very small, just return
625         if(fabs(wanted_range_change) < 0.001)
626         {
627                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
628                 return;
629         }
630
631         new_range += wanted_range_change;
632
633         //f32 new_range_unclamped = new_range;
634         new_range = MYMAX(new_range, viewing_range_min);
635         new_range = MYMIN(new_range, viewing_range_max);
636         /*dstream<<"new_range="<<new_range_unclamped
637                         <<", clamped to "<<new_range<<std::endl;*/
638
639         m_range_old = m_draw_control.wanted_range;
640         m_busytime_old = busytime_in;
641
642         m_draw_control.wanted_range = new_range;
643 }
644
645 void Camera::setDigging(s32 button)
646 {
647         if (m_digging_button == -1)
648                 m_digging_button = button;
649 }
650
651 void Camera::wield(const ItemStack &item)
652 {
653         if (item.name != m_wield_item_next.name) {
654                 m_wield_item_next = item;
655                 if (m_wield_change_timer > 0)
656                         m_wield_change_timer = -m_wield_change_timer;
657                 else if (m_wield_change_timer == 0)
658                         m_wield_change_timer = -0.001;
659         }
660 }
661
662 void Camera::drawWieldedTool(irr::core::matrix4* translation)
663 {
664         // Clear Z buffer so that the wielded tool stay in front of world geometry
665         m_wieldmgr->getVideoDriver()->clearZBuffer();
666
667         // Draw the wielded node (in a separate scene manager)
668         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
669         cam->setAspectRatio(m_cameranode->getAspectRatio());
670         cam->setFOV(72.0*M_PI/180.0);
671         cam->setNearValue(0.1);
672         cam->setFarValue(1000);
673         if (translation != NULL)
674         {
675                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
676                 irr::core::vector3df focusPoint = (cam->getTarget()
677                                 - cam->getAbsolutePosition()).setLength(1)
678                                 + cam->getAbsolutePosition();
679
680                 irr::core::vector3df camera_pos =
681                                 (startMatrix * *translation).getTranslation();
682                 cam->setPosition(camera_pos);
683                 cam->setTarget(focusPoint);
684         }
685         m_wieldmgr->drawAll();
686 }