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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::wstring& error_message)
123 {
124         if (m_playernode == NULL)
125         {
126                 error_message = L"Failed to create the player scene node";
127                 return false;
128         }
129         if (m_headnode == NULL)
130         {
131                 error_message = L"Failed to create the head scene node";
132                 return false;
133         }
134         if (m_cameranode == NULL)
135         {
136                 error_message = L"Failed to create the camera scene node";
137                 return false;
138         }
139         if (m_wieldmgr == NULL)
140         {
141                 error_message = L"Failed to create the wielded item scene manager";
142                 return false;
143         }
144         if (m_wieldnode == NULL)
145         {
146                 error_message = L"Failed to create the wielded item scene node";
147                 return false;
148         }
149         return true;
150 }
151
152 // Returns the fractional part of x
153 inline f32 my_modf(f32 x)
154 {
155         double dummy;
156         return modf(x, &dummy);
157 }
158
159 void Camera::step(f32 dtime)
160 {
161         if(m_view_bobbing_fall > 0)
162         {
163                 m_view_bobbing_fall -= 3 * dtime;
164                 if(m_view_bobbing_fall <= 0)
165                         m_view_bobbing_fall = -1; // Mark the effect as finished
166         }
167
168         bool was_under_zero = m_wield_change_timer < 0;
169         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
170
171         if (m_wield_change_timer >= 0 && was_under_zero)
172                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
173
174         if (m_view_bobbing_state != 0)
175         {
176                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
177                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
178                 if (m_view_bobbing_state == 2)
179                 {
180 #if 0
181                         // Animation is getting turned off
182                         if (m_view_bobbing_anim < 0.5)
183                                 m_view_bobbing_anim -= offset;
184                         else
185                                 m_view_bobbing_anim += offset;
186                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
187                         {
188                                 m_view_bobbing_anim = 0;
189                                 m_view_bobbing_state = 0;
190                         }
191 #endif
192 #if 1
193                         // Animation is getting turned off
194                         if(m_view_bobbing_anim < 0.25)
195                         {
196                                 m_view_bobbing_anim -= offset;
197                         } else if(m_view_bobbing_anim > 0.75) {
198                                 m_view_bobbing_anim += offset;
199                         }
200                         if(m_view_bobbing_anim < 0.5)
201                         {
202                                 m_view_bobbing_anim += offset;
203                                 if(m_view_bobbing_anim > 0.5)
204                                         m_view_bobbing_anim = 0.5;
205                         } else {
206                                 m_view_bobbing_anim -= offset;
207                                 if(m_view_bobbing_anim < 0.5)
208                                         m_view_bobbing_anim = 0.5;
209                         }
210                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
211                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
212                         {
213                                 m_view_bobbing_anim = 0;
214                                 m_view_bobbing_state = 0;
215                         }
216 #endif
217                 }
218                 else
219                 {
220                         float was = m_view_bobbing_anim;
221                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
222                         bool step = (was == 0 ||
223                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
224                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
225                         if(step)
226                         {
227                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
228                                 m_gamedef->event()->put(e);
229                         }
230                 }
231         }
232
233         if (m_digging_button != -1)
234         {
235                 f32 offset = dtime * 3.5;
236                 float m_digging_anim_was = m_digging_anim;
237                 m_digging_anim += offset;
238                 if (m_digging_anim >= 1)
239                 {
240                         m_digging_anim = 0;
241                         m_digging_button = -1;
242                 }
243                 float lim = 0.15;
244                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
245                 {
246                         if(m_digging_button == 0)
247                         {
248                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
249                                 m_gamedef->event()->put(e);
250                         } else if(m_digging_button == 1) {
251                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
252                                 m_gamedef->event()->put(e);
253                         }
254                 }
255         }
256 }
257
258 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
259                 f32 tool_reload_ratio, ClientEnvironment &c_env)
260 {
261         // Get player position
262         // Smooth the movement when walking up stairs
263         v3f old_player_position = m_playernode->getPosition();
264         v3f player_position = player->getPosition();
265         if (player->isAttached && player->parent)
266                 player_position = player->parent->getPosition();
267         //if(player->touching_ground && player_position.Y > old_player_position.Y)
268         if(player->touching_ground &&
269                         player_position.Y > old_player_position.Y)
270         {
271                 f32 oldy = old_player_position.Y;
272                 f32 newy = player_position.Y;
273                 f32 t = exp(-23*frametime);
274                 player_position.Y = oldy * t + newy * (1-t);
275         }
276
277         // Set player node transformation
278         m_playernode->setPosition(player_position);
279         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
280         m_playernode->updateAbsolutePosition();
281
282         // Get camera tilt timer (hurt animation)
283         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
284
285         // Fall bobbing animation
286         float fall_bobbing = 0;
287         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
288         {
289                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
290                         player->camera_impact = m_view_bobbing_fall = 0;
291                 else if(m_view_bobbing_fall == 0) // Initialize effect
292                         m_view_bobbing_fall = 1;
293
294                 // Convert 0 -> 1 to 0 -> 1 -> 0
295                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
296                 // Smoothen and invert the above
297                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
298                 // Amplify according to the intensity of the impact
299                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
300
301                 fall_bobbing *= m_cache_fall_bobbing_amount;
302         }
303
304         // Calculate players eye offset for different camera modes
305         v3f PlayerEyeOffset = player->getEyeOffset();
306         if (m_camera_mode == CAMERA_MODE_FIRST)
307                 PlayerEyeOffset += player->eye_offset_first;
308         else
309                 PlayerEyeOffset += player->eye_offset_third;
310
311         // Set head node transformation
312         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
313         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
314         m_headnode->updateAbsolutePosition();
315
316         // Compute relative camera position and target
317         v3f rel_cam_pos = v3f(0,0,0);
318         v3f rel_cam_target = v3f(0,0,1);
319         v3f rel_cam_up = v3f(0,1,0);
320
321         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
322         {
323                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
324                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
325
326                 #if 1
327                 f32 bobknob = 1.2;
328                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
329                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
330
331                 v3f bobvec = v3f(
332                         0.3 * bobdir * sin(bobfrac * M_PI),
333                         -0.28 * bobtmp * bobtmp,
334                         0.);
335
336                 //rel_cam_pos += 0.2 * bobvec;
337                 //rel_cam_target += 0.03 * bobvec;
338                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
339                 float f = 1.0;
340                 f *= m_cache_view_bobbing_amount;
341                 rel_cam_pos += bobvec * f;
342                 //rel_cam_target += 0.995 * bobvec * f;
343                 rel_cam_target += bobvec * f;
344                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
345                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
346                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
347                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
348                 #else
349                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
350                 f32 angle_rad = angle_deg * M_PI / 180;
351                 f32 r = 0.05;
352                 v3f off = v3f(
353                         r * sin(angle_rad),
354                         r * (cos(angle_rad) - 1),
355                         0);
356                 rel_cam_pos += off;
357                 //rel_cam_target += off;
358                 rel_cam_up.rotateXYBy(angle_deg);
359                 #endif
360
361         }
362
363         // Compute absolute camera position and target
364         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
365         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
366
367         v3f abs_cam_up;
368         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
369
370         // Seperate camera position for calculation
371         v3f my_cp = m_camera_position;
372
373         // Reposition the camera for third person view
374         if (m_camera_mode > CAMERA_MODE_FIRST)
375         {
376                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
377                         m_camera_direction *= -1;
378
379                 my_cp.Y += 2;
380
381                 // Calculate new position
382                 bool abort = false;
383                 for (int i = BS; i <= BS*2.75; i++)
384                 {
385                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
386                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
387                         if (i > 12)
388                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
389
390                         // Prevent camera positioned inside nodes
391                         INodeDefManager *nodemgr = m_gamedef->ndef();
392                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
393                         const ContentFeatures& features = nodemgr->get(n);
394                         if(features.walkable)
395                         {
396                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
397                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
398                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
399                                 abort = true;
400                                 break;
401                         }
402                 }
403
404                 // If node blocks camera position don't move y to heigh
405                 if (abort && my_cp.Y > player_position.Y+BS*2)
406                         my_cp.Y = player_position.Y+BS*2;
407         }
408
409         // Update offset if too far away from the center of the map
410         m_camera_offset.X += CAMERA_OFFSET_STEP*
411                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
412         m_camera_offset.Y += CAMERA_OFFSET_STEP*
413                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
414         m_camera_offset.Z += CAMERA_OFFSET_STEP*
415                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
416
417         // Set camera node transformation
418         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
419         m_cameranode->setUpVector(abs_cam_up);
420         // *100.0 helps in large map coordinates
421         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
422
423         // update the camera position in front-view mode to render blocks behind player
424         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
425                 m_camera_position = my_cp;
426
427         // Get FOV setting
428         f32 fov_degrees = m_cache_fov;
429         fov_degrees = MYMAX(fov_degrees, 10.0);
430         fov_degrees = MYMIN(fov_degrees, 170.0);
431
432         // FOV and aspect ratio
433         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
434         m_fov_y = fov_degrees * M_PI / 180.0;
435         // Increase vertical FOV on lower aspect ratios (<16:10)
436         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
437         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
438         m_cameranode->setAspectRatio(m_aspect);
439         m_cameranode->setFOV(m_fov_y);
440
441         // Position the wielded item
442         //v3f wield_position = v3f(45, -35, 65);
443         v3f wield_position = v3f(55, -35, 65);
444         //v3f wield_rotation = v3f(-100, 120, -100);
445         v3f wield_rotation = v3f(-100, 120, -100);
446         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
447         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
448         {
449                 f32 frac = 1.0;
450                 if(m_digging_anim > 0.5)
451                         frac = 2.0 * (m_digging_anim - 0.5);
452                 // This value starts from 1 and settles to 0
453                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
454                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
455                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
456                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
457                 //wield_position.Z += frac * 5.0 * ratiothing2;
458                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
459                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
460                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
461                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
462         }
463         if (m_digging_button != -1)
464         {
465                 f32 digfrac = m_digging_anim;
466                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
467                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
468                 wield_position.Z += 25 * 0.5;
469
470                 // Euler angles are PURE EVIL, so why not use quaternions?
471                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
472                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
473                 core::quaternion quat_slerp;
474                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
475                 quat_slerp.toEuler(wield_rotation);
476                 wield_rotation *= core::RADTODEG;
477         } else {
478                 f32 bobfrac = my_modf(m_view_bobbing_anim);
479                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
480                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
481         }
482         m_wieldnode->setPosition(wield_position);
483         m_wieldnode->setRotation(wield_rotation);
484
485         // Shine light upon the wield mesh
486         video::SColor black(255,0,0,0);
487         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
488         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
489         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
490
491         // Render distance feedback loop
492         updateViewingRange(frametime, busytime);
493
494         // If the player is walking, swimming, or climbing,
495         // view bobbing is enabled and free_move is off,
496         // start (or continue) the view bobbing animation.
497         v3f speed = player->getSpeed();
498         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
499         const bool movement_Y = abs(speed.Y) > BS;
500
501         const bool walking = movement_XZ && player->touching_ground;
502         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
503         const bool climbing = movement_Y && player->is_climbing;
504         if ((walking || swimming || climbing) &&
505                         m_cache_view_bobbing &&
506                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
507         {
508                 // Start animation
509                 m_view_bobbing_state = 1;
510                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
511         }
512         else if (m_view_bobbing_state == 1)
513         {
514                 // Stop animation
515                 m_view_bobbing_state = 2;
516                 m_view_bobbing_speed = 60;
517         }
518 }
519
520 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
521 {
522         if (m_draw_control.range_all)
523                 return;
524
525         m_added_busytime += busytime_in;
526         m_added_frames += 1;
527
528         m_frametime_counter -= frametime_in;
529         if (m_frametime_counter > 0)
530                 return;
531         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
532
533         /*dstream<<__FUNCTION_NAME
534                         <<": Collected "<<m_added_frames<<" frames, total of "
535                         <<m_added_busytime<<"s."<<std::endl;
536
537         dstream<<"m_draw_control.blocks_drawn="
538                         <<m_draw_control.blocks_drawn
539                         <<", m_draw_control.blocks_would_have_drawn="
540                         <<m_draw_control.blocks_would_have_drawn
541                         <<std::endl;*/
542
543         // Get current viewing range and FPS settings
544         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
545         viewing_range_min = MYMAX(15.0, viewing_range_min);
546
547         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
548         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
549
550         // Immediately apply hard limits
551         if(m_draw_control.wanted_range < viewing_range_min)
552                 m_draw_control.wanted_range = viewing_range_min;
553         if(m_draw_control.wanted_range > viewing_range_max)
554                 m_draw_control.wanted_range = viewing_range_max;
555
556         // Just so big a value that everything rendered is visible
557         // Some more allowance than viewing_range_max * BS because of clouds,
558         // active objects, etc.
559         if(viewing_range_max < 200*BS)
560                 m_cameranode->setFarValue(200 * BS * 10);
561         else
562                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
563
564         f32 wanted_fps = m_cache_wanted_fps;
565         wanted_fps = MYMAX(wanted_fps, 1.0);
566         f32 wanted_frametime = 1.0 / wanted_fps;
567
568         m_draw_control.wanted_min_range = viewing_range_min;
569         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
570         if (m_draw_control.wanted_max_blocks < 10)
571                 m_draw_control.wanted_max_blocks = 10;
572
573         f32 block_draw_ratio = 1.0;
574         if (m_draw_control.blocks_would_have_drawn != 0)
575         {
576                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
577                         / (f32)m_draw_control.blocks_would_have_drawn;
578         }
579
580         // Calculate the average frametime in the case that all wanted
581         // blocks had been drawn
582         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
583
584         m_added_busytime = 0.0;
585         m_added_frames = 0;
586
587         f32 wanted_frametime_change = wanted_frametime - frametime;
588         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
589         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
590
591         // If needed frametime change is small, just return
592         // This value was 0.4 for many months until 2011-10-18 by c55;
593         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
594         {
595                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
596                 return;
597         }
598
599         f32 range = m_draw_control.wanted_range;
600         f32 new_range = range;
601
602         f32 d_range = range - m_range_old;
603         f32 d_busytime = busytime_in - m_busytime_old;
604         if (d_range != 0)
605         {
606                 m_time_per_range = d_busytime / d_range;
607         }
608         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
609         g_profiler->avg("time_per_range", m_time_per_range);
610
611         // The minimum allowed calculated frametime-range derivative:
612         // Practically this sets the maximum speed of changing the range.
613         // The lower this value, the higher the maximum changing speed.
614         // A low value here results in wobbly range (0.001)
615         // A low value can cause oscillation in very nonlinear time/range curves.
616         // A high value here results in slow changing range (0.0025)
617         // SUGG: This could be dynamically adjusted so that when
618         //       the camera is turning, this is lower
619         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
620         f32 min_time_per_range = 0.0005;
621         if(m_time_per_range < min_time_per_range)
622         {
623                 m_time_per_range = min_time_per_range;
624                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
625         }
626         else
627         {
628                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
629         }
630
631         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
632         // Dampen the change a bit to kill oscillations
633         //wanted_range_change *= 0.9;
634         //wanted_range_change *= 0.75;
635         wanted_range_change *= 0.5;
636         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
637
638         // If needed range change is very small, just return
639         if(fabs(wanted_range_change) < 0.001)
640         {
641                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
642                 return;
643         }
644
645         new_range += wanted_range_change;
646
647         //f32 new_range_unclamped = new_range;
648         new_range = MYMAX(new_range, viewing_range_min);
649         new_range = MYMIN(new_range, viewing_range_max);
650         /*dstream<<"new_range="<<new_range_unclamped
651                         <<", clamped to "<<new_range<<std::endl;*/
652
653         m_range_old = m_draw_control.wanted_range;
654         m_busytime_old = busytime_in;
655
656         m_draw_control.wanted_range = new_range;
657 }
658
659 void Camera::setDigging(s32 button)
660 {
661         if (m_digging_button == -1)
662                 m_digging_button = button;
663 }
664
665 void Camera::wield(const ItemStack &item)
666 {
667         if (item.name != m_wield_item_next.name) {
668                 m_wield_item_next = item;
669                 if (m_wield_change_timer > 0)
670                         m_wield_change_timer = -m_wield_change_timer;
671                 else if (m_wield_change_timer == 0)
672                         m_wield_change_timer = -0.001;
673         }
674 }
675
676 void Camera::drawWieldedTool(irr::core::matrix4* translation)
677 {
678         // Clear Z buffer so that the wielded tool stay in front of world geometry
679         m_wieldmgr->getVideoDriver()->clearZBuffer();
680
681         // Draw the wielded node (in a separate scene manager)
682         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
683         cam->setAspectRatio(m_cameranode->getAspectRatio());
684         cam->setFOV(72.0*M_PI/180.0);
685         cam->setNearValue(0.1);
686         cam->setFarValue(1000);
687         if (translation != NULL)
688         {
689                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
690                 irr::core::vector3df focusPoint = (cam->getTarget()
691                                 - cam->getAbsolutePosition()).setLength(1)
692                                 + cam->getAbsolutePosition();
693
694                 irr::core::vector3df camera_pos =
695                                 (startMatrix * *translation).getTranslation();
696                 cam->setPosition(camera_pos);
697                 cam->setTarget(focusPoint);
698         }
699         m_wieldmgr->drawAll();
700 }