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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 "mesh.h"
27 #include "player.h"
28 #include "tile.h"
29 #include <cmath>
30 #include "settings.h"
31 #include "itemdef.h" // For wield visualization
32 #include "noise.h" // easeCurve
33 #include "gamedef.h"
34 #include "sound.h"
35 #include "event.h"
36 #include "profiler.h"
37 #include "util/numeric.h"
38 #include "util/mathconstants.h"
39 #include "constants.h"
40
41 #define CAMERA_OFFSET_STEP 200
42
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
44                 IGameDef *gamedef):
45         m_smgr(smgr),
46         m_playernode(NULL),
47         m_headnode(NULL),
48         m_cameranode(NULL),
49
50         m_wieldmgr(NULL),
51         m_wieldnode(NULL),
52         m_wieldlight(0),
53
54         m_draw_control(draw_control),
55         m_gamedef(gamedef),
56
57         m_camera_position(0,0,0),
58         m_camera_direction(0,0,0),
59         m_camera_offset(0,0,0),
60
61         m_aspect(1.0),
62         m_fov_x(1.0),
63         m_fov_y(1.0),
64
65         m_added_busytime(0),
66         m_added_frames(0),
67         m_range_old(0),
68         m_busytime_old(0),
69         m_frametime_counter(0),
70         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
71
72         m_view_bobbing_anim(0),
73         m_view_bobbing_state(0),
74         m_view_bobbing_speed(0),
75         m_view_bobbing_fall(0),
76
77         m_digging_anim(0),
78         m_digging_button(-1),
79         m_dummymesh(createCubeMesh(v3f(1,1,1))),
80
81         m_wield_change_timer(0.125),
82         m_wield_mesh_next(NULL),
83         m_previous_playeritem(-1),
84         m_previous_itemname("")
85 {
86         //dstream<<__FUNCTION_NAME<<std::endl;
87
88         // note: making the camera node a child of the player node
89         // would lead to unexpected behaviour, so we don't do that.
90         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
91         m_headnode = smgr->addEmptySceneNode(m_playernode);
92         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
93         m_cameranode->bindTargetAndRotation(true);
94
95         // This needs to be in its own scene manager. It is drawn after
96         // all other 3D scene nodes and before the GUI.
97         m_wieldmgr = smgr->createNewSceneManager();
98         m_wieldmgr->addCameraSceneNode();
99         m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
100 }
101
102 Camera::~Camera()
103 {
104         m_wieldmgr->drop();
105
106         delete m_dummymesh;
107 }
108
109 bool Camera::successfullyCreated(std::wstring& error_message)
110 {
111         if (m_playernode == NULL)
112         {
113                 error_message = L"Failed to create the player scene node";
114                 return false;
115         }
116         if (m_headnode == NULL)
117         {
118                 error_message = L"Failed to create the head scene node";
119                 return false;
120         }
121         if (m_cameranode == NULL)
122         {
123                 error_message = L"Failed to create the camera scene node";
124                 return false;
125         }
126         if (m_wieldmgr == NULL)
127         {
128                 error_message = L"Failed to create the wielded item scene manager";
129                 return false;
130         }
131         if (m_wieldnode == NULL)
132         {
133                 error_message = L"Failed to create the wielded item scene node";
134                 return false;
135         }
136         return true;
137 }
138
139 // Returns the fractional part of x
140 inline f32 my_modf(f32 x)
141 {
142         double dummy;
143         return modf(x, &dummy);
144 }
145
146 void Camera::step(f32 dtime)
147 {
148         if(m_view_bobbing_fall > 0)
149         {
150                 m_view_bobbing_fall -= 3 * dtime;
151                 if(m_view_bobbing_fall <= 0)
152                         m_view_bobbing_fall = -1; // Mark the effect as finished
153         }
154
155         bool was_under_zero = m_wield_change_timer < 0;
156         if(m_wield_change_timer < 0.125)
157                 m_wield_change_timer += dtime;
158         if(m_wield_change_timer > 0.125)
159                 m_wield_change_timer = 0.125;
160
161         if(m_wield_change_timer >= 0 && was_under_zero) {
162                 if(m_wield_mesh_next) {
163                         m_wieldnode->setMesh(m_wield_mesh_next);
164                         m_wieldnode->setVisible(true);
165                 } else {
166                         m_wieldnode->setVisible(false);
167                 }
168                 m_wield_mesh_next = NULL;
169         }
170
171         if (m_view_bobbing_state != 0)
172         {
173                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
174                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
175                 if (m_view_bobbing_state == 2)
176                 {
177 #if 0
178                         // Animation is getting turned off
179                         if (m_view_bobbing_anim < 0.5)
180                                 m_view_bobbing_anim -= offset;
181                         else
182                                 m_view_bobbing_anim += offset;
183                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
184                         {
185                                 m_view_bobbing_anim = 0;
186                                 m_view_bobbing_state = 0;
187                         }
188 #endif
189 #if 1
190                         // Animation is getting turned off
191                         if(m_view_bobbing_anim < 0.25){
192                                 m_view_bobbing_anim -= offset;
193                         } else if(m_view_bobbing_anim > 0.75){
194                                 m_view_bobbing_anim += offset;
195                         } if(m_view_bobbing_anim < 0.5){
196                                 m_view_bobbing_anim += offset;
197                                 if(m_view_bobbing_anim > 0.5)
198                                         m_view_bobbing_anim = 0.5;
199                         } else {
200                                 m_view_bobbing_anim -= offset;
201                                 if(m_view_bobbing_anim < 0.5)
202                                         m_view_bobbing_anim = 0.5;
203                         }
204                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
205                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
206                         {
207                                 m_view_bobbing_anim = 0;
208                                 m_view_bobbing_state = 0;
209                         }
210 #endif
211                 }
212                 else
213                 {
214                         float was = m_view_bobbing_anim;
215                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
216                         bool step = (was == 0 ||
217                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
218                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
219                         if(step){
220                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
221                                 m_gamedef->event()->put(e);
222                         }
223                 }
224         }
225
226         if (m_digging_button != -1)
227         {
228                 f32 offset = dtime * 3.5;
229                 float m_digging_anim_was = m_digging_anim;
230                 m_digging_anim += offset;
231                 if (m_digging_anim >= 1)
232                 {
233                         m_digging_anim = 0;
234                         m_digging_button = -1;
235                 }
236                 float lim = 0.15;
237                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
238                 {
239                         if(m_digging_button == 0){
240                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
241                                 m_gamedef->event()->put(e);
242                         } else if(m_digging_button == 1){
243                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
244                                 m_gamedef->event()->put(e);
245                         }
246                 }
247         }
248 }
249
250 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
251                 v2u32 screensize, f32 tool_reload_ratio)
252 {
253         // Get player position
254         // Smooth the movement when walking up stairs
255         v3f old_player_position = m_playernode->getPosition();
256         v3f player_position = player->getPosition();
257         if (player->isAttached && player->parent)
258                 player_position = player->parent->getPosition();
259         //if(player->touching_ground && player_position.Y > old_player_position.Y)
260         if(player->touching_ground &&
261                         player_position.Y > old_player_position.Y)
262         {
263                 f32 oldy = old_player_position.Y;
264                 f32 newy = player_position.Y;
265                 f32 t = exp(-23*frametime);
266                 player_position.Y = oldy * t + newy * (1-t);
267         }
268
269         // Set player node transformation
270         m_playernode->setPosition(player_position);
271         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
272         m_playernode->updateAbsolutePosition();
273
274         // Get camera tilt timer (hurt animation)
275         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
276
277         // Fall bobbing animation
278         float fall_bobbing = 0;
279         if(player->camera_impact >= 1)
280         {
281                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
282                         player->camera_impact = m_view_bobbing_fall = 0;
283                 else if(m_view_bobbing_fall == 0) // Initialize effect
284                         m_view_bobbing_fall = 1;
285
286                 // Convert 0 -> 1 to 0 -> 1 -> 0
287                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
288                 // Smoothen and invert the above
289                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
290                 // Amplify according to the intensity of the impact
291                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
292
293                 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
294         }
295
296         // Set head node transformation
297         m_headnode->setPosition(player->getEyeOffset()+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)
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         // Update offset if too far away from the center of the map
356         m_camera_offset.X += CAMERA_OFFSET_STEP*
357                         (((s16)(m_camera_position.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
358         m_camera_offset.Y += CAMERA_OFFSET_STEP*
359                         (((s16)(m_camera_position.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
360         m_camera_offset.Z += CAMERA_OFFSET_STEP*
361                         (((s16)(m_camera_position.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
362         
363         // Set camera node transformation
364         m_cameranode->setPosition(m_camera_position-intToFloat(m_camera_offset, BS));
365         m_cameranode->setUpVector(abs_cam_up);
366         // *100.0 helps in large map coordinates
367         m_cameranode->setTarget(m_camera_position-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
368
369         // Get FOV setting
370         f32 fov_degrees = g_settings->getFloat("fov");
371         fov_degrees = MYMAX(fov_degrees, 10.0);
372         fov_degrees = MYMIN(fov_degrees, 170.0);
373
374         // FOV and aspect ratio
375         m_aspect = (f32)screensize.X / (f32) screensize.Y;
376         m_fov_y = fov_degrees * M_PI / 180.0;
377         // Increase vertical FOV on lower aspect ratios (<16:10)
378         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
379         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
380         m_cameranode->setAspectRatio(m_aspect);
381         m_cameranode->setFOV(m_fov_y);
382
383         // Position the wielded item
384         //v3f wield_position = v3f(45, -35, 65);
385         v3f wield_position = v3f(55, -35, 65);
386         //v3f wield_rotation = v3f(-100, 120, -100);
387         v3f wield_rotation = v3f(-100, 120, -100);
388         if(m_wield_change_timer < 0)
389                 wield_position.Y -= 40 + m_wield_change_timer*320;
390         else
391                 wield_position.Y -= 40 - m_wield_change_timer*320;
392         if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
393                 f32 frac = 1.0;
394                 if(m_digging_anim > 0.5)
395                         frac = 2.0 * (m_digging_anim - 0.5);
396                 // This value starts from 1 and settles to 0
397                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
398                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
399                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
400                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
401                 //wield_position.Z += frac * 5.0 * ratiothing2;
402                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
403                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
404                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
405                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
406         }
407         if (m_digging_button != -1)
408         {
409                 f32 digfrac = m_digging_anim;
410                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
411                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
412                 wield_position.Z += 25 * 0.5;
413         
414                 // Euler angles are PURE EVIL, so why not use quaternions?
415                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
416                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
417                 core::quaternion quat_slerp;
418                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
419                 quat_slerp.toEuler(wield_rotation);
420                 wield_rotation *= core::RADTODEG;
421         }
422         else {
423                 f32 bobfrac = my_modf(m_view_bobbing_anim);
424                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
425                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
426         }
427         m_wieldnode->setPosition(wield_position);
428         m_wieldnode->setRotation(wield_rotation);
429         m_wieldlight = player->light;
430
431         // Render distance feedback loop
432         updateViewingRange(frametime, busytime);
433
434         // If the player seems to be walking on solid ground,
435         // view bobbing is enabled and free_move is off,
436         // start (or continue) the view bobbing animation.
437         v3f speed = player->getSpeed();
438         if ((hypot(speed.X, speed.Z) > BS) &&
439                 (player->touching_ground) &&
440                 (g_settings->getBool("view_bobbing") == true) &&
441                 (g_settings->getBool("free_move") == false ||
442                                 !m_gamedef->checkLocalPrivilege("fly")))
443         {
444                 // Start animation
445                 m_view_bobbing_state = 1;
446                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
447         }
448         else if (m_view_bobbing_state == 1)
449         {
450                 // Stop animation
451                 m_view_bobbing_state = 2;
452                 m_view_bobbing_speed = 60;
453         }
454 }
455
456 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
457 {
458         if (m_draw_control.range_all)
459                 return;
460
461         m_added_busytime += busytime_in;
462         m_added_frames += 1;
463
464         m_frametime_counter -= frametime_in;
465         if (m_frametime_counter > 0)
466                 return;
467         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
468
469         /*dstream<<__FUNCTION_NAME
470                         <<": Collected "<<m_added_frames<<" frames, total of "
471                         <<m_added_busytime<<"s."<<std::endl;
472
473         dstream<<"m_draw_control.blocks_drawn="
474                         <<m_draw_control.blocks_drawn
475                         <<", m_draw_control.blocks_would_have_drawn="
476                         <<m_draw_control.blocks_would_have_drawn
477                         <<std::endl;*/
478
479         // Get current viewing range and FPS settings
480         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
481         viewing_range_min = MYMAX(15.0, viewing_range_min);
482
483         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
484         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
485         
486         // Immediately apply hard limits
487         if(m_draw_control.wanted_range < viewing_range_min)
488                 m_draw_control.wanted_range = viewing_range_min;
489         if(m_draw_control.wanted_range > viewing_range_max)
490                 m_draw_control.wanted_range = viewing_range_max;
491
492         // Just so big a value that everything rendered is visible
493         // Some more allowance than viewing_range_max * BS because of clouds,
494         // active objects, etc.
495         if(viewing_range_max < 200*BS)
496                 m_cameranode->setFarValue(200 * BS * 10);
497         else
498                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
499
500         f32 wanted_fps = g_settings->getFloat("wanted_fps");
501         wanted_fps = MYMAX(wanted_fps, 1.0);
502         f32 wanted_frametime = 1.0 / wanted_fps;
503
504         m_draw_control.wanted_min_range = viewing_range_min;
505         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
506         if (m_draw_control.wanted_max_blocks < 10)
507                 m_draw_control.wanted_max_blocks = 10;
508
509         f32 block_draw_ratio = 1.0;
510         if (m_draw_control.blocks_would_have_drawn != 0)
511         {
512                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
513                         / (f32)m_draw_control.blocks_would_have_drawn;
514         }
515
516         // Calculate the average frametime in the case that all wanted
517         // blocks had been drawn
518         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
519
520         m_added_busytime = 0.0;
521         m_added_frames = 0;
522
523         f32 wanted_frametime_change = wanted_frametime - frametime;
524         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
525         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
526
527         // If needed frametime change is small, just return
528         // This value was 0.4 for many months until 2011-10-18 by c55;
529         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
530         {
531                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
532                 return;
533         }
534
535         f32 range = m_draw_control.wanted_range;
536         f32 new_range = range;
537
538         f32 d_range = range - m_range_old;
539         f32 d_busytime = busytime_in - m_busytime_old;
540         if (d_range != 0)
541         {
542                 m_time_per_range = d_busytime / d_range;
543         }
544         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
545         g_profiler->avg("time_per_range", m_time_per_range);
546
547         // The minimum allowed calculated frametime-range derivative:
548         // Practically this sets the maximum speed of changing the range.
549         // The lower this value, the higher the maximum changing speed.
550         // A low value here results in wobbly range (0.001)
551         // A low value can cause oscillation in very nonlinear time/range curves.
552         // A high value here results in slow changing range (0.0025)
553         // SUGG: This could be dynamically adjusted so that when
554         //       the camera is turning, this is lower
555         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
556         f32 min_time_per_range = 0.0005;
557         if(m_time_per_range < min_time_per_range)
558         {
559                 m_time_per_range = min_time_per_range;
560                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
561         }
562         else
563         {
564                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
565         }
566
567         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
568         // Dampen the change a bit to kill oscillations
569         //wanted_range_change *= 0.9;
570         //wanted_range_change *= 0.75;
571         wanted_range_change *= 0.5;
572         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
573
574         // If needed range change is very small, just return
575         if(fabs(wanted_range_change) < 0.001)
576         {
577                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
578                 return;
579         }
580
581         new_range += wanted_range_change;
582         
583         //f32 new_range_unclamped = new_range;
584         new_range = MYMAX(new_range, viewing_range_min);
585         new_range = MYMIN(new_range, viewing_range_max);
586         /*dstream<<"new_range="<<new_range_unclamped
587                         <<", clamped to "<<new_range<<std::endl;*/
588
589         m_range_old = m_draw_control.wanted_range;
590         m_busytime_old = busytime_in;
591
592         m_draw_control.wanted_range = new_range;
593 }
594
595 void Camera::setDigging(s32 button)
596 {
597         if (m_digging_button == -1)
598                 m_digging_button = button;
599 }
600
601 void Camera::wield(const ItemStack &item, u16 playeritem)
602 {
603         IItemDefManager *idef = m_gamedef->idef();
604         std::string itemname = item.getDefinition(idef).name;
605         m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
606         if(playeritem != m_previous_playeritem &&
607                         !(m_previous_itemname == "" && itemname == "")) {
608                 m_previous_playeritem = playeritem;
609                 m_previous_itemname = itemname;
610                 if(m_wield_change_timer >= 0.125)
611                         m_wield_change_timer = -0.125;
612                 else if(m_wield_change_timer > 0) {
613                         m_wield_change_timer = -m_wield_change_timer;
614                 }
615         } else {
616                 if(m_wield_mesh_next) {
617                         m_wieldnode->setMesh(m_wield_mesh_next);
618                         m_wieldnode->setVisible(true);
619                 } else {
620                         m_wieldnode->setVisible(false);
621                 }
622                 m_wield_mesh_next = NULL;
623                 if(m_previous_itemname != itemname) {
624                         m_previous_itemname = itemname;
625                         m_wield_change_timer = 0;
626                 }
627                 else
628                         m_wield_change_timer = 0.125;
629         }
630 }
631
632 void Camera::drawWieldedTool()
633 {
634         // Set vertex colors of wield mesh according to light level
635         u8 li = m_wieldlight;
636         video::SColor color(255,li,li,li);
637         setMeshColor(m_wieldnode->getMesh(), color);
638
639         // Clear Z buffer
640         m_wieldmgr->getVideoDriver()->clearZBuffer();
641
642         // Draw the wielded node (in a separate scene manager)
643         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
644         cam->setAspectRatio(m_cameranode->getAspectRatio());
645         cam->setFOV(72.0*M_PI/180.0);
646         cam->setNearValue(0.1);
647         cam->setFarValue(100);
648         m_wieldmgr->drawAll();
649 }