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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 "map.h"
24 #include "clientmap.h"     // MapDrawControl
25 #include "player.h"
26 #include <cmath>
27 #include "settings.h"
28 #include "wieldmesh.h"
29 #include "noise.h"         // easeCurve
30 #include "gamedef.h"
31 #include "sound.h"
32 #include "event.h"
33 #include "profiler.h"
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
37 #include "fontengine.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         m_driver = smgr->getVideoDriver();
86         // note: making the camera node a child of the player node
87         // would lead to unexpected behaviour, so we don't do that.
88         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
89         m_headnode = smgr->addEmptySceneNode(m_playernode);
90         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
91         m_cameranode->bindTargetAndRotation(true);
92
93         // This needs to be in its own scene manager. It is drawn after
94         // all other 3D scene nodes and before the GUI.
95         m_wieldmgr = smgr->createNewSceneManager();
96         m_wieldmgr->addCameraSceneNode();
97         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
98         m_wieldnode->setItem(ItemStack(), m_gamedef);
99         m_wieldnode->drop(); // m_wieldmgr grabbed it
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         m_nametags.clear();
116 }
117
118 Camera::~Camera()
119 {
120         m_wieldmgr->drop();
121 }
122
123 bool Camera::successfullyCreated(std::string &error_message)
124 {
125         if (!m_playernode) {
126                 error_message = "Failed to create the player scene node";
127         } else if (!m_headnode) {
128                 error_message = "Failed to create the head scene node";
129         } else if (!m_cameranode) {
130                 error_message = "Failed to create the camera scene node";
131         } else if (!m_wieldmgr) {
132                 error_message = "Failed to create the wielded item scene manager";
133         } else if (!m_wieldnode) {
134                 error_message = "Failed to create the wielded item scene node";
135         } else {
136                 error_message.clear();
137         }
138         return error_message.empty();
139 }
140
141 // Returns the fractional part of x
142 inline f32 my_modf(f32 x)
143 {
144         double dummy;
145         return modf(x, &dummy);
146 }
147
148 void Camera::step(f32 dtime)
149 {
150         if(m_view_bobbing_fall > 0)
151         {
152                 m_view_bobbing_fall -= 3 * dtime;
153                 if(m_view_bobbing_fall <= 0)
154                         m_view_bobbing_fall = -1; // Mark the effect as finished
155         }
156
157         bool was_under_zero = m_wield_change_timer < 0;
158         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
159
160         if (m_wield_change_timer >= 0 && was_under_zero)
161                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
162
163         if (m_view_bobbing_state != 0)
164         {
165                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
166                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
167                 if (m_view_bobbing_state == 2) {
168                         // Animation is getting turned off
169                         if (m_view_bobbing_anim < 0.25) {
170                                 m_view_bobbing_anim -= offset;
171                         } else if (m_view_bobbing_anim > 0.75) {
172                                 m_view_bobbing_anim += offset;
173                         }
174
175                         if (m_view_bobbing_anim < 0.5) {
176                                 m_view_bobbing_anim += offset;
177                                 if (m_view_bobbing_anim > 0.5)
178                                         m_view_bobbing_anim = 0.5;
179                         } else {
180                                 m_view_bobbing_anim -= offset;
181                                 if (m_view_bobbing_anim < 0.5)
182                                         m_view_bobbing_anim = 0.5;
183                         }
184
185                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
186                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
187                                 m_view_bobbing_anim = 0;
188                                 m_view_bobbing_state = 0;
189                         }
190                 }
191                 else {
192                         float was = m_view_bobbing_anim;
193                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
194                         bool step = (was == 0 ||
195                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
196                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
197                         if(step) {
198                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
199                                 m_gamedef->event()->put(e);
200                         }
201                 }
202         }
203
204         if (m_digging_button != -1)
205         {
206                 f32 offset = dtime * 3.5;
207                 float m_digging_anim_was = m_digging_anim;
208                 m_digging_anim += offset;
209                 if (m_digging_anim >= 1)
210                 {
211                         m_digging_anim = 0;
212                         m_digging_button = -1;
213                 }
214                 float lim = 0.15;
215                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
216                 {
217                         if(m_digging_button == 0)
218                         {
219                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
220                                 m_gamedef->event()->put(e);
221                         } else if(m_digging_button == 1) {
222                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
223                                 m_gamedef->event()->put(e);
224                         }
225                 }
226         }
227 }
228
229 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
230                 f32 tool_reload_ratio, ClientEnvironment &c_env)
231 {
232         // Get player position
233         // Smooth the movement when walking up stairs
234         v3f old_player_position = m_playernode->getPosition();
235         v3f player_position = player->getPosition();
236         if (player->isAttached && player->parent)
237                 player_position = player->parent->getPosition();
238         //if(player->touching_ground && player_position.Y > old_player_position.Y)
239         if(player->touching_ground &&
240                         player_position.Y > old_player_position.Y)
241         {
242                 f32 oldy = old_player_position.Y;
243                 f32 newy = player_position.Y;
244                 f32 t = exp(-23*frametime);
245                 player_position.Y = oldy * t + newy * (1-t);
246         }
247
248         // Set player node transformation
249         m_playernode->setPosition(player_position);
250         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
251         m_playernode->updateAbsolutePosition();
252
253         // Get camera tilt timer (hurt animation)
254         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
255
256         // Fall bobbing animation
257         float fall_bobbing = 0;
258         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
259         {
260                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
261                         player->camera_impact = m_view_bobbing_fall = 0;
262                 else if(m_view_bobbing_fall == 0) // Initialize effect
263                         m_view_bobbing_fall = 1;
264
265                 // Convert 0 -> 1 to 0 -> 1 -> 0
266                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
267                 // Smoothen and invert the above
268                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
269                 // Amplify according to the intensity of the impact
270                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
271
272                 fall_bobbing *= m_cache_fall_bobbing_amount;
273         }
274
275         // Calculate players eye offset for different camera modes
276         v3f PlayerEyeOffset = player->getEyeOffset();
277         if (m_camera_mode == CAMERA_MODE_FIRST)
278                 PlayerEyeOffset += player->eye_offset_first;
279         else
280                 PlayerEyeOffset += player->eye_offset_third;
281
282         // Set head node transformation
283         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
284         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
285         m_headnode->updateAbsolutePosition();
286
287         // Compute relative camera position and target
288         v3f rel_cam_pos = v3f(0,0,0);
289         v3f rel_cam_target = v3f(0,0,1);
290         v3f rel_cam_up = v3f(0,1,0);
291
292         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
293         {
294                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
295                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
296
297                 #if 1
298                 f32 bobknob = 1.2;
299                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
300                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
301
302                 v3f bobvec = v3f(
303                         0.3 * bobdir * sin(bobfrac * M_PI),
304                         -0.28 * bobtmp * bobtmp,
305                         0.);
306
307                 //rel_cam_pos += 0.2 * bobvec;
308                 //rel_cam_target += 0.03 * bobvec;
309                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
310                 float f = 1.0;
311                 f *= m_cache_view_bobbing_amount;
312                 rel_cam_pos += bobvec * f;
313                 //rel_cam_target += 0.995 * bobvec * f;
314                 rel_cam_target += bobvec * f;
315                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
316                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
317                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
318                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
319                 #else
320                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
321                 f32 angle_rad = angle_deg * M_PI / 180;
322                 f32 r = 0.05;
323                 v3f off = v3f(
324                         r * sin(angle_rad),
325                         r * (cos(angle_rad) - 1),
326                         0);
327                 rel_cam_pos += off;
328                 //rel_cam_target += off;
329                 rel_cam_up.rotateXYBy(angle_deg);
330                 #endif
331
332         }
333
334         // Compute absolute camera position and target
335         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
336         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
337
338         v3f abs_cam_up;
339         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
340
341         // Seperate camera position for calculation
342         v3f my_cp = m_camera_position;
343
344         // Reposition the camera for third person view
345         if (m_camera_mode > CAMERA_MODE_FIRST)
346         {
347                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
348                         m_camera_direction *= -1;
349
350                 my_cp.Y += 2;
351
352                 // Calculate new position
353                 bool abort = false;
354                 for (int i = BS; i <= BS*2.75; i++)
355                 {
356                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
357                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
358                         if (i > 12)
359                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
360
361                         // Prevent camera positioned inside nodes
362                         INodeDefManager *nodemgr = m_gamedef->ndef();
363                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
364                         const ContentFeatures& features = nodemgr->get(n);
365                         if(features.walkable)
366                         {
367                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
368                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
369                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
370                                 abort = true;
371                                 break;
372                         }
373                 }
374
375                 // If node blocks camera position don't move y to heigh
376                 if (abort && my_cp.Y > player_position.Y+BS*2)
377                         my_cp.Y = player_position.Y+BS*2;
378         }
379
380         // Update offset if too far away from the center of the map
381         m_camera_offset.X += CAMERA_OFFSET_STEP*
382                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
383         m_camera_offset.Y += CAMERA_OFFSET_STEP*
384                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
385         m_camera_offset.Z += CAMERA_OFFSET_STEP*
386                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
387
388         // Set camera node transformation
389         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
390         m_cameranode->setUpVector(abs_cam_up);
391         // *100.0 helps in large map coordinates
392         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
393
394         // update the camera position in front-view mode to render blocks behind player
395         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
396                 m_camera_position = my_cp;
397
398         // Get FOV setting
399         f32 fov_degrees = m_cache_fov;
400         fov_degrees = MYMAX(fov_degrees, 10.0);
401         fov_degrees = MYMIN(fov_degrees, 170.0);
402
403         // FOV and aspect ratio
404         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
405         m_fov_y = fov_degrees * M_PI / 180.0;
406         // Increase vertical FOV on lower aspect ratios (<16:10)
407         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
408         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
409         m_cameranode->setAspectRatio(m_aspect);
410         m_cameranode->setFOV(m_fov_y);
411
412         // Position the wielded item
413         //v3f wield_position = v3f(45, -35, 65);
414         v3f wield_position = v3f(55, -35, 65);
415         //v3f wield_rotation = v3f(-100, 120, -100);
416         v3f wield_rotation = v3f(-100, 120, -100);
417         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
418         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
419         {
420                 f32 frac = 1.0;
421                 if(m_digging_anim > 0.5)
422                         frac = 2.0 * (m_digging_anim - 0.5);
423                 // This value starts from 1 and settles to 0
424                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
425                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
426                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
427                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
428                 //wield_position.Z += frac * 5.0 * ratiothing2;
429                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
430                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
431                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
432                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
433         }
434         if (m_digging_button != -1)
435         {
436                 f32 digfrac = m_digging_anim;
437                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
438                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
439                 wield_position.Z += 25 * 0.5;
440
441                 // Euler angles are PURE EVIL, so why not use quaternions?
442                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
443                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
444                 core::quaternion quat_slerp;
445                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
446                 quat_slerp.toEuler(wield_rotation);
447                 wield_rotation *= core::RADTODEG;
448         } else {
449                 f32 bobfrac = my_modf(m_view_bobbing_anim);
450                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
451                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
452         }
453         m_wieldnode->setPosition(wield_position);
454         m_wieldnode->setRotation(wield_rotation);
455
456         m_wieldnode->setColor(player->light_color);
457
458         // Render distance feedback loop
459         updateViewingRange(frametime, busytime);
460
461         // If the player is walking, swimming, or climbing,
462         // view bobbing is enabled and free_move is off,
463         // start (or continue) the view bobbing animation.
464         v3f speed = player->getSpeed();
465         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
466         const bool movement_Y = fabs(speed.Y) > BS;
467
468         const bool walking = movement_XZ && player->touching_ground;
469         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
470         const bool climbing = movement_Y && player->is_climbing;
471         if ((walking || swimming || climbing) &&
472                         m_cache_view_bobbing &&
473                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
474         {
475                 // Start animation
476                 m_view_bobbing_state = 1;
477                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
478         }
479         else if (m_view_bobbing_state == 1)
480         {
481                 // Stop animation
482                 m_view_bobbing_state = 2;
483                 m_view_bobbing_speed = 60;
484         }
485 }
486
487 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
488 {
489         if (m_draw_control.range_all)
490                 return;
491
492         m_added_busytime += busytime_in;
493         m_added_frames += 1;
494
495         m_frametime_counter -= frametime_in;
496         if (m_frametime_counter > 0)
497                 return;
498         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
499
500         /*dstream<<FUNCTION_NAME
501                         <<": Collected "<<m_added_frames<<" frames, total of "
502                         <<m_added_busytime<<"s."<<std::endl;
503
504         dstream<<"m_draw_control.blocks_drawn="
505                         <<m_draw_control.blocks_drawn
506                         <<", m_draw_control.blocks_would_have_drawn="
507                         <<m_draw_control.blocks_would_have_drawn
508                         <<std::endl;*/
509
510         // Get current viewing range and FPS settings
511         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
512         viewing_range_min = MYMAX(15.0, viewing_range_min);
513
514         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
515         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
516
517         // Immediately apply hard limits
518         if(m_draw_control.wanted_range < viewing_range_min)
519                 m_draw_control.wanted_range = viewing_range_min;
520         if(m_draw_control.wanted_range > viewing_range_max)
521                 m_draw_control.wanted_range = viewing_range_max;
522
523         // Just so big a value that everything rendered is visible
524         // Some more allowance than viewing_range_max * BS because of clouds,
525         // active objects, etc.
526         if(viewing_range_max < 200*BS)
527                 m_cameranode->setFarValue(200 * BS * 10);
528         else
529                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
530
531         f32 wanted_fps = m_cache_wanted_fps;
532         wanted_fps = MYMAX(wanted_fps, 1.0);
533         f32 wanted_frametime = 1.0 / wanted_fps;
534
535         m_draw_control.wanted_min_range = viewing_range_min;
536         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
537         if (m_draw_control.wanted_max_blocks < 10)
538                 m_draw_control.wanted_max_blocks = 10;
539
540         f32 block_draw_ratio = 1.0;
541         if (m_draw_control.blocks_would_have_drawn != 0)
542         {
543                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
544                         / (f32)m_draw_control.blocks_would_have_drawn;
545         }
546
547         // Calculate the average frametime in the case that all wanted
548         // blocks had been drawn
549         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
550
551         m_added_busytime = 0.0;
552         m_added_frames = 0;
553
554         f32 wanted_frametime_change = wanted_frametime - frametime;
555         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
556         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
557
558         // If needed frametime change is small, just return
559         // This value was 0.4 for many months until 2011-10-18 by c55;
560         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
561         {
562                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
563                 return;
564         }
565
566         f32 range = m_draw_control.wanted_range;
567         f32 new_range = range;
568
569         f32 d_range = range - m_range_old;
570         f32 d_busytime = busytime_in - m_busytime_old;
571         if (d_range != 0)
572         {
573                 m_time_per_range = d_busytime / d_range;
574         }
575         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
576         g_profiler->avg("time_per_range", m_time_per_range);
577
578         // The minimum allowed calculated frametime-range derivative:
579         // Practically this sets the maximum speed of changing the range.
580         // The lower this value, the higher the maximum changing speed.
581         // A low value here results in wobbly range (0.001)
582         // A low value can cause oscillation in very nonlinear time/range curves.
583         // A high value here results in slow changing range (0.0025)
584         // SUGG: This could be dynamically adjusted so that when
585         //       the camera is turning, this is lower
586         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
587         f32 min_time_per_range = 0.0005;
588         if(m_time_per_range < min_time_per_range)
589         {
590                 m_time_per_range = min_time_per_range;
591                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
592         }
593         else
594         {
595                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
596         }
597
598         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
599         // Dampen the change a bit to kill oscillations
600         //wanted_range_change *= 0.9;
601         //wanted_range_change *= 0.75;
602         wanted_range_change *= 0.5;
603         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
604
605         // If needed range change is very small, just return
606         if(fabs(wanted_range_change) < 0.001)
607         {
608                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
609                 return;
610         }
611
612         new_range += wanted_range_change;
613
614         //f32 new_range_unclamped = new_range;
615         new_range = MYMAX(new_range, viewing_range_min);
616         new_range = MYMIN(new_range, viewing_range_max);
617         /*dstream<<"new_range="<<new_range_unclamped
618                         <<", clamped to "<<new_range<<std::endl;*/
619
620         m_range_old = m_draw_control.wanted_range;
621         m_busytime_old = busytime_in;
622
623         m_draw_control.wanted_range = new_range;
624 }
625
626 void Camera::setDigging(s32 button)
627 {
628         if (m_digging_button == -1)
629                 m_digging_button = button;
630 }
631
632 void Camera::wield(const ItemStack &item)
633 {
634         if (item.name != m_wield_item_next.name) {
635                 m_wield_item_next = item;
636                 if (m_wield_change_timer > 0)
637                         m_wield_change_timer = -m_wield_change_timer;
638                 else if (m_wield_change_timer == 0)
639                         m_wield_change_timer = -0.001;
640         }
641 }
642
643 void Camera::drawWieldedTool(irr::core::matrix4* translation)
644 {
645         // Clear Z buffer so that the wielded tool stay in front of world geometry
646         m_wieldmgr->getVideoDriver()->clearZBuffer();
647
648         // Draw the wielded node (in a separate scene manager)
649         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
650         cam->setAspectRatio(m_cameranode->getAspectRatio());
651         cam->setFOV(72.0*M_PI/180.0);
652         cam->setNearValue(10);
653         cam->setFarValue(1000);
654         if (translation != NULL)
655         {
656                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
657                 irr::core::vector3df focusPoint = (cam->getTarget()
658                                 - cam->getAbsolutePosition()).setLength(1)
659                                 + cam->getAbsolutePosition();
660
661                 irr::core::vector3df camera_pos =
662                                 (startMatrix * *translation).getTranslation();
663                 cam->setPosition(camera_pos);
664                 cam->setTarget(focusPoint);
665         }
666         m_wieldmgr->drawAll();
667 }
668
669 void Camera::drawNametags()
670 {
671         core::matrix4 trans = m_cameranode->getProjectionMatrix();
672         trans *= m_cameranode->getViewMatrix();
673
674         for (std::list<Nametag *>::const_iterator
675                         i = m_nametags.begin();
676                         i != m_nametags.end(); ++i) {
677                 Nametag *nametag = *i;
678                 v3f pos = nametag->parent_node->getPosition() -
679                         intToFloat(m_camera_offset, BS) + v3f(0.0, 1.1 * BS, 0.0);
680                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
681                 trans.multiplyWith1x4Matrix(transformed_pos);
682                 if (transformed_pos[3] > 0) {
683                         core::dimension2d<u32> textsize =
684                                 g_fontengine->getFont()->getDimension(
685                                 utf8_to_wide(nametag->nametag_text).c_str());
686                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
687                                 core::reciprocal(transformed_pos[3]);
688                         v2u32 screensize = m_driver->getScreenSize();
689                         v2s32 screen_pos;
690                         screen_pos.X = screensize.X *
691                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
692                         screen_pos.Y = screensize.Y *
693                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
694                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
695                         g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
696                                         size + screen_pos, nametag->nametag_color);
697                 }
698         }
699 }
700
701 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
702                 std::string nametag_text, video::SColor nametag_color)
703 {
704         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
705         m_nametags.push_back(nametag);
706         return nametag;
707 }
708
709 void Camera::removeNametag(Nametag *nametag)
710 {
711         m_nametags.remove(nametag);
712         delete nametag;
713 }