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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 #include "nodedef.h"
44
45 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
46                 IGameDef *gamedef):
47         m_playernode(NULL),
48         m_headnode(NULL),
49         m_cameranode(NULL),
50
51         m_wieldmgr(NULL),
52         m_wieldnode(NULL),
53         m_wieldlight(0),
54
55         m_draw_control(draw_control),
56         m_gamedef(gamedef),
57
58         m_camera_position(0,0,0),
59         m_camera_direction(0,0,0),
60         m_camera_offset(0,0,0),
61
62         m_aspect(1.0),
63         m_fov_x(1.0),
64         m_fov_y(1.0),
65
66         m_added_busytime(0),
67         m_added_frames(0),
68         m_range_old(0),
69         m_busytime_old(0),
70         m_frametime_counter(0),
71         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
72
73         m_view_bobbing_anim(0),
74         m_view_bobbing_state(0),
75         m_view_bobbing_speed(0),
76         m_view_bobbing_fall(0),
77
78         m_digging_anim(0),
79         m_digging_button(-1),
80         m_dummymesh(createCubeMesh(v3f(1,1,1))),
81
82         m_wield_change_timer(0.125),
83         m_wield_mesh_next(NULL),
84         m_previous_playeritem(-1),
85         m_previous_itemname("")
86 {
87         //dstream<<__FUNCTION_NAME<<std::endl;
88
89         // note: making the camera node a child of the player node
90         // would lead to unexpected behaviour, so we don't do that.
91         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
92         m_headnode = smgr->addEmptySceneNode(m_playernode);
93         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
94         m_cameranode->bindTargetAndRotation(true);
95
96         // This needs to be in its own scene manager. It is drawn after
97         // all other 3D scene nodes and before the GUI.
98         m_wieldmgr = smgr->createNewSceneManager();
99         m_wieldmgr->addCameraSceneNode();
100         m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
101 }
102
103 Camera::~Camera()
104 {
105         m_wieldmgr->drop();
106
107         delete m_dummymesh;
108 }
109
110 bool Camera::successfullyCreated(std::wstring& error_message)
111 {
112         if (m_playernode == NULL)
113         {
114                 error_message = L"Failed to create the player scene node";
115                 return false;
116         }
117         if (m_headnode == NULL)
118         {
119                 error_message = L"Failed to create the head scene node";
120                 return false;
121         }
122         if (m_cameranode == NULL)
123         {
124                 error_message = L"Failed to create the camera scene node";
125                 return false;
126         }
127         if (m_wieldmgr == NULL)
128         {
129                 error_message = L"Failed to create the wielded item scene manager";
130                 return false;
131         }
132         if (m_wieldnode == NULL)
133         {
134                 error_message = L"Failed to create the wielded item scene node";
135                 return false;
136         }
137         return true;
138 }
139
140 // Returns the fractional part of x
141 inline f32 my_modf(f32 x)
142 {
143         double dummy;
144         return modf(x, &dummy);
145 }
146
147 void Camera::step(f32 dtime)
148 {
149         if(m_view_bobbing_fall > 0)
150         {
151                 m_view_bobbing_fall -= 3 * dtime;
152                 if(m_view_bobbing_fall <= 0)
153                         m_view_bobbing_fall = -1; // Mark the effect as finished
154         }
155
156         bool was_under_zero = m_wield_change_timer < 0;
157         if(m_wield_change_timer < 0.125)
158                 m_wield_change_timer += dtime;
159         if(m_wield_change_timer > 0.125)
160                 m_wield_change_timer = 0.125;
161
162         if(m_wield_change_timer >= 0 && was_under_zero) {
163                 if(m_wield_mesh_next) {
164                         m_wieldnode->setMesh(m_wield_mesh_next);
165                         m_wieldnode->setVisible(true);
166                 } else {
167                         m_wieldnode->setVisible(false);
168                 }
169                 m_wield_mesh_next = NULL;
170         }
171
172         if (m_view_bobbing_state != 0)
173         {
174                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
175                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
176                 if (m_view_bobbing_state == 2)
177                 {
178 #if 0
179                         // Animation is getting turned off
180                         if (m_view_bobbing_anim < 0.5)
181                                 m_view_bobbing_anim -= offset;
182                         else
183                                 m_view_bobbing_anim += offset;
184                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
185                         {
186                                 m_view_bobbing_anim = 0;
187                                 m_view_bobbing_state = 0;
188                         }
189 #endif
190 #if 1
191                         // Animation is getting turned off
192                         if(m_view_bobbing_anim < 0.25){
193                                 m_view_bobbing_anim -= offset;
194                         } else if(m_view_bobbing_anim > 0.75){
195                                 m_view_bobbing_anim += offset;
196                         } if(m_view_bobbing_anim < 0.5){
197                                 m_view_bobbing_anim += offset;
198                                 if(m_view_bobbing_anim > 0.5)
199                                         m_view_bobbing_anim = 0.5;
200                         } else {
201                                 m_view_bobbing_anim -= offset;
202                                 if(m_view_bobbing_anim < 0.5)
203                                         m_view_bobbing_anim = 0.5;
204                         }
205                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
206                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
207                         {
208                                 m_view_bobbing_anim = 0;
209                                 m_view_bobbing_state = 0;
210                         }
211 #endif
212                 }
213                 else
214                 {
215                         float was = m_view_bobbing_anim;
216                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
217                         bool step = (was == 0 ||
218                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
219                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
220                         if(step){
221                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
222                                 m_gamedef->event()->put(e);
223                         }
224                 }
225         }
226
227         if (m_digging_button != -1)
228         {
229                 f32 offset = dtime * 3.5;
230                 float m_digging_anim_was = m_digging_anim;
231                 m_digging_anim += offset;
232                 if (m_digging_anim >= 1)
233                 {
234                         m_digging_anim = 0;
235                         m_digging_button = -1;
236                 }
237                 float lim = 0.15;
238                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
239                 {
240                         if(m_digging_button == 0){
241                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
242                                 m_gamedef->event()->put(e);
243                         } else if(m_digging_button == 1){
244                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
245                                 m_gamedef->event()->put(e);
246                         }
247                 }
248         }
249 }
250
251 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
252                 v2u32 screensize, f32 tool_reload_ratio,
253                 int current_camera_mode, ClientEnvironment &c_env)
254 {
255         // Get player position
256         // Smooth the movement when walking up stairs
257         v3f old_player_position = m_playernode->getPosition();
258         v3f player_position = player->getPosition();
259         if (player->isAttached && player->parent)
260                 player_position = player->parent->getPosition();
261         //if(player->touching_ground && player_position.Y > old_player_position.Y)
262         if(player->touching_ground &&
263                         player_position.Y > old_player_position.Y)
264         {
265                 f32 oldy = old_player_position.Y;
266                 f32 newy = player_position.Y;
267                 f32 t = exp(-23*frametime);
268                 player_position.Y = oldy * t + newy * (1-t);
269         }
270
271         // Set player node transformation
272         m_playernode->setPosition(player_position);
273         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
274         m_playernode->updateAbsolutePosition();
275
276         // Get camera tilt timer (hurt animation)
277         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
278
279         // Fall bobbing animation
280         float fall_bobbing = 0;
281         if(player->camera_impact >= 1 && current_camera_mode < CAMERA_MODE_THIRD)
282         {
283                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
284                         player->camera_impact = m_view_bobbing_fall = 0;
285                 else if(m_view_bobbing_fall == 0) // Initialize effect
286                         m_view_bobbing_fall = 1;
287
288                 // Convert 0 -> 1 to 0 -> 1 -> 0
289                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
290                 // Smoothen and invert the above
291                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
292                 // Amplify according to the intensity of the impact
293                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
294
295                 fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
296         }
297
298         // Calculate players eye offset for different camera modes
299         v3f PlayerEyeOffset = player->getEyeOffset();
300         if (current_camera_mode == CAMERA_MODE_FIRST)
301                 PlayerEyeOffset += player->eye_offset_first;
302         else
303                 PlayerEyeOffset += player->eye_offset_third;
304         
305         // Set head node transformation
306         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
307         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
308         m_headnode->updateAbsolutePosition();
309
310         // Compute relative camera position and target
311         v3f rel_cam_pos = v3f(0,0,0);
312         v3f rel_cam_target = v3f(0,0,1);
313         v3f rel_cam_up = v3f(0,1,0);
314
315         if (m_view_bobbing_anim != 0 && current_camera_mode < CAMERA_MODE_THIRD)
316         {
317                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
318                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
319
320                 #if 1
321                 f32 bobknob = 1.2;
322                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
323                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
324
325                 v3f bobvec = v3f(
326                         0.3 * bobdir * sin(bobfrac * M_PI),
327                         -0.28 * bobtmp * bobtmp,
328                         0.);
329
330                 //rel_cam_pos += 0.2 * bobvec;
331                 //rel_cam_target += 0.03 * bobvec;
332                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
333                 float f = 1.0;
334                 f *= g_settings->getFloat("view_bobbing_amount");
335                 rel_cam_pos += bobvec * f;
336                 //rel_cam_target += 0.995 * bobvec * f;
337                 rel_cam_target += bobvec * f;
338                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
339                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
340                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
341                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
342                 #else
343                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
344                 f32 angle_rad = angle_deg * M_PI / 180;
345                 f32 r = 0.05;
346                 v3f off = v3f(
347                         r * sin(angle_rad),
348                         r * (cos(angle_rad) - 1),
349                         0);
350                 rel_cam_pos += off;
351                 //rel_cam_target += off;
352                 rel_cam_up.rotateXYBy(angle_deg);
353                 #endif
354
355         }
356
357         // Compute absolute camera position and target
358         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
359         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
360
361         v3f abs_cam_up;
362         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
363
364         // Seperate camera position for calculation
365         v3f my_cp = m_camera_position;
366         
367         // Reposition the camera for third person view
368         if (current_camera_mode > CAMERA_MODE_FIRST) {
369                 
370                 if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
371                         m_camera_direction *= -1;
372
373                 my_cp.Y += 2;
374
375                 // Calculate new position
376                 bool abort = false;
377                 for (int i = BS; i <= BS*2; i++) {
378                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
379                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
380                         if (i > 12)
381                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
382
383                         // Prevent camera positioned inside nodes
384                         INodeDefManager *nodemgr = m_gamedef->ndef();
385                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
386                         const ContentFeatures& features = nodemgr->get(n);
387                         if(features.walkable) {
388                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
389                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
390                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
391                                 abort = true;
392                                 break;
393                         }
394                 }
395
396                 // If node blocks camera position don't move y to heigh
397                 if (abort && my_cp.Y > player_position.Y+BS*2)
398                         my_cp.Y = player_position.Y+BS*2;
399         }
400
401         // Update offset if too far away from the center of the map
402         m_camera_offset.X += CAMERA_OFFSET_STEP*
403                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
404         m_camera_offset.Y += CAMERA_OFFSET_STEP*
405                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
406         m_camera_offset.Z += CAMERA_OFFSET_STEP*
407                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
408         
409         // Set camera node transformation
410         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
411         m_cameranode->setUpVector(abs_cam_up);
412         // *100.0 helps in large map coordinates
413         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
414
415         // update the camera position in front-view mode to render blocks behind player
416         if (current_camera_mode == CAMERA_MODE_THIRD_FRONT)
417                 m_camera_position = my_cp;
418
419         // Get FOV setting
420         f32 fov_degrees = g_settings->getFloat("fov");
421         fov_degrees = MYMAX(fov_degrees, 10.0);
422         fov_degrees = MYMIN(fov_degrees, 170.0);
423
424         // FOV and aspect ratio
425         m_aspect = (f32)screensize.X / (f32) screensize.Y;
426         m_fov_y = fov_degrees * M_PI / 180.0;
427         // Increase vertical FOV on lower aspect ratios (<16:10)
428         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
429         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
430         m_cameranode->setAspectRatio(m_aspect);
431         m_cameranode->setFOV(m_fov_y);
432
433         // Position the wielded item
434         //v3f wield_position = v3f(45, -35, 65);
435         v3f wield_position = v3f(55, -35, 65);
436         //v3f wield_rotation = v3f(-100, 120, -100);
437         v3f wield_rotation = v3f(-100, 120, -100);
438         if(m_wield_change_timer < 0)
439                 wield_position.Y -= 40 + m_wield_change_timer*320;
440         else
441                 wield_position.Y -= 40 - m_wield_change_timer*320;
442         if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
443                 f32 frac = 1.0;
444                 if(m_digging_anim > 0.5)
445                         frac = 2.0 * (m_digging_anim - 0.5);
446                 // This value starts from 1 and settles to 0
447                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
448                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
449                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
450                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
451                 //wield_position.Z += frac * 5.0 * ratiothing2;
452                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
453                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
454                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
455                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
456         }
457         if (m_digging_button != -1)
458         {
459                 f32 digfrac = m_digging_anim;
460                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
461                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
462                 wield_position.Z += 25 * 0.5;
463         
464                 // Euler angles are PURE EVIL, so why not use quaternions?
465                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
466                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
467                 core::quaternion quat_slerp;
468                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
469                 quat_slerp.toEuler(wield_rotation);
470                 wield_rotation *= core::RADTODEG;
471         }
472         else {
473                 f32 bobfrac = my_modf(m_view_bobbing_anim);
474                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
475                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
476         }
477         m_wieldnode->setPosition(wield_position);
478         m_wieldnode->setRotation(wield_rotation);
479         m_wieldlight = player->light;
480
481         // Render distance feedback loop
482         updateViewingRange(frametime, busytime);
483
484         // If the player seems to be walking on solid ground,
485         // view bobbing is enabled and free_move is off,
486         // start (or continue) the view bobbing animation.
487         v3f speed = player->getSpeed();
488         if ((hypot(speed.X, speed.Z) > BS) &&
489                 (player->touching_ground) &&
490                 (g_settings->getBool("view_bobbing") == true) &&
491                 (g_settings->getBool("free_move") == false ||
492                                 !m_gamedef->checkLocalPrivilege("fly")))
493         {
494                 // Start animation
495                 m_view_bobbing_state = 1;
496                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
497         }
498         else if (m_view_bobbing_state == 1)
499         {
500                 // Stop animation
501                 m_view_bobbing_state = 2;
502                 m_view_bobbing_speed = 60;
503         }
504 }
505
506 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
507 {
508         if (m_draw_control.range_all)
509                 return;
510
511         m_added_busytime += busytime_in;
512         m_added_frames += 1;
513
514         m_frametime_counter -= frametime_in;
515         if (m_frametime_counter > 0)
516                 return;
517         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
518
519         /*dstream<<__FUNCTION_NAME
520                         <<": Collected "<<m_added_frames<<" frames, total of "
521                         <<m_added_busytime<<"s."<<std::endl;
522
523         dstream<<"m_draw_control.blocks_drawn="
524                         <<m_draw_control.blocks_drawn
525                         <<", m_draw_control.blocks_would_have_drawn="
526                         <<m_draw_control.blocks_would_have_drawn
527                         <<std::endl;*/
528
529         // Get current viewing range and FPS settings
530         f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
531         viewing_range_min = MYMAX(15.0, viewing_range_min);
532
533         f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
534         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
535         
536         // Immediately apply hard limits
537         if(m_draw_control.wanted_range < viewing_range_min)
538                 m_draw_control.wanted_range = viewing_range_min;
539         if(m_draw_control.wanted_range > viewing_range_max)
540                 m_draw_control.wanted_range = viewing_range_max;
541
542         // Just so big a value that everything rendered is visible
543         // Some more allowance than viewing_range_max * BS because of clouds,
544         // active objects, etc.
545         if(viewing_range_max < 200*BS)
546                 m_cameranode->setFarValue(200 * BS * 10);
547         else
548                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
549
550         f32 wanted_fps = g_settings->getFloat("wanted_fps");
551         wanted_fps = MYMAX(wanted_fps, 1.0);
552         f32 wanted_frametime = 1.0 / wanted_fps;
553
554         m_draw_control.wanted_min_range = viewing_range_min;
555         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
556         if (m_draw_control.wanted_max_blocks < 10)
557                 m_draw_control.wanted_max_blocks = 10;
558
559         f32 block_draw_ratio = 1.0;
560         if (m_draw_control.blocks_would_have_drawn != 0)
561         {
562                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
563                         / (f32)m_draw_control.blocks_would_have_drawn;
564         }
565
566         // Calculate the average frametime in the case that all wanted
567         // blocks had been drawn
568         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
569
570         m_added_busytime = 0.0;
571         m_added_frames = 0;
572
573         f32 wanted_frametime_change = wanted_frametime - frametime;
574         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
575         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
576
577         // If needed frametime change is small, just return
578         // This value was 0.4 for many months until 2011-10-18 by c55;
579         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
580         {
581                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
582                 return;
583         }
584
585         f32 range = m_draw_control.wanted_range;
586         f32 new_range = range;
587
588         f32 d_range = range - m_range_old;
589         f32 d_busytime = busytime_in - m_busytime_old;
590         if (d_range != 0)
591         {
592                 m_time_per_range = d_busytime / d_range;
593         }
594         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
595         g_profiler->avg("time_per_range", m_time_per_range);
596
597         // The minimum allowed calculated frametime-range derivative:
598         // Practically this sets the maximum speed of changing the range.
599         // The lower this value, the higher the maximum changing speed.
600         // A low value here results in wobbly range (0.001)
601         // A low value can cause oscillation in very nonlinear time/range curves.
602         // A high value here results in slow changing range (0.0025)
603         // SUGG: This could be dynamically adjusted so that when
604         //       the camera is turning, this is lower
605         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
606         f32 min_time_per_range = 0.0005;
607         if(m_time_per_range < min_time_per_range)
608         {
609                 m_time_per_range = min_time_per_range;
610                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
611         }
612         else
613         {
614                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
615         }
616
617         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
618         // Dampen the change a bit to kill oscillations
619         //wanted_range_change *= 0.9;
620         //wanted_range_change *= 0.75;
621         wanted_range_change *= 0.5;
622         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
623
624         // If needed range change is very small, just return
625         if(fabs(wanted_range_change) < 0.001)
626         {
627                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
628                 return;
629         }
630
631         new_range += wanted_range_change;
632         
633         //f32 new_range_unclamped = new_range;
634         new_range = MYMAX(new_range, viewing_range_min);
635         new_range = MYMIN(new_range, viewing_range_max);
636         /*dstream<<"new_range="<<new_range_unclamped
637                         <<", clamped to "<<new_range<<std::endl;*/
638
639         m_range_old = m_draw_control.wanted_range;
640         m_busytime_old = busytime_in;
641
642         m_draw_control.wanted_range = new_range;
643 }
644
645 void Camera::setDigging(s32 button)
646 {
647         if (m_digging_button == -1)
648                 m_digging_button = button;
649 }
650
651 void Camera::wield(const ItemStack &item, u16 playeritem)
652 {
653         IItemDefManager *idef = m_gamedef->idef();
654         std::string itemname = item.getDefinition(idef).name;
655         m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
656         if(playeritem != m_previous_playeritem &&
657                         !(m_previous_itemname == "" && itemname == "")) {
658                 m_previous_playeritem = playeritem;
659                 m_previous_itemname = itemname;
660                 if(m_wield_change_timer >= 0.125)
661                         m_wield_change_timer = -0.125;
662                 else if(m_wield_change_timer > 0) {
663                         m_wield_change_timer = -m_wield_change_timer;
664                 }
665         } else {
666                 if(m_wield_mesh_next) {
667                         m_wieldnode->setMesh(m_wield_mesh_next);
668                         m_wieldnode->setVisible(true);
669                 } else {
670                         m_wieldnode->setVisible(false);
671                 }
672                 m_wield_mesh_next = NULL;
673                 if(m_previous_itemname != itemname) {
674                         m_previous_itemname = itemname;
675                         m_wield_change_timer = 0;
676                 }
677                 else
678                         m_wield_change_timer = 0.125;
679         }
680 }
681
682 void Camera::drawWieldedTool()
683 {
684         // Set vertex colors of wield mesh according to light level
685         u8 li = m_wieldlight;
686         video::SColor color(255,li,li,li);
687         setMeshColor(m_wieldnode->getMesh(), color);
688
689         // Clear Z buffer
690         m_wieldmgr->getVideoDriver()->clearZBuffer();
691
692         // Draw the wielded node (in a separate scene manager)
693         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
694         cam->setAspectRatio(m_cameranode->getAspectRatio());
695         cam->setFOV(72.0*M_PI/180.0);
696         cam->setNearValue(0.1);
697         cam->setFarValue(100);
698         m_wieldmgr->drawAll();
699 }