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[dragonfireclient.git] / src / camera.cpp
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
38 #define CAMERA_OFFSET_STEP 200
39
40 #include "nodedef.h"
41
42 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
43                 IGameDef *gamedef):
44         m_playernode(NULL),
45         m_headnode(NULL),
46         m_cameranode(NULL),
47
48         m_wieldmgr(NULL),
49         m_wieldnode(NULL),
50
51         m_draw_control(draw_control),
52         m_gamedef(gamedef),
53
54         m_camera_position(0,0,0),
55         m_camera_direction(0,0,0),
56         m_camera_offset(0,0,0),
57
58         m_aspect(1.0),
59         m_fov_x(1.0),
60         m_fov_y(1.0),
61
62         m_added_busytime(0),
63         m_added_frames(0),
64         m_range_old(0),
65         m_busytime_old(0),
66         m_frametime_counter(0),
67         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
68
69         m_view_bobbing_anim(0),
70         m_view_bobbing_state(0),
71         m_view_bobbing_speed(0),
72         m_view_bobbing_fall(0),
73
74         m_digging_anim(0),
75         m_digging_button(-1),
76
77         m_wield_change_timer(0.125),
78         m_wield_item_next(),
79
80         m_camera_mode(CAMERA_MODE_FIRST)
81 {
82         //dstream<<__FUNCTION_NAME<<std::endl;
83
84         // note: making the camera node a child of the player node
85         // would lead to unexpected behaviour, so we don't do that.
86         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
87         m_headnode = smgr->addEmptySceneNode(m_playernode);
88         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
89         m_cameranode->bindTargetAndRotation(true);
90
91         // This needs to be in its own scene manager. It is drawn after
92         // all other 3D scene nodes and before the GUI.
93         m_wieldmgr = smgr->createNewSceneManager();
94         m_wieldmgr->addCameraSceneNode();
95         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
96         m_wieldnode->setItem(ItemStack(), m_gamedef);
97         m_wieldnode->drop(); // m_wieldmgr grabbed it
98         m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
99
100         /* TODO: Add a callback function so these can be updated when a setting
101          *       changes.  At this point in time it doesn't matter (e.g. /set
102          *       is documented to change server settings only)
103          *
104          * TODO: Local caching of settings is not optimal and should at some stage
105          *       be updated to use a global settings object for getting thse values
106          *       (as opposed to the this local caching). This can be addressed in
107          *       a later release.
108          */
109         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
110         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
111         m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
112         m_cache_fov                 = g_settings->getFloat("fov");
113         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
114 }
115
116 Camera::~Camera()
117 {
118         m_wieldmgr->drop();
119 }
120
121 bool Camera::successfullyCreated(std::string &error_message)
122 {
123         if (!m_playernode) {
124                 error_message = "Failed to create the player scene node";
125         } else if (!m_headnode) {
126                 error_message = "Failed to create the head scene node";
127         } else if (!m_cameranode) {
128                 error_message = "Failed to create the camera scene node";
129         } else if (!m_wieldmgr) {
130                 error_message = "Failed to create the wielded item scene manager";
131         } else if (!m_wieldnode) {
132                 error_message = "Failed to create the wielded item scene node";
133         } else {
134                 error_message.clear();
135         }
136         return error_message.empty();
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         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
157
158         if (m_wield_change_timer >= 0 && was_under_zero)
159                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
160
161         if (m_view_bobbing_state != 0)
162         {
163                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
164                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
165                 if (m_view_bobbing_state == 2)
166                 {
167 #if 0
168                         // Animation is getting turned off
169                         if (m_view_bobbing_anim < 0.5)
170                                 m_view_bobbing_anim -= offset;
171                         else
172                                 m_view_bobbing_anim += offset;
173                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
174                         {
175                                 m_view_bobbing_anim = 0;
176                                 m_view_bobbing_state = 0;
177                         }
178 #endif
179 #if 1
180                         // Animation is getting turned off
181                         if(m_view_bobbing_anim < 0.25)
182                         {
183                                 m_view_bobbing_anim -= offset;
184                         } else if(m_view_bobbing_anim > 0.75) {
185                                 m_view_bobbing_anim += offset;
186                         }
187                         if(m_view_bobbing_anim < 0.5)
188                         {
189                                 m_view_bobbing_anim += offset;
190                                 if(m_view_bobbing_anim > 0.5)
191                                         m_view_bobbing_anim = 0.5;
192                         } else {
193                                 m_view_bobbing_anim -= offset;
194                                 if(m_view_bobbing_anim < 0.5)
195                                         m_view_bobbing_anim = 0.5;
196                         }
197                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
198                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
199                         {
200                                 m_view_bobbing_anim = 0;
201                                 m_view_bobbing_state = 0;
202                         }
203 #endif
204                 }
205                 else
206                 {
207                         float was = m_view_bobbing_anim;
208                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
209                         bool step = (was == 0 ||
210                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
211                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
212                         if(step)
213                         {
214                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
215                                 m_gamedef->event()->put(e);
216                         }
217                 }
218         }
219
220         if (m_digging_button != -1)
221         {
222                 f32 offset = dtime * 3.5;
223                 float m_digging_anim_was = m_digging_anim;
224                 m_digging_anim += offset;
225                 if (m_digging_anim >= 1)
226                 {
227                         m_digging_anim = 0;
228                         m_digging_button = -1;
229                 }
230                 float lim = 0.15;
231                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
232                 {
233                         if(m_digging_button == 0)
234                         {
235                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
236                                 m_gamedef->event()->put(e);
237                         } else if(m_digging_button == 1) {
238                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
239                                 m_gamedef->event()->put(e);
240                         }
241                 }
242         }
243 }
244
245 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
246                 f32 tool_reload_ratio, ClientEnvironment &c_env)
247 {
248         // Get player position
249         // Smooth the movement when walking up stairs
250         v3f old_player_position = m_playernode->getPosition();
251         v3f player_position = player->getPosition();
252         if (player->isAttached && player->parent)
253                 player_position = player->parent->getPosition();
254         //if(player->touching_ground && player_position.Y > old_player_position.Y)
255         if(player->touching_ground &&
256                         player_position.Y > old_player_position.Y)
257         {
258                 f32 oldy = old_player_position.Y;
259                 f32 newy = player_position.Y;
260                 f32 t = exp(-23*frametime);
261                 player_position.Y = oldy * t + newy * (1-t);
262         }
263
264         // Set player node transformation
265         m_playernode->setPosition(player_position);
266         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
267         m_playernode->updateAbsolutePosition();
268
269         // Get camera tilt timer (hurt animation)
270         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
271
272         // Fall bobbing animation
273         float fall_bobbing = 0;
274         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
275         {
276                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
277                         player->camera_impact = m_view_bobbing_fall = 0;
278                 else if(m_view_bobbing_fall == 0) // Initialize effect
279                         m_view_bobbing_fall = 1;
280
281                 // Convert 0 -> 1 to 0 -> 1 -> 0
282                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
283                 // Smoothen and invert the above
284                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
285                 // Amplify according to the intensity of the impact
286                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
287
288                 fall_bobbing *= m_cache_fall_bobbing_amount;
289         }
290
291         // Calculate players eye offset for different camera modes
292         v3f PlayerEyeOffset = player->getEyeOffset();
293         if (m_camera_mode == CAMERA_MODE_FIRST)
294                 PlayerEyeOffset += player->eye_offset_first;
295         else
296                 PlayerEyeOffset += player->eye_offset_third;
297
298         // Set head node transformation
299         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
300         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
301         m_headnode->updateAbsolutePosition();
302
303         // Compute relative camera position and target
304         v3f rel_cam_pos = v3f(0,0,0);
305         v3f rel_cam_target = v3f(0,0,1);
306         v3f rel_cam_up = v3f(0,1,0);
307
308         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
309         {
310                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
311                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
312
313                 #if 1
314                 f32 bobknob = 1.2;
315                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
316                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
317
318                 v3f bobvec = v3f(
319                         0.3 * bobdir * sin(bobfrac * M_PI),
320                         -0.28 * bobtmp * bobtmp,
321                         0.);
322
323                 //rel_cam_pos += 0.2 * bobvec;
324                 //rel_cam_target += 0.03 * bobvec;
325                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
326                 float f = 1.0;
327                 f *= m_cache_view_bobbing_amount;
328                 rel_cam_pos += bobvec * f;
329                 //rel_cam_target += 0.995 * bobvec * f;
330                 rel_cam_target += bobvec * f;
331                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
332                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
333                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
334                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
335                 #else
336                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
337                 f32 angle_rad = angle_deg * M_PI / 180;
338                 f32 r = 0.05;
339                 v3f off = v3f(
340                         r * sin(angle_rad),
341                         r * (cos(angle_rad) - 1),
342                         0);
343                 rel_cam_pos += off;
344                 //rel_cam_target += off;
345                 rel_cam_up.rotateXYBy(angle_deg);
346                 #endif
347
348         }
349
350         // Compute absolute camera position and target
351         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
352         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
353
354         v3f abs_cam_up;
355         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
356
357         // Seperate camera position for calculation
358         v3f my_cp = m_camera_position;
359
360         // Reposition the camera for third person view
361         if (m_camera_mode > CAMERA_MODE_FIRST)
362         {
363                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
364                         m_camera_direction *= -1;
365
366                 my_cp.Y += 2;
367
368                 // Calculate new position
369                 bool abort = false;
370                 for (int i = BS; i <= BS*2.75; i++)
371                 {
372                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
373                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
374                         if (i > 12)
375                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
376
377                         // Prevent camera positioned inside nodes
378                         INodeDefManager *nodemgr = m_gamedef->ndef();
379                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
380                         const ContentFeatures& features = nodemgr->get(n);
381                         if(features.walkable)
382                         {
383                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
384                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
385                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
386                                 abort = true;
387                                 break;
388                         }
389                 }
390
391                 // If node blocks camera position don't move y to heigh
392                 if (abort && my_cp.Y > player_position.Y+BS*2)
393                         my_cp.Y = player_position.Y+BS*2;
394         }
395
396         // Update offset if too far away from the center of the map
397         m_camera_offset.X += CAMERA_OFFSET_STEP*
398                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
399         m_camera_offset.Y += CAMERA_OFFSET_STEP*
400                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
401         m_camera_offset.Z += CAMERA_OFFSET_STEP*
402                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
403
404         // Set camera node transformation
405         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
406         m_cameranode->setUpVector(abs_cam_up);
407         // *100.0 helps in large map coordinates
408         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
409
410         // update the camera position in front-view mode to render blocks behind player
411         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
412                 m_camera_position = my_cp;
413
414         // Get FOV setting
415         f32 fov_degrees = m_cache_fov;
416         fov_degrees = MYMAX(fov_degrees, 10.0);
417         fov_degrees = MYMIN(fov_degrees, 170.0);
418
419         // FOV and aspect ratio
420         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
421         m_fov_y = fov_degrees * M_PI / 180.0;
422         // Increase vertical FOV on lower aspect ratios (<16:10)
423         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
424         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
425         m_cameranode->setAspectRatio(m_aspect);
426         m_cameranode->setFOV(m_fov_y);
427
428         // Position the wielded item
429         //v3f wield_position = v3f(45, -35, 65);
430         v3f wield_position = v3f(55, -35, 65);
431         //v3f wield_rotation = v3f(-100, 120, -100);
432         v3f wield_rotation = v3f(-100, 120, -100);
433         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
434         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
435         {
436                 f32 frac = 1.0;
437                 if(m_digging_anim > 0.5)
438                         frac = 2.0 * (m_digging_anim - 0.5);
439                 // This value starts from 1 and settles to 0
440                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
441                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
442                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
443                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
444                 //wield_position.Z += frac * 5.0 * ratiothing2;
445                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
446                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
447                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
448                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
449         }
450         if (m_digging_button != -1)
451         {
452                 f32 digfrac = m_digging_anim;
453                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
454                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
455                 wield_position.Z += 25 * 0.5;
456
457                 // Euler angles are PURE EVIL, so why not use quaternions?
458                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
459                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
460                 core::quaternion quat_slerp;
461                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
462                 quat_slerp.toEuler(wield_rotation);
463                 wield_rotation *= core::RADTODEG;
464         } else {
465                 f32 bobfrac = my_modf(m_view_bobbing_anim);
466                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
467                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
468         }
469         m_wieldnode->setPosition(wield_position);
470         m_wieldnode->setRotation(wield_rotation);
471
472         // Shine light upon the wield mesh
473         video::SColor black(255,0,0,0);
474         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
475         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
476         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
477
478         // Render distance feedback loop
479         updateViewingRange(frametime, busytime);
480
481         // If the player is walking, swimming, or climbing,
482         // view bobbing is enabled and free_move is off,
483         // start (or continue) the view bobbing animation.
484         v3f speed = player->getSpeed();
485         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
486         const bool movement_Y = abs(speed.Y) > BS;
487
488         const bool walking = movement_XZ && player->touching_ground;
489         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
490         const bool climbing = movement_Y && player->is_climbing;
491         if ((walking || swimming || climbing) &&
492                         m_cache_view_bobbing &&
493                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
494         {
495                 // Start animation
496                 m_view_bobbing_state = 1;
497                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
498         }
499         else if (m_view_bobbing_state == 1)
500         {
501                 // Stop animation
502                 m_view_bobbing_state = 2;
503                 m_view_bobbing_speed = 60;
504         }
505 }
506
507 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
508 {
509         if (m_draw_control.range_all)
510                 return;
511
512         m_added_busytime += busytime_in;
513         m_added_frames += 1;
514
515         m_frametime_counter -= frametime_in;
516         if (m_frametime_counter > 0)
517                 return;
518         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
519
520         /*dstream<<__FUNCTION_NAME
521                         <<": Collected "<<m_added_frames<<" frames, total of "
522                         <<m_added_busytime<<"s."<<std::endl;
523
524         dstream<<"m_draw_control.blocks_drawn="
525                         <<m_draw_control.blocks_drawn
526                         <<", m_draw_control.blocks_would_have_drawn="
527                         <<m_draw_control.blocks_would_have_drawn
528                         <<std::endl;*/
529
530         // Get current viewing range and FPS settings
531         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
532         viewing_range_min = MYMAX(15.0, viewing_range_min);
533
534         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
535         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
536
537         // Immediately apply hard limits
538         if(m_draw_control.wanted_range < viewing_range_min)
539                 m_draw_control.wanted_range = viewing_range_min;
540         if(m_draw_control.wanted_range > viewing_range_max)
541                 m_draw_control.wanted_range = viewing_range_max;
542
543         // Just so big a value that everything rendered is visible
544         // Some more allowance than viewing_range_max * BS because of clouds,
545         // active objects, etc.
546         if(viewing_range_max < 200*BS)
547                 m_cameranode->setFarValue(200 * BS * 10);
548         else
549                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
550
551         f32 wanted_fps = m_cache_wanted_fps;
552         wanted_fps = MYMAX(wanted_fps, 1.0);
553         f32 wanted_frametime = 1.0 / wanted_fps;
554
555         m_draw_control.wanted_min_range = viewing_range_min;
556         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
557         if (m_draw_control.wanted_max_blocks < 10)
558                 m_draw_control.wanted_max_blocks = 10;
559
560         f32 block_draw_ratio = 1.0;
561         if (m_draw_control.blocks_would_have_drawn != 0)
562         {
563                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
564                         / (f32)m_draw_control.blocks_would_have_drawn;
565         }
566
567         // Calculate the average frametime in the case that all wanted
568         // blocks had been drawn
569         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
570
571         m_added_busytime = 0.0;
572         m_added_frames = 0;
573
574         f32 wanted_frametime_change = wanted_frametime - frametime;
575         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
576         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
577
578         // If needed frametime change is small, just return
579         // This value was 0.4 for many months until 2011-10-18 by c55;
580         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
581         {
582                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
583                 return;
584         }
585
586         f32 range = m_draw_control.wanted_range;
587         f32 new_range = range;
588
589         f32 d_range = range - m_range_old;
590         f32 d_busytime = busytime_in - m_busytime_old;
591         if (d_range != 0)
592         {
593                 m_time_per_range = d_busytime / d_range;
594         }
595         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
596         g_profiler->avg("time_per_range", m_time_per_range);
597
598         // The minimum allowed calculated frametime-range derivative:
599         // Practically this sets the maximum speed of changing the range.
600         // The lower this value, the higher the maximum changing speed.
601         // A low value here results in wobbly range (0.001)
602         // A low value can cause oscillation in very nonlinear time/range curves.
603         // A high value here results in slow changing range (0.0025)
604         // SUGG: This could be dynamically adjusted so that when
605         //       the camera is turning, this is lower
606         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
607         f32 min_time_per_range = 0.0005;
608         if(m_time_per_range < min_time_per_range)
609         {
610                 m_time_per_range = min_time_per_range;
611                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
612         }
613         else
614         {
615                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
616         }
617
618         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
619         // Dampen the change a bit to kill oscillations
620         //wanted_range_change *= 0.9;
621         //wanted_range_change *= 0.75;
622         wanted_range_change *= 0.5;
623         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
624
625         // If needed range change is very small, just return
626         if(fabs(wanted_range_change) < 0.001)
627         {
628                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
629                 return;
630         }
631
632         new_range += wanted_range_change;
633
634         //f32 new_range_unclamped = new_range;
635         new_range = MYMAX(new_range, viewing_range_min);
636         new_range = MYMIN(new_range, viewing_range_max);
637         /*dstream<<"new_range="<<new_range_unclamped
638                         <<", clamped to "<<new_range<<std::endl;*/
639
640         m_range_old = m_draw_control.wanted_range;
641         m_busytime_old = busytime_in;
642
643         m_draw_control.wanted_range = new_range;
644 }
645
646 void Camera::setDigging(s32 button)
647 {
648         if (m_digging_button == -1)
649                 m_digging_button = button;
650 }
651
652 void Camera::wield(const ItemStack &item)
653 {
654         if (item.name != m_wield_item_next.name) {
655                 m_wield_item_next = item;
656                 if (m_wield_change_timer > 0)
657                         m_wield_change_timer = -m_wield_change_timer;
658                 else if (m_wield_change_timer == 0)
659                         m_wield_change_timer = -0.001;
660         }
661 }
662
663 void Camera::drawWieldedTool(irr::core::matrix4* translation)
664 {
665         // Clear Z buffer so that the wielded tool stay in front of world geometry
666         m_wieldmgr->getVideoDriver()->clearZBuffer();
667
668         // Draw the wielded node (in a separate scene manager)
669         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
670         cam->setAspectRatio(m_cameranode->getAspectRatio());
671         cam->setFOV(72.0*M_PI/180.0);
672         cam->setNearValue(0.1);
673         cam->setFarValue(1000);
674         if (translation != NULL)
675         {
676                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
677                 irr::core::vector3df focusPoint = (cam->getTarget()
678                                 - cam->getAbsolutePosition()).setLength(1)
679                                 + cam->getAbsolutePosition();
680
681                 irr::core::vector3df camera_pos =
682                                 (startMatrix * *translation).getTranslation();
683                 cam->setPosition(camera_pos);
684                 cam->setTarget(focusPoint);
685         }
686         m_wieldmgr->drawAll();
687 }