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Performance of main client loop up to 2x faster In places, up to 3 times faster
[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 "main.h" // for g_settings
24 #include "map.h"
25 #include "clientmap.h" // MapDrawControl
26 #include "player.h"
27 #include <cmath>
28 #include "settings.h"
29 #include "wieldmesh.h"
30 #include "noise.h" // easeCurve
31 #include "gamedef.h"
32 #include "sound.h"
33 #include "event.h"
34 #include "profiler.h"
35 #include "util/numeric.h"
36 #include "util/mathconstants.h"
37 #include "constants.h"
38
39 #define CAMERA_OFFSET_STEP 200
40
41 #include "nodedef.h"
42
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
44                 IGameDef *gamedef):
45         m_playernode(NULL),
46         m_headnode(NULL),
47         m_cameranode(NULL),
48
49         m_wieldmgr(NULL),
50         m_wieldnode(NULL),
51
52         m_draw_control(draw_control),
53         m_gamedef(gamedef),
54
55         m_camera_position(0,0,0),
56         m_camera_direction(0,0,0),
57         m_camera_offset(0,0,0),
58
59         m_aspect(1.0),
60         m_fov_x(1.0),
61         m_fov_y(1.0),
62
63         m_added_busytime(0),
64         m_added_frames(0),
65         m_range_old(0),
66         m_busytime_old(0),
67         m_frametime_counter(0),
68         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
69
70         m_view_bobbing_anim(0),
71         m_view_bobbing_state(0),
72         m_view_bobbing_speed(0),
73         m_view_bobbing_fall(0),
74
75         m_digging_anim(0),
76         m_digging_button(-1),
77
78         m_wield_change_timer(0.125),
79         m_wield_item_next(),
80
81         m_camera_mode(CAMERA_MODE_FIRST)
82 {
83         //dstream<<__FUNCTION_NAME<<std::endl;
84
85         // note: making the camera node a child of the player node
86         // would lead to unexpected behaviour, so we don't do that.
87         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
88         m_headnode = smgr->addEmptySceneNode(m_playernode);
89         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
90         m_cameranode->bindTargetAndRotation(true);
91
92         // This needs to be in its own scene manager. It is drawn after
93         // all other 3D scene nodes and before the GUI.
94         m_wieldmgr = smgr->createNewSceneManager();
95         m_wieldmgr->addCameraSceneNode();
96         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
97         m_wieldnode->setItem(ItemStack(), m_gamedef);
98         m_wieldnode->drop(); // m_wieldmgr grabbed it
99         m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
100
101         /* TODO: Add a callback function so these can be updated when a setting
102          *       changes.  At this point in time it doesn't matter (e.g. /set
103          *       is documented to change server settings only)
104          *
105          * TODO: Local caching of settings is not optimal and should at some stage
106          *       be updated to use a global settings object for getting thse values
107          *       (as opposed to the this local caching). This can be addressed in
108          *       a later release.
109          */
110         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
111         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
112         m_cache_viewing_range_min   = g_settings->getFloat("viewing_range_nodes_min");
113         m_cache_viewing_range_max   = g_settings->getFloat("viewing_range_nodes_max");
114         m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
115         m_cache_fov                 = g_settings->getFloat("fov");
116         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
117 }
118
119 Camera::~Camera()
120 {
121         m_wieldmgr->drop();
122 }
123
124 bool Camera::successfullyCreated(std::wstring& error_message)
125 {
126         if (m_playernode == NULL)
127         {
128                 error_message = L"Failed to create the player scene node";
129                 return false;
130         }
131         if (m_headnode == NULL)
132         {
133                 error_message = L"Failed to create the head scene node";
134                 return false;
135         }
136         if (m_cameranode == NULL)
137         {
138                 error_message = L"Failed to create the camera scene node";
139                 return false;
140         }
141         if (m_wieldmgr == NULL)
142         {
143                 error_message = L"Failed to create the wielded item scene manager";
144                 return false;
145         }
146         if (m_wieldnode == NULL)
147         {
148                 error_message = L"Failed to create the wielded item scene node";
149                 return false;
150         }
151         return true;
152 }
153
154 // Returns the fractional part of x
155 inline f32 my_modf(f32 x)
156 {
157         double dummy;
158         return modf(x, &dummy);
159 }
160
161 void Camera::step(f32 dtime)
162 {
163         if(m_view_bobbing_fall > 0)
164         {
165                 m_view_bobbing_fall -= 3 * dtime;
166                 if(m_view_bobbing_fall <= 0)
167                         m_view_bobbing_fall = -1; // Mark the effect as finished
168         }
169
170         bool was_under_zero = m_wield_change_timer < 0;
171         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
172
173         if (m_wield_change_timer >= 0 && was_under_zero)
174                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
175
176         if (m_view_bobbing_state != 0)
177         {
178                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
179                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
180                 if (m_view_bobbing_state == 2)
181                 {
182 #if 0
183                         // Animation is getting turned off
184                         if (m_view_bobbing_anim < 0.5)
185                                 m_view_bobbing_anim -= offset;
186                         else
187                                 m_view_bobbing_anim += offset;
188                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
189                         {
190                                 m_view_bobbing_anim = 0;
191                                 m_view_bobbing_state = 0;
192                         }
193 #endif
194 #if 1
195                         // Animation is getting turned off
196                         if(m_view_bobbing_anim < 0.25)
197                         {
198                                 m_view_bobbing_anim -= offset;
199                         } else if(m_view_bobbing_anim > 0.75) {
200                                 m_view_bobbing_anim += offset;
201                         }
202                         if(m_view_bobbing_anim < 0.5)
203                         {
204                                 m_view_bobbing_anim += offset;
205                                 if(m_view_bobbing_anim > 0.5)
206                                         m_view_bobbing_anim = 0.5;
207                         } else {
208                                 m_view_bobbing_anim -= offset;
209                                 if(m_view_bobbing_anim < 0.5)
210                                         m_view_bobbing_anim = 0.5;
211                         }
212                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
213                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
214                         {
215                                 m_view_bobbing_anim = 0;
216                                 m_view_bobbing_state = 0;
217                         }
218 #endif
219                 }
220                 else
221                 {
222                         float was = m_view_bobbing_anim;
223                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
224                         bool step = (was == 0 ||
225                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
226                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
227                         if(step)
228                         {
229                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
230                                 m_gamedef->event()->put(e);
231                         }
232                 }
233         }
234
235         if (m_digging_button != -1)
236         {
237                 f32 offset = dtime * 3.5;
238                 float m_digging_anim_was = m_digging_anim;
239                 m_digging_anim += offset;
240                 if (m_digging_anim >= 1)
241                 {
242                         m_digging_anim = 0;
243                         m_digging_button = -1;
244                 }
245                 float lim = 0.15;
246                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
247                 {
248                         if(m_digging_button == 0)
249                         {
250                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
251                                 m_gamedef->event()->put(e);
252                         } else if(m_digging_button == 1) {
253                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
254                                 m_gamedef->event()->put(e);
255                         }
256                 }
257         }
258 }
259
260 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
261                 f32 tool_reload_ratio, ClientEnvironment &c_env)
262 {
263         // Get player position
264         // Smooth the movement when walking up stairs
265         v3f old_player_position = m_playernode->getPosition();
266         v3f player_position = player->getPosition();
267         if (player->isAttached && player->parent)
268                 player_position = player->parent->getPosition();
269         //if(player->touching_ground && player_position.Y > old_player_position.Y)
270         if(player->touching_ground &&
271                         player_position.Y > old_player_position.Y)
272         {
273                 f32 oldy = old_player_position.Y;
274                 f32 newy = player_position.Y;
275                 f32 t = exp(-10*frametime);
276                 player_position.Y = oldy * t + newy * (1-t);
277         }
278
279         // Set player node transformation
280         m_playernode->setPosition(player_position);
281         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
282         m_playernode->updateAbsolutePosition();
283
284         // Get camera tilt timer (hurt animation)
285         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
286
287         // Fall bobbing animation
288         float fall_bobbing = 0;
289         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
290         {
291                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
292                         player->camera_impact = m_view_bobbing_fall = 0;
293                 else if(m_view_bobbing_fall == 0) // Initialize effect
294                         m_view_bobbing_fall = 1;
295
296                 // Convert 0 -> 1 to 0 -> 1 -> 0
297                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
298                 // Smoothen and invert the above
299                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
300                 // Amplify according to the intensity of the impact
301                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
302
303                 fall_bobbing *= m_cache_fall_bobbing_amount;
304         }
305
306         // Calculate players eye offset for different camera modes
307         v3f PlayerEyeOffset = player->getEyeOffset();
308         if (m_camera_mode == CAMERA_MODE_FIRST)
309                 PlayerEyeOffset += player->eye_offset_first;
310         else
311                 PlayerEyeOffset += player->eye_offset_third;
312         
313         // Set head node transformation
314         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
315         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
316         m_headnode->updateAbsolutePosition();
317
318         // Compute relative camera position and target
319         v3f rel_cam_pos = v3f(0,0,0);
320         v3f rel_cam_target = v3f(0,0,1);
321         v3f rel_cam_up = v3f(0,1,0);
322
323         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
324         {
325                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
326                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
327
328                 #if 1
329                 f32 bobknob = 1.2;
330                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
331                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
332
333                 v3f bobvec = v3f(
334                         0.3 * bobdir * sin(bobfrac * M_PI),
335                         -0.28 * bobtmp * bobtmp,
336                         0.);
337
338                 //rel_cam_pos += 0.2 * bobvec;
339                 //rel_cam_target += 0.03 * bobvec;
340                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
341                 float f = 1.0;
342                 f *= m_cache_view_bobbing_amount;
343                 rel_cam_pos += bobvec * f;
344                 //rel_cam_target += 0.995 * bobvec * f;
345                 rel_cam_target += bobvec * f;
346                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
347                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
348                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
349                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
350                 #else
351                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
352                 f32 angle_rad = angle_deg * M_PI / 180;
353                 f32 r = 0.05;
354                 v3f off = v3f(
355                         r * sin(angle_rad),
356                         r * (cos(angle_rad) - 1),
357                         0);
358                 rel_cam_pos += off;
359                 //rel_cam_target += off;
360                 rel_cam_up.rotateXYBy(angle_deg);
361                 #endif
362
363         }
364
365         // Compute absolute camera position and target
366         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
367         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
368
369         v3f abs_cam_up;
370         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
371
372         // Seperate camera position for calculation
373         v3f my_cp = m_camera_position;
374         
375         // Reposition the camera for third person view
376         if (m_camera_mode > CAMERA_MODE_FIRST)
377         {
378                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
379                         m_camera_direction *= -1;
380
381                 my_cp.Y += 2;
382
383                 // Calculate new position
384                 bool abort = false;
385                 for (int i = BS; i <= BS*2; i++)
386                 {
387                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
388                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
389                         if (i > 12)
390                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
391
392                         // Prevent camera positioned inside nodes
393                         INodeDefManager *nodemgr = m_gamedef->ndef();
394                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
395                         const ContentFeatures& features = nodemgr->get(n);
396                         if(features.walkable)
397                         {
398                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
399                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
400                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
401                                 abort = true;
402                                 break;
403                         }
404                 }
405
406                 // If node blocks camera position don't move y to heigh
407                 if (abort && my_cp.Y > player_position.Y+BS*2)
408                         my_cp.Y = player_position.Y+BS*2;
409         }
410
411         // Update offset if too far away from the center of the map
412         m_camera_offset.X += CAMERA_OFFSET_STEP*
413                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
414         m_camera_offset.Y += CAMERA_OFFSET_STEP*
415                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
416         m_camera_offset.Z += CAMERA_OFFSET_STEP*
417                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
418         
419         // Set camera node transformation
420         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
421         m_cameranode->setUpVector(abs_cam_up);
422         // *100.0 helps in large map coordinates
423         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
424
425         // update the camera position in front-view mode to render blocks behind player
426         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
427                 m_camera_position = my_cp;
428
429         // Get FOV setting
430         f32 fov_degrees = m_cache_fov;
431         fov_degrees = MYMAX(fov_degrees, 10.0);
432         fov_degrees = MYMIN(fov_degrees, 170.0);
433
434         // FOV and aspect ratio
435         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
436         m_fov_y = fov_degrees * M_PI / 180.0;
437         // Increase vertical FOV on lower aspect ratios (<16:10)
438         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
439         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
440         m_cameranode->setAspectRatio(m_aspect);
441         m_cameranode->setFOV(m_fov_y);
442
443         // Position the wielded item
444         //v3f wield_position = v3f(45, -35, 65);
445         v3f wield_position = v3f(55, -35, 65);
446         //v3f wield_rotation = v3f(-100, 120, -100);
447         v3f wield_rotation = v3f(-100, 120, -100);
448         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
449         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
450         {
451                 f32 frac = 1.0;
452                 if(m_digging_anim > 0.5)
453                         frac = 2.0 * (m_digging_anim - 0.5);
454                 // This value starts from 1 and settles to 0
455                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
456                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
457                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
458                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
459                 //wield_position.Z += frac * 5.0 * ratiothing2;
460                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
461                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
462                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
463                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
464         }
465         if (m_digging_button != -1)
466         {
467                 f32 digfrac = m_digging_anim;
468                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
469                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
470                 wield_position.Z += 25 * 0.5;
471         
472                 // Euler angles are PURE EVIL, so why not use quaternions?
473                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
474                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
475                 core::quaternion quat_slerp;
476                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
477                 quat_slerp.toEuler(wield_rotation);
478                 wield_rotation *= core::RADTODEG;
479         } else {
480                 f32 bobfrac = my_modf(m_view_bobbing_anim);
481                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
482                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
483         }
484         m_wieldnode->setPosition(wield_position);
485         m_wieldnode->setRotation(wield_rotation);
486
487         // Shine light upon the wield mesh
488         video::SColor black(255,0,0,0);
489         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
490         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
491         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
492
493         // Render distance feedback loop
494         updateViewingRange(frametime, busytime);
495
496         // If the player seems to be walking on solid ground,
497         // view bobbing is enabled and free_move is off,
498         // start (or continue) the view bobbing animation.
499         v3f speed = player->getSpeed();
500         if ((hypot(speed.X, speed.Z) > BS) &&
501                 (player->touching_ground) &&
502                 (m_cache_view_bobbing == true) &&
503                 (g_settings->getBool("free_move") == false ||
504                                 !m_gamedef->checkLocalPrivilege("fly")))
505         {
506                 // Start animation
507                 m_view_bobbing_state = 1;
508                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
509         }
510         else if (m_view_bobbing_state == 1)
511         {
512                 // Stop animation
513                 m_view_bobbing_state = 2;
514                 m_view_bobbing_speed = 60;
515         }
516 }
517
518 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
519 {
520         if (m_draw_control.range_all)
521                 return;
522
523         m_added_busytime += busytime_in;
524         m_added_frames += 1;
525
526         m_frametime_counter -= frametime_in;
527         if (m_frametime_counter > 0)
528                 return;
529         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
530
531         /*dstream<<__FUNCTION_NAME
532                         <<": Collected "<<m_added_frames<<" frames, total of "
533                         <<m_added_busytime<<"s."<<std::endl;
534
535         dstream<<"m_draw_control.blocks_drawn="
536                         <<m_draw_control.blocks_drawn
537                         <<", m_draw_control.blocks_would_have_drawn="
538                         <<m_draw_control.blocks_would_have_drawn
539                         <<std::endl;*/
540
541         // Get current viewing range and FPS settings
542         f32 viewing_range_min = m_cache_viewing_range_min;
543         viewing_range_min = MYMAX(15.0, viewing_range_min);
544
545         f32 viewing_range_max = m_cache_viewing_range_max;
546         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
547         
548         // Immediately apply hard limits
549         if(m_draw_control.wanted_range < viewing_range_min)
550                 m_draw_control.wanted_range = viewing_range_min;
551         if(m_draw_control.wanted_range > viewing_range_max)
552                 m_draw_control.wanted_range = viewing_range_max;
553
554         // Just so big a value that everything rendered is visible
555         // Some more allowance than viewing_range_max * BS because of clouds,
556         // active objects, etc.
557         if(viewing_range_max < 200*BS)
558                 m_cameranode->setFarValue(200 * BS * 10);
559         else
560                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
561
562         f32 wanted_fps = m_cache_wanted_fps;
563         wanted_fps = MYMAX(wanted_fps, 1.0);
564         f32 wanted_frametime = 1.0 / wanted_fps;
565
566         m_draw_control.wanted_min_range = viewing_range_min;
567         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
568         if (m_draw_control.wanted_max_blocks < 10)
569                 m_draw_control.wanted_max_blocks = 10;
570
571         f32 block_draw_ratio = 1.0;
572         if (m_draw_control.blocks_would_have_drawn != 0)
573         {
574                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
575                         / (f32)m_draw_control.blocks_would_have_drawn;
576         }
577
578         // Calculate the average frametime in the case that all wanted
579         // blocks had been drawn
580         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
581
582         m_added_busytime = 0.0;
583         m_added_frames = 0;
584
585         f32 wanted_frametime_change = wanted_frametime - frametime;
586         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
587         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
588
589         // If needed frametime change is small, just return
590         // This value was 0.4 for many months until 2011-10-18 by c55;
591         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
592         {
593                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
594                 return;
595         }
596
597         f32 range = m_draw_control.wanted_range;
598         f32 new_range = range;
599
600         f32 d_range = range - m_range_old;
601         f32 d_busytime = busytime_in - m_busytime_old;
602         if (d_range != 0)
603         {
604                 m_time_per_range = d_busytime / d_range;
605         }
606         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
607         g_profiler->avg("time_per_range", m_time_per_range);
608
609         // The minimum allowed calculated frametime-range derivative:
610         // Practically this sets the maximum speed of changing the range.
611         // The lower this value, the higher the maximum changing speed.
612         // A low value here results in wobbly range (0.001)
613         // A low value can cause oscillation in very nonlinear time/range curves.
614         // A high value here results in slow changing range (0.0025)
615         // SUGG: This could be dynamically adjusted so that when
616         //       the camera is turning, this is lower
617         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
618         f32 min_time_per_range = 0.0005;
619         if(m_time_per_range < min_time_per_range)
620         {
621                 m_time_per_range = min_time_per_range;
622                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
623         }
624         else
625         {
626                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
627         }
628
629         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
630         // Dampen the change a bit to kill oscillations
631         //wanted_range_change *= 0.9;
632         //wanted_range_change *= 0.75;
633         wanted_range_change *= 0.5;
634         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
635
636         // If needed range change is very small, just return
637         if(fabs(wanted_range_change) < 0.001)
638         {
639                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
640                 return;
641         }
642
643         new_range += wanted_range_change;
644         
645         //f32 new_range_unclamped = new_range;
646         new_range = MYMAX(new_range, viewing_range_min);
647         new_range = MYMIN(new_range, viewing_range_max);
648         /*dstream<<"new_range="<<new_range_unclamped
649                         <<", clamped to "<<new_range<<std::endl;*/
650
651         m_range_old = m_draw_control.wanted_range;
652         m_busytime_old = busytime_in;
653
654         m_draw_control.wanted_range = new_range;
655 }
656
657 void Camera::setDigging(s32 button)
658 {
659         if (m_digging_button == -1)
660                 m_digging_button = button;
661 }
662
663 void Camera::wield(const ItemStack &item)
664 {
665         if (item.name != m_wield_item_next.name) {
666                 m_wield_item_next = item;
667                 if (m_wield_change_timer > 0)
668                         m_wield_change_timer = -m_wield_change_timer;
669                 else if (m_wield_change_timer == 0)
670                         m_wield_change_timer = -0.001;
671         }
672 }
673
674 void Camera::drawWieldedTool(irr::core::matrix4* translation)
675 {
676         // Clear Z buffer so that the wielded tool stay in front of world geometry
677         m_wieldmgr->getVideoDriver()->clearZBuffer();
678
679         // Draw the wielded node (in a separate scene manager)
680         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
681         cam->setAspectRatio(m_cameranode->getAspectRatio());
682         cam->setFOV(72.0*M_PI/180.0);
683         cam->setNearValue(0.1);
684         cam->setFarValue(1000);
685         if (translation != NULL)
686         {
687                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
688                 irr::core::vector3df focusPoint = (cam->getTarget()
689                                 - cam->getAbsolutePosition()).setLength(1)
690                                 + cam->getAbsolutePosition();
691
692                 irr::core::vector3df camera_pos =
693                                 (startMatrix * *translation).getTranslation();
694                 cam->setPosition(camera_pos);
695                 cam->setTarget(focusPoint);
696         }
697         m_wieldmgr->drawAll();
698 }