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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "map.h"
24 #include "clientmap.h"     // MapDrawControl
25 #include "player.h"
26 #include <cmath>
27 #include "client/renderingengine.h"
28 #include "settings.h"
29 #include "wieldmesh.h"
30 #include "noise.h"         // easeCurve
31 #include "sound.h"
32 #include "event.h"
33 #include "nodedef.h"
34 #include "util/numeric.h"
35 #include "constants.h"
36 #include "fontengine.h"
37 #include "script/scripting_client.h"
38
39 #define CAMERA_OFFSET_STEP 200
40 #define WIELDMESH_OFFSET_X 55.0f
41 #define WIELDMESH_OFFSET_Y -35.0f
42
43 Camera::Camera(MapDrawControl &draw_control, Client *client):
44         m_draw_control(draw_control),
45         m_client(client)
46 {
47         scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
48         // note: making the camera node a child of the player node
49         // would lead to unexpected behaviour, so we don't do that.
50         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
51         m_headnode = smgr->addEmptySceneNode(m_playernode);
52         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
53         m_cameranode->bindTargetAndRotation(true);
54
55         // This needs to be in its own scene manager. It is drawn after
56         // all other 3D scene nodes and before the GUI.
57         m_wieldmgr = smgr->createNewSceneManager();
58         m_wieldmgr->addCameraSceneNode();
59         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
60         m_wieldnode->setItem(ItemStack(), m_client);
61         m_wieldnode->drop(); // m_wieldmgr grabbed it
62
63         /* TODO: Add a callback function so these can be updated when a setting
64          *       changes.  At this point in time it doesn't matter (e.g. /set
65          *       is documented to change server settings only)
66          *
67          * TODO: Local caching of settings is not optimal and should at some stage
68          *       be updated to use a global settings object for getting thse values
69          *       (as opposed to the this local caching). This can be addressed in
70          *       a later release.
71          */
72         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
73         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
74         m_cache_fov                 = g_settings->getFloat("fov");
75         m_arm_inertia               = g_settings->getBool("arm_inertia");
76         m_nametags.clear();
77 }
78
79 Camera::~Camera()
80 {
81         m_wieldmgr->drop();
82 }
83
84 bool Camera::successfullyCreated(std::string &error_message)
85 {
86         if (!m_playernode) {
87                 error_message = "Failed to create the player scene node";
88         } else if (!m_headnode) {
89                 error_message = "Failed to create the head scene node";
90         } else if (!m_cameranode) {
91                 error_message = "Failed to create the camera scene node";
92         } else if (!m_wieldmgr) {
93                 error_message = "Failed to create the wielded item scene manager";
94         } else if (!m_wieldnode) {
95                 error_message = "Failed to create the wielded item scene node";
96         } else {
97                 error_message.clear();
98         }
99
100         if (g_settings->getBool("enable_client_modding")) {
101                 m_client->getScript()->on_camera_ready(this);
102         }
103         return error_message.empty();
104 }
105
106 // Returns the fractional part of x
107 inline f32 my_modf(f32 x)
108 {
109         double dummy;
110         return modf(x, &dummy);
111 }
112
113 void Camera::step(f32 dtime)
114 {
115         if(m_view_bobbing_fall > 0)
116         {
117                 m_view_bobbing_fall -= 3 * dtime;
118                 if(m_view_bobbing_fall <= 0)
119                         m_view_bobbing_fall = -1; // Mark the effect as finished
120         }
121
122         bool was_under_zero = m_wield_change_timer < 0;
123         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
124
125         if (m_wield_change_timer >= 0 && was_under_zero)
126                 m_wieldnode->setItem(m_wield_item_next, m_client);
127
128         if (m_view_bobbing_state != 0)
129         {
130                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
131                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
132                 if (m_view_bobbing_state == 2) {
133                         // Animation is getting turned off
134                         if (m_view_bobbing_anim < 0.25) {
135                                 m_view_bobbing_anim -= offset;
136                         } else if (m_view_bobbing_anim > 0.75) {
137                                 m_view_bobbing_anim += offset;
138                         }
139
140                         if (m_view_bobbing_anim < 0.5) {
141                                 m_view_bobbing_anim += offset;
142                                 if (m_view_bobbing_anim > 0.5)
143                                         m_view_bobbing_anim = 0.5;
144                         } else {
145                                 m_view_bobbing_anim -= offset;
146                                 if (m_view_bobbing_anim < 0.5)
147                                         m_view_bobbing_anim = 0.5;
148                         }
149
150                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
151                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
152                                 m_view_bobbing_anim = 0;
153                                 m_view_bobbing_state = 0;
154                         }
155                 }
156                 else {
157                         float was = m_view_bobbing_anim;
158                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
159                         bool step = (was == 0 ||
160                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
161                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
162                         if(step) {
163                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
164                         }
165                 }
166         }
167
168         if (m_digging_button != -1) {
169                 f32 offset = dtime * 3.5f;
170                 float m_digging_anim_was = m_digging_anim;
171                 m_digging_anim += offset;
172                 if (m_digging_anim >= 1)
173                 {
174                         m_digging_anim = 0;
175                         m_digging_button = -1;
176                 }
177                 float lim = 0.15;
178                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
179                 {
180                         if (m_digging_button == 0) {
181                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
182                         } else if(m_digging_button == 1) {
183                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
184                         }
185                 }
186         }
187 }
188
189 static inline v2f dir(const v2f &pos_dist)
190 {
191         f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
192         f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
193
194         f32 x_abs = std::fabs(x);
195         f32 y_abs = std::fabs(y);
196
197         if (x_abs >= y_abs) {
198                 y *= (1.0f / x_abs);
199                 x /= x_abs;
200         }
201
202         if (y_abs >= x_abs) {
203                 x *= (1.0f / y_abs);
204                 y /= y_abs;
205         }
206
207         return v2f(std::fabs(x), std::fabs(y));
208 }
209
210 void Camera::addArmInertia(f32 player_yaw)
211 {
212         m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
213                 -100.0f, 100.0f) / 0.016f) * 0.01f;
214         m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
215         f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
216         f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
217
218         if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
219                 /*
220                     The arm moves relative to the camera speed,
221                     with an acceleration factor.
222                 */
223
224                 if (m_cam_vel.X > 1.0f) {
225                         if (m_cam_vel.X > m_cam_vel_old.X)
226                                 m_cam_vel_old.X = m_cam_vel.X;
227
228                         f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
229                         m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
230
231                         if (m_last_cam_pos.X != player_yaw)
232                                 m_last_cam_pos.X = player_yaw;
233
234                         m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
235                                 WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
236                 }
237
238                 if (m_cam_vel.Y > 1.0f) {
239                         if (m_cam_vel.Y > m_cam_vel_old.Y)
240                                 m_cam_vel_old.Y = m_cam_vel.Y;
241
242                         f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
243                         m_wieldmesh_offset.Y +=
244                                 m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
245
246                         if (m_last_cam_pos.Y != m_camera_direction.Y)
247                                 m_last_cam_pos.Y = m_camera_direction.Y;
248
249                         m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
250                                 WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
251                 }
252
253                 m_arm_dir = dir(m_wieldmesh_offset);
254         } else {
255                 /*
256                     Now the arm gets back to its default position when the camera stops,
257                     following a vector, with a smooth deceleration factor.
258                 */
259
260                 f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
261                         (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
262
263                 f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
264                         (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
265
266                 if (gap_X < 0.1f)
267                         m_cam_vel_old.X = 0.0f;
268
269                 m_wieldmesh_offset.X -=
270                         m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
271
272                 if (gap_Y < 0.1f)
273                         m_cam_vel_old.Y = 0.0f;
274
275                 m_wieldmesh_offset.Y -=
276                         m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
277         }
278 }
279
280 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
281 {
282         // Get player position
283         // Smooth the movement when walking up stairs
284         v3f old_player_position = m_playernode->getPosition();
285         v3f player_position = player->getPosition();
286         if (player->isAttached && player->parent)
287                 player_position = player->parent->getPosition();
288         //if(player->touching_ground && player_position.Y > old_player_position.Y)
289         if(player->touching_ground &&
290                         player_position.Y > old_player_position.Y)
291         {
292                 f32 oldy = old_player_position.Y;
293                 f32 newy = player_position.Y;
294                 f32 t = std::exp(-23 * frametime);
295                 player_position.Y = oldy * t + newy * (1-t);
296         }
297
298         // Set player node transformation
299         m_playernode->setPosition(player_position);
300         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
301         m_playernode->updateAbsolutePosition();
302
303         // Get camera tilt timer (hurt animation)
304         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
305
306         // Fall bobbing animation
307         float fall_bobbing = 0;
308         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
309         {
310                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
311                         player->camera_impact = m_view_bobbing_fall = 0;
312                 else if(m_view_bobbing_fall == 0) // Initialize effect
313                         m_view_bobbing_fall = 1;
314
315                 // Convert 0 -> 1 to 0 -> 1 -> 0
316                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
317                 // Smoothen and invert the above
318                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
319                 // Amplify according to the intensity of the impact
320                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
321
322                 fall_bobbing *= m_cache_fall_bobbing_amount;
323         }
324
325         // Calculate players eye offset for different camera modes
326         v3f PlayerEyeOffset = player->getEyeOffset();
327         if (m_camera_mode == CAMERA_MODE_FIRST)
328                 PlayerEyeOffset += player->eye_offset_first;
329         else
330                 PlayerEyeOffset += player->eye_offset_third;
331
332         // Set head node transformation
333         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
334         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
335         m_headnode->updateAbsolutePosition();
336
337         // Compute relative camera position and target
338         v3f rel_cam_pos = v3f(0,0,0);
339         v3f rel_cam_target = v3f(0,0,1);
340         v3f rel_cam_up = v3f(0,1,0);
341
342         if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
343                 m_camera_mode < CAMERA_MODE_THIRD) {
344                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
345                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
346
347                 #if 1
348                 f32 bobknob = 1.2;
349                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
350                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
351
352                 v3f bobvec = v3f(
353                         0.3 * bobdir * sin(bobfrac * M_PI),
354                         -0.28 * bobtmp * bobtmp,
355                         0.);
356
357                 //rel_cam_pos += 0.2 * bobvec;
358                 //rel_cam_target += 0.03 * bobvec;
359                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
360                 float f = 1.0;
361                 f *= m_cache_view_bobbing_amount;
362                 rel_cam_pos += bobvec * f;
363                 //rel_cam_target += 0.995 * bobvec * f;
364                 rel_cam_target += bobvec * f;
365                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
366                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
367                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
368                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
369                 #else
370                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
371                 f32 angle_rad = angle_deg * M_PI / 180;
372                 f32 r = 0.05;
373                 v3f off = v3f(
374                         r * sin(angle_rad),
375                         r * (cos(angle_rad) - 1),
376                         0);
377                 rel_cam_pos += off;
378                 //rel_cam_target += off;
379                 rel_cam_up.rotateXYBy(angle_deg);
380                 #endif
381
382         }
383
384         // Compute absolute camera position and target
385         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
386         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
387
388         v3f abs_cam_up;
389         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
390
391         // Seperate camera position for calculation
392         v3f my_cp = m_camera_position;
393
394         // Reposition the camera for third person view
395         if (m_camera_mode > CAMERA_MODE_FIRST)
396         {
397                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
398                         m_camera_direction *= -1;
399
400                 my_cp.Y += 2;
401
402                 // Calculate new position
403                 bool abort = false;
404                 for (int i = BS; i <= BS * 2.75; i++) {
405                         my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
406                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
407                         if (i > 12)
408                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
409
410                         // Prevent camera positioned inside nodes
411                         const NodeDefManager *nodemgr = m_client->ndef();
412                         MapNode n = m_client->getEnv().getClientMap()
413                                 .getNodeNoEx(floatToInt(my_cp, BS));
414
415                         const ContentFeatures& features = nodemgr->get(n);
416                         if (features.walkable) {
417                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
418                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
419                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
420                                 abort = true;
421                                 break;
422                         }
423                 }
424
425                 // If node blocks camera position don't move y to heigh
426                 if (abort && my_cp.Y > player_position.Y+BS*2)
427                         my_cp.Y = player_position.Y+BS*2;
428         }
429
430         // Update offset if too far away from the center of the map
431         m_camera_offset.X += CAMERA_OFFSET_STEP*
432                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
433         m_camera_offset.Y += CAMERA_OFFSET_STEP*
434                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
435         m_camera_offset.Z += CAMERA_OFFSET_STEP*
436                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
437
438         // Set camera node transformation
439         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
440         m_cameranode->setUpVector(abs_cam_up);
441         // *100.0 helps in large map coordinates
442         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
443
444         // update the camera position in third-person mode to render blocks behind player
445         // and correctly apply liquid post FX.
446         if (m_camera_mode != CAMERA_MODE_FIRST)
447                 m_camera_position = my_cp;
448
449         // Get FOV
450         f32 fov_degrees;
451         // Disable zoom with zoom FOV = 0
452         if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
453                 fov_degrees = player->getZoomFOV();
454         } else {
455                 fov_degrees = m_cache_fov;
456         }
457         fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
458
459         // FOV and aspect ratio
460         const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
461         m_aspect = (f32) window_size.X / (f32) window_size.Y;
462         m_fov_y = fov_degrees * M_PI / 180.0;
463         // Increase vertical FOV on lower aspect ratios (<16:10)
464         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
465         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
466         m_cameranode->setAspectRatio(m_aspect);
467         m_cameranode->setFOV(m_fov_y);
468
469         if (m_arm_inertia)
470                 addArmInertia(player->getYaw());
471
472         // Position the wielded item
473         //v3f wield_position = v3f(45, -35, 65);
474         v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
475         //v3f wield_rotation = v3f(-100, 120, -100);
476         v3f wield_rotation = v3f(-100, 120, -100);
477         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
478         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
479         {
480                 f32 frac = 1.0;
481                 if(m_digging_anim > 0.5)
482                         frac = 2.0 * (m_digging_anim - 0.5);
483                 // This value starts from 1 and settles to 0
484                 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
485                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
486                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
487                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
488                 //wield_position.Z += frac * 5.0 * ratiothing2;
489                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
490                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
491                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
492                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
493         }
494         if (m_digging_button != -1)
495         {
496                 f32 digfrac = m_digging_anim;
497                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
498                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
499                 wield_position.Z += 25 * 0.5;
500
501                 // Euler angles are PURE EVIL, so why not use quaternions?
502                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
503                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
504                 core::quaternion quat_slerp;
505                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
506                 quat_slerp.toEuler(wield_rotation);
507                 wield_rotation *= core::RADTODEG;
508         } else {
509                 f32 bobfrac = my_modf(m_view_bobbing_anim);
510                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
511                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
512         }
513         m_wieldnode->setPosition(wield_position);
514         m_wieldnode->setRotation(wield_rotation);
515
516         m_wieldnode->setColor(player->light_color);
517
518         // Set render distance
519         updateViewingRange();
520
521         // If the player is walking, swimming, or climbing,
522         // view bobbing is enabled and free_move is off,
523         // start (or continue) the view bobbing animation.
524         const v3f &speed = player->getSpeed();
525         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
526         const bool movement_Y = fabs(speed.Y) > BS;
527
528         const bool walking = movement_XZ && player->touching_ground;
529         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
530         const bool climbing = movement_Y && player->is_climbing;
531         if ((walking || swimming || climbing) &&
532                         (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
533                 // Start animation
534                 m_view_bobbing_state = 1;
535                 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
536         }
537         else if (m_view_bobbing_state == 1)
538         {
539                 // Stop animation
540                 m_view_bobbing_state = 2;
541                 m_view_bobbing_speed = 60;
542         }
543 }
544
545 void Camera::updateViewingRange()
546 {
547         f32 viewing_range = g_settings->getFloat("viewing_range");
548         f32 near_plane = g_settings->getFloat("near_plane");
549
550         m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
551         m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
552         if (m_draw_control.range_all) {
553                 m_cameranode->setFarValue(100000.0);
554                 return;
555         }
556         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
557 }
558
559 void Camera::setDigging(s32 button)
560 {
561         if (m_digging_button == -1)
562                 m_digging_button = button;
563 }
564
565 void Camera::wield(const ItemStack &item)
566 {
567         if (item.name != m_wield_item_next.name ||
568                         item.metadata != m_wield_item_next.metadata) {
569                 m_wield_item_next = item;
570                 if (m_wield_change_timer > 0)
571                         m_wield_change_timer = -m_wield_change_timer;
572                 else if (m_wield_change_timer == 0)
573                         m_wield_change_timer = -0.001;
574         }
575 }
576
577 void Camera::drawWieldedTool(irr::core::matrix4* translation)
578 {
579         // Clear Z buffer so that the wielded tool stay in front of world geometry
580         m_wieldmgr->getVideoDriver()->clearZBuffer();
581
582         // Draw the wielded node (in a separate scene manager)
583         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
584         cam->setAspectRatio(m_cameranode->getAspectRatio());
585         cam->setFOV(72.0*M_PI/180.0);
586         cam->setNearValue(10);
587         cam->setFarValue(1000);
588         if (translation != NULL)
589         {
590                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
591                 irr::core::vector3df focusPoint = (cam->getTarget()
592                                 - cam->getAbsolutePosition()).setLength(1)
593                                 + cam->getAbsolutePosition();
594
595                 irr::core::vector3df camera_pos =
596                                 (startMatrix * *translation).getTranslation();
597                 cam->setPosition(camera_pos);
598                 cam->setTarget(focusPoint);
599         }
600         m_wieldmgr->drawAll();
601 }
602
603 void Camera::drawNametags()
604 {
605         core::matrix4 trans = m_cameranode->getProjectionMatrix();
606         trans *= m_cameranode->getViewMatrix();
607
608         for (std::list<Nametag *>::const_iterator
609                         i = m_nametags.begin();
610                         i != m_nametags.end(); ++i) {
611                 Nametag *nametag = *i;
612                 if (nametag->nametag_color.getAlpha() == 0) {
613                         // Enforce hiding nametag,
614                         // because if freetype is enabled, a grey
615                         // shadow can remain.
616                         continue;
617                 }
618                 v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
619                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
620                 trans.multiplyWith1x4Matrix(transformed_pos);
621                 if (transformed_pos[3] > 0) {
622                         std::wstring nametag_colorless =
623                                 unescape_translate(utf8_to_wide(nametag->nametag_text));
624                         core::dimension2d<u32> textsize =
625                                 g_fontengine->getFont()->getDimension(
626                                 nametag_colorless.c_str());
627                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
628                                 core::reciprocal(transformed_pos[3]);
629                         v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
630                         v2s32 screen_pos;
631                         screen_pos.X = screensize.X *
632                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
633                         screen_pos.Y = screensize.Y *
634                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
635                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
636                         g_fontengine->getFont()->draw(
637                                 translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
638                                 size + screen_pos, nametag->nametag_color);
639                 }
640         }
641 }
642
643 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
644                 const std::string &nametag_text, video::SColor nametag_color,
645                 const v3f &pos)
646 {
647         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
648         m_nametags.push_back(nametag);
649         return nametag;
650 }
651
652 void Camera::removeNametag(Nametag *nametag)
653 {
654         m_nametags.remove(nametag);
655         delete nametag;
656 }