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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         // 45 degrees is the lowest FOV that doesn't cause the server to treat this
75         // as a zoom FOV and load world beyond the set server limits.
76         m_cache_fov                 = std::fmax(g_settings->getFloat("fov"), 45.0f);
77         m_arm_inertia               = g_settings->getBool("arm_inertia");
78         m_nametags.clear();
79 }
80
81 Camera::~Camera()
82 {
83         m_wieldmgr->drop();
84 }
85
86 bool Camera::successfullyCreated(std::string &error_message)
87 {
88         if (!m_playernode) {
89                 error_message = "Failed to create the player scene node";
90         } else if (!m_headnode) {
91                 error_message = "Failed to create the head scene node";
92         } else if (!m_cameranode) {
93                 error_message = "Failed to create the camera scene node";
94         } else if (!m_wieldmgr) {
95                 error_message = "Failed to create the wielded item scene manager";
96         } else if (!m_wieldnode) {
97                 error_message = "Failed to create the wielded item scene node";
98         } else {
99                 error_message.clear();
100         }
101
102         if (m_client->modsLoaded())
103                 m_client->getScript()->on_camera_ready(this);
104
105         return error_message.empty();
106 }
107
108 // Returns the fractional part of x
109 inline f32 my_modf(f32 x)
110 {
111         double dummy;
112         return modf(x, &dummy);
113 }
114
115 void Camera::step(f32 dtime)
116 {
117         if(m_view_bobbing_fall > 0)
118         {
119                 m_view_bobbing_fall -= 3 * dtime;
120                 if(m_view_bobbing_fall <= 0)
121                         m_view_bobbing_fall = -1; // Mark the effect as finished
122         }
123
124         bool was_under_zero = m_wield_change_timer < 0;
125         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
126
127         if (m_wield_change_timer >= 0 && was_under_zero)
128                 m_wieldnode->setItem(m_wield_item_next, m_client);
129
130         if (m_view_bobbing_state != 0)
131         {
132                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
133                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
134                 if (m_view_bobbing_state == 2) {
135                         // Animation is getting turned off
136                         if (m_view_bobbing_anim < 0.25) {
137                                 m_view_bobbing_anim -= offset;
138                         } else if (m_view_bobbing_anim > 0.75) {
139                                 m_view_bobbing_anim += offset;
140                         }
141
142                         if (m_view_bobbing_anim < 0.5) {
143                                 m_view_bobbing_anim += offset;
144                                 if (m_view_bobbing_anim > 0.5)
145                                         m_view_bobbing_anim = 0.5;
146                         } else {
147                                 m_view_bobbing_anim -= offset;
148                                 if (m_view_bobbing_anim < 0.5)
149                                         m_view_bobbing_anim = 0.5;
150                         }
151
152                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
153                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
154                                 m_view_bobbing_anim = 0;
155                                 m_view_bobbing_state = 0;
156                         }
157                 }
158                 else {
159                         float was = m_view_bobbing_anim;
160                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
161                         bool step = (was == 0 ||
162                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
163                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
164                         if(step) {
165                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
166                         }
167                 }
168         }
169
170         if (m_digging_button != -1) {
171                 f32 offset = dtime * 3.5f;
172                 float m_digging_anim_was = m_digging_anim;
173                 m_digging_anim += offset;
174                 if (m_digging_anim >= 1)
175                 {
176                         m_digging_anim = 0;
177                         m_digging_button = -1;
178                 }
179                 float lim = 0.15;
180                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
181                 {
182                         if (m_digging_button == 0) {
183                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
184                         } else if(m_digging_button == 1) {
185                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
186                         }
187                 }
188         }
189 }
190
191 static inline v2f dir(const v2f &pos_dist)
192 {
193         f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
194         f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
195
196         f32 x_abs = std::fabs(x);
197         f32 y_abs = std::fabs(y);
198
199         if (x_abs >= y_abs) {
200                 y *= (1.0f / x_abs);
201                 x /= x_abs;
202         }
203
204         if (y_abs >= x_abs) {
205                 x *= (1.0f / y_abs);
206                 y /= y_abs;
207         }
208
209         return v2f(std::fabs(x), std::fabs(y));
210 }
211
212 void Camera::addArmInertia(f32 player_yaw)
213 {
214         m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
215                 -100.0f, 100.0f) / 0.016f) * 0.01f;
216         m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
217         f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
218         f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
219
220         if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
221                 /*
222                     The arm moves relative to the camera speed,
223                     with an acceleration factor.
224                 */
225
226                 if (m_cam_vel.X > 1.0f) {
227                         if (m_cam_vel.X > m_cam_vel_old.X)
228                                 m_cam_vel_old.X = m_cam_vel.X;
229
230                         f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
231                         m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
232
233                         if (m_last_cam_pos.X != player_yaw)
234                                 m_last_cam_pos.X = player_yaw;
235
236                         m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
237                                 WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
238                 }
239
240                 if (m_cam_vel.Y > 1.0f) {
241                         if (m_cam_vel.Y > m_cam_vel_old.Y)
242                                 m_cam_vel_old.Y = m_cam_vel.Y;
243
244                         f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
245                         m_wieldmesh_offset.Y +=
246                                 m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
247
248                         if (m_last_cam_pos.Y != m_camera_direction.Y)
249                                 m_last_cam_pos.Y = m_camera_direction.Y;
250
251                         m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
252                                 WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
253                 }
254
255                 m_arm_dir = dir(m_wieldmesh_offset);
256         } else {
257                 /*
258                     Now the arm gets back to its default position when the camera stops,
259                     following a vector, with a smooth deceleration factor.
260                 */
261
262                 f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
263                         (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
264
265                 f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
266                         (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
267
268                 if (gap_X < 0.1f)
269                         m_cam_vel_old.X = 0.0f;
270
271                 m_wieldmesh_offset.X -=
272                         m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
273
274                 if (gap_Y < 0.1f)
275                         m_cam_vel_old.Y = 0.0f;
276
277                 m_wieldmesh_offset.Y -=
278                         m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
279         }
280 }
281
282 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
283 {
284         // Get player position
285         // Smooth the movement when walking up stairs
286         v3f old_player_position = m_playernode->getPosition();
287         v3f player_position = player->getPosition();
288
289         // This is worse than `LocalPlayer::getPosition()` but
290         // mods expect the player head to be at the parent's position
291         // plus eye height.
292         if (player->getParent())
293                 player_position = player->getParent()->getPosition();
294
295         if(player->touching_ground &&
296                         player_position.Y > old_player_position.Y)
297         {
298                 f32 oldy = old_player_position.Y;
299                 f32 newy = player_position.Y;
300                 f32 t = std::exp(-23 * frametime);
301                 player_position.Y = oldy * t + newy * (1-t);
302         }
303
304         // Set player node transformation
305         m_playernode->setPosition(player_position);
306         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
307         m_playernode->updateAbsolutePosition();
308
309         // Get camera tilt timer (hurt animation)
310         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
311
312         // Fall bobbing animation
313         float fall_bobbing = 0;
314         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
315         {
316                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
317                         player->camera_impact = m_view_bobbing_fall = 0;
318                 else if(m_view_bobbing_fall == 0) // Initialize effect
319                         m_view_bobbing_fall = 1;
320
321                 // Convert 0 -> 1 to 0 -> 1 -> 0
322                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
323                 // Smoothen and invert the above
324                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
325                 // Amplify according to the intensity of the impact
326                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
327
328                 fall_bobbing *= m_cache_fall_bobbing_amount;
329         }
330
331         // Calculate players eye offset for different camera modes
332         v3f PlayerEyeOffset = player->getEyeOffset();
333         if (m_camera_mode == CAMERA_MODE_FIRST)
334                 PlayerEyeOffset += player->eye_offset_first;
335         else
336                 PlayerEyeOffset += player->eye_offset_third;
337
338         // Set head node transformation
339         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
340         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
341         m_headnode->updateAbsolutePosition();
342
343         // Compute relative camera position and target
344         v3f rel_cam_pos = v3f(0,0,0);
345         v3f rel_cam_target = v3f(0,0,1);
346         v3f rel_cam_up = v3f(0,1,0);
347
348         if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
349                 m_camera_mode < CAMERA_MODE_THIRD) {
350                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
351                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
352
353                 #if 1
354                 f32 bobknob = 1.2;
355                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
356                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
357
358                 v3f bobvec = v3f(
359                         0.3 * bobdir * sin(bobfrac * M_PI),
360                         -0.28 * bobtmp * bobtmp,
361                         0.);
362
363                 //rel_cam_pos += 0.2 * bobvec;
364                 //rel_cam_target += 0.03 * bobvec;
365                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
366                 float f = 1.0;
367                 f *= m_cache_view_bobbing_amount;
368                 rel_cam_pos += bobvec * f;
369                 //rel_cam_target += 0.995 * bobvec * f;
370                 rel_cam_target += bobvec * f;
371                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
372                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
373                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
374                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
375                 #else
376                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
377                 f32 angle_rad = angle_deg * M_PI / 180;
378                 f32 r = 0.05;
379                 v3f off = v3f(
380                         r * sin(angle_rad),
381                         r * (cos(angle_rad) - 1),
382                         0);
383                 rel_cam_pos += off;
384                 //rel_cam_target += off;
385                 rel_cam_up.rotateXYBy(angle_deg);
386                 #endif
387
388         }
389
390         // Compute absolute camera position and target
391         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
392         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
393
394         v3f abs_cam_up;
395         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
396
397         // Seperate camera position for calculation
398         v3f my_cp = m_camera_position;
399
400         // Reposition the camera for third person view
401         if (m_camera_mode > CAMERA_MODE_FIRST)
402         {
403                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
404                         m_camera_direction *= -1;
405
406                 my_cp.Y += 2;
407
408                 // Calculate new position
409                 bool abort = false;
410                 for (int i = BS; i <= BS * 2.75; i++) {
411                         my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
412                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
413                         if (i > 12)
414                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
415
416                         // Prevent camera positioned inside nodes
417                         const NodeDefManager *nodemgr = m_client->ndef();
418                         MapNode n = m_client->getEnv().getClientMap()
419                                 .getNode(floatToInt(my_cp, BS));
420
421                         const ContentFeatures& features = nodemgr->get(n);
422                         if (features.walkable) {
423                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
424                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
425                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
426                                 abort = true;
427                                 break;
428                         }
429                 }
430
431                 // If node blocks camera position don't move y to heigh
432                 if (abort && my_cp.Y > player_position.Y+BS*2)
433                         my_cp.Y = player_position.Y+BS*2;
434         }
435
436         // Update offset if too far away from the center of the map
437         m_camera_offset.X += CAMERA_OFFSET_STEP*
438                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
439         m_camera_offset.Y += CAMERA_OFFSET_STEP*
440                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
441         m_camera_offset.Z += CAMERA_OFFSET_STEP*
442                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
443
444         // Set camera node transformation
445         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
446         m_cameranode->setUpVector(abs_cam_up);
447         // *100.0 helps in large map coordinates
448         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
449
450         // update the camera position in third-person mode to render blocks behind player
451         // and correctly apply liquid post FX.
452         if (m_camera_mode != CAMERA_MODE_FIRST)
453                 m_camera_position = my_cp;
454
455         /*
456          * Apply server-sent FOV. If server doesn't enforce FOV,
457          * check for zoom and set to zoom FOV.
458          * Otherwise, default to m_cache_fov
459          */
460
461         f32 fov_degrees;
462         PlayerFovSpec fov_spec = player->getFov();
463         if (fov_spec.fov > 0.0f) {
464                 // If server-sent FOV is a multiplier, multiply
465                 // it with m_cache_fov instead of overriding
466                 if (fov_spec.is_multiplier)
467                         fov_degrees = m_cache_fov * fov_spec.fov;
468                 else
469                         fov_degrees = fov_spec.fov;
470         } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
471                 // Player requests zoom, apply zoom FOV
472                 fov_degrees = player->getZoomFOV();
473         } else {
474                 // Set to client's selected FOV
475                 fov_degrees = m_cache_fov;
476         }
477         fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
478
479         // FOV and aspect ratio
480         const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
481         m_aspect = (f32) window_size.X / (f32) window_size.Y;
482         m_fov_y = fov_degrees * M_PI / 180.0;
483         // Increase vertical FOV on lower aspect ratios (<16:10)
484         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
485         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
486         m_cameranode->setAspectRatio(m_aspect);
487         m_cameranode->setFOV(m_fov_y);
488
489         if (m_arm_inertia)
490                 addArmInertia(player->getYaw());
491
492         // Position the wielded item
493         //v3f wield_position = v3f(45, -35, 65);
494         v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
495         //v3f wield_rotation = v3f(-100, 120, -100);
496         v3f wield_rotation = v3f(-100, 120, -100);
497         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
498         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
499         {
500                 f32 frac = 1.0;
501                 if(m_digging_anim > 0.5)
502                         frac = 2.0 * (m_digging_anim - 0.5);
503                 // This value starts from 1 and settles to 0
504                 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
505                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
506                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
507                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
508                 //wield_position.Z += frac * 5.0 * ratiothing2;
509                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
510                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
511                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
512                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
513         }
514         if (m_digging_button != -1)
515         {
516                 f32 digfrac = m_digging_anim;
517                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
518                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
519                 wield_position.Z += 25 * 0.5;
520
521                 // Euler angles are PURE EVIL, so why not use quaternions?
522                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
523                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
524                 core::quaternion quat_slerp;
525                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
526                 quat_slerp.toEuler(wield_rotation);
527                 wield_rotation *= core::RADTODEG;
528         } else {
529                 f32 bobfrac = my_modf(m_view_bobbing_anim);
530                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
531                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
532         }
533         m_wieldnode->setPosition(wield_position);
534         m_wieldnode->setRotation(wield_rotation);
535
536         m_wieldnode->setColor(player->light_color);
537
538         // Set render distance
539         updateViewingRange();
540
541         // If the player is walking, swimming, or climbing,
542         // view bobbing is enabled and free_move is off,
543         // start (or continue) the view bobbing animation.
544         const v3f &speed = player->getSpeed();
545         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
546         const bool movement_Y = fabs(speed.Y) > BS;
547
548         const bool walking = movement_XZ && player->touching_ground;
549         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
550         const bool climbing = movement_Y && player->is_climbing;
551         if ((walking || swimming || climbing) &&
552                         (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
553                 // Start animation
554                 m_view_bobbing_state = 1;
555                 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
556         }
557         else if (m_view_bobbing_state == 1)
558         {
559                 // Stop animation
560                 m_view_bobbing_state = 2;
561                 m_view_bobbing_speed = 60;
562         }
563 }
564
565 void Camera::updateViewingRange()
566 {
567         f32 viewing_range = g_settings->getFloat("viewing_range");
568         f32 near_plane = g_settings->getFloat("near_plane");
569
570         m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
571         m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
572         if (m_draw_control.range_all) {
573                 m_cameranode->setFarValue(100000.0);
574                 return;
575         }
576         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
577 }
578
579 void Camera::setDigging(s32 button)
580 {
581         if (m_digging_button == -1)
582                 m_digging_button = button;
583 }
584
585 void Camera::wield(const ItemStack &item)
586 {
587         if (item.name != m_wield_item_next.name ||
588                         item.metadata != m_wield_item_next.metadata) {
589                 m_wield_item_next = item;
590                 if (m_wield_change_timer > 0)
591                         m_wield_change_timer = -m_wield_change_timer;
592                 else if (m_wield_change_timer == 0)
593                         m_wield_change_timer = -0.001;
594         }
595 }
596
597 void Camera::drawWieldedTool(irr::core::matrix4* translation)
598 {
599         // Clear Z buffer so that the wielded tool stay in front of world geometry
600         m_wieldmgr->getVideoDriver()->clearZBuffer();
601
602         // Draw the wielded node (in a separate scene manager)
603         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
604         cam->setAspectRatio(m_cameranode->getAspectRatio());
605         cam->setFOV(72.0*M_PI/180.0);
606         cam->setNearValue(10);
607         cam->setFarValue(1000);
608         if (translation != NULL)
609         {
610                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
611                 irr::core::vector3df focusPoint = (cam->getTarget()
612                                 - cam->getAbsolutePosition()).setLength(1)
613                                 + cam->getAbsolutePosition();
614
615                 irr::core::vector3df camera_pos =
616                                 (startMatrix * *translation).getTranslation();
617                 cam->setPosition(camera_pos);
618                 cam->setTarget(focusPoint);
619         }
620         m_wieldmgr->drawAll();
621 }
622
623 void Camera::drawNametags()
624 {
625         core::matrix4 trans = m_cameranode->getProjectionMatrix();
626         trans *= m_cameranode->getViewMatrix();
627
628         for (std::list<Nametag *>::const_iterator
629                         i = m_nametags.begin();
630                         i != m_nametags.end(); ++i) {
631                 Nametag *nametag = *i;
632                 if (nametag->nametag_color.getAlpha() == 0) {
633                         // Enforce hiding nametag,
634                         // because if freetype is enabled, a grey
635                         // shadow can remain.
636                         continue;
637                 }
638                 v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
639                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
640                 trans.multiplyWith1x4Matrix(transformed_pos);
641                 if (transformed_pos[3] > 0) {
642                         std::wstring nametag_colorless =
643                                 unescape_translate(utf8_to_wide(nametag->nametag_text));
644                         core::dimension2d<u32> textsize =
645                                 g_fontengine->getFont()->getDimension(
646                                 nametag_colorless.c_str());
647                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
648                                 core::reciprocal(transformed_pos[3]);
649                         v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
650                         v2s32 screen_pos;
651                         screen_pos.X = screensize.X *
652                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
653                         screen_pos.Y = screensize.Y *
654                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
655                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
656                         g_fontengine->getFont()->draw(
657                                 translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
658                                 size + screen_pos, nametag->nametag_color);
659                 }
660         }
661 }
662
663 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
664                 const std::string &nametag_text, video::SColor nametag_color,
665                 const v3f &pos)
666 {
667         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
668         m_nametags.push_back(nametag);
669         return nametag;
670 }
671
672 void Camera::removeNametag(Nametag *nametag)
673 {
674         m_nametags.remove(nametag);
675         delete nametag;
676 }