]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
Implement proper font handling
[dragonfireclient.git] / src / camera.cpp
index 16fad6132e1f77a286fc255587fbc020b716b720..09e3c836a14a07dd6871cd8704cf9ba2b62b2b1e 100644 (file)
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "camera.h"
 #include "debug.h"
+#include "client.h"
 #include "main.h" // for g_settings
 #include "map.h"
+#include "clientmap.h" // MapDrawControl
 #include "player.h"
-#include "utility.h"
 #include <cmath>
-
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
-       m_smgr(smgr),
+#include "settings.h"
+#include "wieldmesh.h"
+#include "noise.h" // easeCurve
+#include "gamedef.h"
+#include "sound.h"
+#include "event.h"
+#include "profiler.h"
+#include "util/numeric.h"
+#include "util/mathconstants.h"
+#include "constants.h"
+
+#define CAMERA_OFFSET_STEP 200
+
+#include "nodedef.h"
+
+Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
+               IGameDef *gamedef):
        m_playernode(NULL),
+       m_headnode(NULL),
        m_cameranode(NULL),
+
+       m_wieldmgr(NULL),
+       m_wieldnode(NULL),
+
        m_draw_control(draw_control),
-       m_viewing_range_min(5.0),
-       m_viewing_range_max(5.0),
+       m_gamedef(gamedef),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
+       m_camera_offset(0,0,0),
 
        m_aspect(1.0),
        m_fov_x(1.0),
        m_fov_y(1.0),
 
-       m_wanted_frametime(0.0),
-       m_added_frametime(0),
+       m_added_busytime(0),
        m_added_frames(0),
        m_range_old(0),
-       m_frametime_old(0),
+       m_busytime_old(0),
        m_frametime_counter(0),
        m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
 
        m_view_bobbing_anim(0),
-       m_view_bobbing_state(0)
+       m_view_bobbing_state(0),
+       m_view_bobbing_speed(0),
+       m_view_bobbing_fall(0),
+
+       m_digging_anim(0),
+       m_digging_button(-1),
+
+       m_wield_change_timer(0.125),
+       m_wield_item_next(),
+
+       m_camera_mode(CAMERA_MODE_FIRST)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
        // note: making the camera node a child of the player node
        // would lead to unexpected behaviour, so we don't do that.
        m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
+       m_headnode = smgr->addEmptySceneNode(m_playernode);
        m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
        m_cameranode->bindTargetAndRotation(true);
 
-       updateSettings();
+       // This needs to be in its own scene manager. It is drawn after
+       // all other 3D scene nodes and before the GUI.
+       m_wieldmgr = smgr->createNewSceneManager();
+       m_wieldmgr->addCameraSceneNode();
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+       m_wieldnode->setItem(ItemStack(), m_gamedef);
+       m_wieldnode->drop(); // m_wieldmgr grabbed it
+       m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
 }
 
 Camera::~Camera()
 {
+       m_wieldmgr->drop();
+}
+
+bool Camera::successfullyCreated(std::wstring& error_message)
+{
+       if (m_playernode == NULL)
+       {
+               error_message = L"Failed to create the player scene node";
+               return false;
+       }
+       if (m_headnode == NULL)
+       {
+               error_message = L"Failed to create the head scene node";
+               return false;
+       }
+       if (m_cameranode == NULL)
+       {
+               error_message = L"Failed to create the camera scene node";
+               return false;
+       }
+       if (m_wieldmgr == NULL)
+       {
+               error_message = L"Failed to create the wielded item scene manager";
+               return false;
+       }
+       if (m_wieldnode == NULL)
+       {
+               error_message = L"Failed to create the wielded item scene node";
+               return false;
+       }
+       return true;
+}
+
+// Returns the fractional part of x
+inline f32 my_modf(f32 x)
+{
+       double dummy;
+       return modf(x, &dummy);
 }
 
 void Camera::step(f32 dtime)
 {
+       if(m_view_bobbing_fall > 0)
+       {
+               m_view_bobbing_fall -= 3 * dtime;
+               if(m_view_bobbing_fall <= 0)
+                       m_view_bobbing_fall = -1; // Mark the effect as finished
+       }
+
+       bool was_under_zero = m_wield_change_timer < 0;
+       m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
+
+       if (m_wield_change_timer >= 0 && was_under_zero)
+               m_wieldnode->setItem(m_wield_item_next, m_gamedef);
+
        if (m_view_bobbing_state != 0)
        {
-               const f32 bobspeed = 0x1000000;
-               s32 offset = MYMAX(dtime * bobspeed, 1);
+               //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               f32 offset = dtime * m_view_bobbing_speed * 0.030;
                if (m_view_bobbing_state == 2)
                {
+#if 0
                        // Animation is getting turned off
-                       s32 subanim = (m_view_bobbing_anim & 0x7fffff);
-                       if (subanim < 0x400000)
-                               offset = -1 *  MYMIN(offset, subanim);
+                       if (m_view_bobbing_anim < 0.5)
+                               m_view_bobbing_anim -= offset;
                        else
-                               offset = MYMIN(offset, 0x800000 - subanim);
+                               m_view_bobbing_anim += offset;
+                       if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
+#if 1
+                       // Animation is getting turned off
+                       if(m_view_bobbing_anim < 0.25)
+                       {
+                               m_view_bobbing_anim -= offset;
+                       } else if(m_view_bobbing_anim > 0.75) {
+                               m_view_bobbing_anim += offset;
+                       }
+                       if(m_view_bobbing_anim < 0.5)
+                       {
+                               m_view_bobbing_anim += offset;
+                               if(m_view_bobbing_anim > 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       } else {
+                               m_view_bobbing_anim -= offset;
+                               if(m_view_bobbing_anim < 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       }
+                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
+               }
+               else
+               {
+                       float was = m_view_bobbing_anim;
+                       m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
+                       bool step = (was == 0 ||
+                                       (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
+                                       (was > 0.5f && m_view_bobbing_anim <= 0.5f));
+                       if(step)
+                       {
+                               MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
+                               m_gamedef->event()->put(e);
+                       }
+               }
+       }
+
+       if (m_digging_button != -1)
+       {
+               f32 offset = dtime * 3.5;
+               float m_digging_anim_was = m_digging_anim;
+               m_digging_anim += offset;
+               if (m_digging_anim >= 1)
+               {
+                       m_digging_anim = 0;
+                       m_digging_button = -1;
+               }
+               float lim = 0.15;
+               if(m_digging_anim_was < lim && m_digging_anim >= lim)
+               {
+                       if(m_digging_button == 0)
+                       {
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
+                               m_gamedef->event()->put(e);
+                       } else if(m_digging_button == 1) {
+                               MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
+                               m_gamedef->event()->put(e);
+                       }
                }
-               m_view_bobbing_anim = (m_view_bobbing_anim + offset) & 0xffffff;
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
+               f32 tool_reload_ratio, ClientEnvironment &c_env)
 {
-       if (m_playernode == NULL || m_cameranode == NULL)
-               return;
+       // Get player position
+       // Smooth the movement when walking up stairs
+       v3f old_player_position = m_playernode->getPosition();
+       v3f player_position = player->getPosition();
+       if (player->isAttached && player->parent)
+               player_position = player->parent->getPosition();
+       //if(player->touching_ground && player_position.Y > old_player_position.Y)
+       if(player->touching_ground &&
+                       player_position.Y > old_player_position.Y)
+       {
+               f32 oldy = old_player_position.Y;
+               f32 newy = player_position.Y;
+               f32 t = exp(-10*frametime);
+               player_position.Y = oldy * t + newy * (1-t);
+       }
 
        // Set player node transformation
-       m_playernode->setPosition(player->getPosition());
-       //m_playernode->setRotation(v3f(player->getPitch(), -1 * player->getYaw(), 0));
+       m_playernode->setPosition(player_position);
        m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
        m_playernode->updateAbsolutePosition();
 
+       // Get camera tilt timer (hurt animation)
+       float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+
+       // Fall bobbing animation
+       float fall_bobbing = 0;
+       if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
+       {
+               if(m_view_bobbing_fall == -1) // Effect took place and has finished
+                       player->camera_impact = m_view_bobbing_fall = 0;
+               else if(m_view_bobbing_fall == 0) // Initialize effect
+                       m_view_bobbing_fall = 1;
+
+               // Convert 0 -> 1 to 0 -> 1 -> 0
+               fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+               // Smoothen and invert the above
+               fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+               // Amplify according to the intensity of the impact
+               fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+
+               fall_bobbing *= g_settings->getFloat("fall_bobbing_amount");
+       }
+
+       // Calculate players eye offset for different camera modes
+       v3f PlayerEyeOffset = player->getEyeOffset();
+       if (m_camera_mode == CAMERA_MODE_FIRST)
+               PlayerEyeOffset += player->eye_offset_first;
+       else
+               PlayerEyeOffset += player->eye_offset_third;
+       
+       // Set head node transformation
+       m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+       m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
+       m_headnode->updateAbsolutePosition();
+
        // Compute relative camera position and target
-       v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
-       v3f relative_cam_target = v3f(0,0,1);
-       relative_cam_target.rotateYZBy(player->getPitch());
-       relative_cam_target += relative_cam_pos;
-
-       f32 bobangle = m_view_bobbing_anim * 2 * M_PI / 0x1000000;
-       f32 bobangle_s = sin(bobangle);
-       f32 bobangle_c = cos(bobangle);
-       f32 bobwidth = 0.03 * cos(player->getPitch() * M_PI / 180)
-               / (bobangle_c * bobangle_c + 1);
-       f32 bobheight = bobwidth;
-       relative_cam_pos.X += bobwidth * bobangle_s;
-       relative_cam_pos.Y += bobheight * bobangle_s * bobangle_c;
+       v3f rel_cam_pos = v3f(0,0,0);
+       v3f rel_cam_target = v3f(0,0,1);
+       v3f rel_cam_up = v3f(0,1,0);
+
+       if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
+       {
+               f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
+               f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
+
+               #if 1
+               f32 bobknob = 1.2;
+               f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
+               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
+
+               v3f bobvec = v3f(
+                       0.3 * bobdir * sin(bobfrac * M_PI),
+                       -0.28 * bobtmp * bobtmp,
+                       0.);
+
+               //rel_cam_pos += 0.2 * bobvec;
+               //rel_cam_target += 0.03 * bobvec;
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
+               float f = 1.0;
+               f *= g_settings->getFloat("view_bobbing_amount");
+               rel_cam_pos += bobvec * f;
+               //rel_cam_target += 0.995 * bobvec * f;
+               rel_cam_target += bobvec * f;
+               rel_cam_target.Z -= 0.005 * bobvec.Z * f;
+               //rel_cam_target.X -= 0.005 * bobvec.X * f;
+               //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
+               #else
+               f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
+               f32 angle_rad = angle_deg * M_PI / 180;
+               f32 r = 0.05;
+               v3f off = v3f(
+                       r * sin(angle_rad),
+                       r * (cos(angle_rad) - 1),
+                       0);
+               rel_cam_pos += off;
+               //rel_cam_target += off;
+               rel_cam_up.rotateXYBy(angle_deg);
+               #endif
+
+       }
 
        // Compute absolute camera position and target
-       m_playernode->getAbsoluteTransformation().transformVect(m_camera_position, relative_cam_pos);
-       m_playernode->getAbsoluteTransformation().transformVect(m_camera_direction, relative_cam_target);
-       m_camera_direction -= m_camera_position;
+       m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
+       m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
+
+       v3f abs_cam_up;
+       m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
+
+       // Seperate camera position for calculation
+       v3f my_cp = m_camera_position;
+       
+       // Reposition the camera for third person view
+       if (m_camera_mode > CAMERA_MODE_FIRST)
+       {
+               if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+                       m_camera_direction *= -1;
+
+               my_cp.Y += 2;
 
+               // Calculate new position
+               bool abort = false;
+               for (int i = BS; i <= BS*2; i++)
+               {
+                       my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
+                       my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
+                       if (i > 12)
+                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
+
+                       // Prevent camera positioned inside nodes
+                       INodeDefManager *nodemgr = m_gamedef->ndef();
+                       MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
+                       const ContentFeatures& features = nodemgr->get(n);
+                       if(features.walkable)
+                       {
+                               my_cp.X += m_camera_direction.X*-1*-BS/2;
+                               my_cp.Z += m_camera_direction.Z*-1*-BS/2;
+                               my_cp.Y += m_camera_direction.Y*-1*-BS/2;
+                               abort = true;
+                               break;
+                       }
+               }
+
+               // If node blocks camera position don't move y to heigh
+               if (abort && my_cp.Y > player_position.Y+BS*2)
+                       my_cp.Y = player_position.Y+BS*2;
+       }
+
+       // Update offset if too far away from the center of the map
+       m_camera_offset.X += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
+       m_camera_offset.Y += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
+       m_camera_offset.Z += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
+       
        // Set camera node transformation
-       m_cameranode->setPosition(m_camera_position);
+       m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
+       m_cameranode->setUpVector(abs_cam_up);
        // *100.0 helps in large map coordinates
-       m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
+       m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
 
-       // FOV and and aspect ratio
-       m_aspect = (f32)screensize.X / (f32) screensize.Y;
-       m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+       // update the camera position in front-view mode to render blocks behind player
+       if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+               m_camera_position = my_cp;
+
+       // Get FOV setting
+       f32 fov_degrees = g_settings->getFloat("fov");
+       fov_degrees = MYMAX(fov_degrees, 10.0);
+       fov_degrees = MYMIN(fov_degrees, 170.0);
+
+       // FOV and aspect ratio
+       m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
+       m_fov_y = fov_degrees * M_PI / 180.0;
+       // Increase vertical FOV on lower aspect ratios (<16:10)
+       m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
+       m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
-       // Just so big a value that everything rendered is visible
-       // Some more allowance that m_viewing_range_max * BS because of active objects etc.
-       m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
+
+       // Position the wielded item
+       //v3f wield_position = v3f(45, -35, 65);
+       v3f wield_position = v3f(55, -35, 65);
+       //v3f wield_rotation = v3f(-100, 120, -100);
+       v3f wield_rotation = v3f(-100, 120, -100);
+       wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
+       if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
+       {
+               f32 frac = 1.0;
+               if(m_digging_anim > 0.5)
+                       frac = 2.0 * (m_digging_anim - 0.5);
+               // This value starts from 1 and settles to 0
+               f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
+               //f32 ratiothing2 = pow(ratiothing, 0.5f);
+               f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
+               wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
+               //wield_position.Z += frac * 5.0 * ratiothing2;
+               wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
+               wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
+               //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
+       }
+       if (m_digging_button != -1)
+       {
+               f32 digfrac = m_digging_anim;
+               wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
+               wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
+               wield_position.Z += 25 * 0.5;
+       
+               // Euler angles are PURE EVIL, so why not use quaternions?
+               core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
+               core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
+               core::quaternion quat_slerp;
+               quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
+               quat_slerp.toEuler(wield_rotation);
+               wield_rotation *= core::RADTODEG;
+       } else {
+               f32 bobfrac = my_modf(m_view_bobbing_anim);
+               wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
+               wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
+       }
+       m_wieldnode->setPosition(wield_position);
+       m_wieldnode->setRotation(wield_rotation);
+
+       // Shine light upon the wield mesh
+       video::SColor black(255,0,0,0);
+       m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
+       m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
+       m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
 
        // Render distance feedback loop
-       updateViewingRange(frametime);
+       updateViewingRange(frametime, busytime);
 
        // If the player seems to be walking on solid ground,
        // view bobbing is enabled and free_move is off,
        // start (or continue) the view bobbing animation.
        v3f speed = player->getSpeed();
-       //dstream<<"speed: ("<<speed.X<<","<<speed.Y<<","<<speed.Z<<")"<<std::endl;
        if ((hypot(speed.X, speed.Z) > BS) &&
-               (fabs(speed.Y) < BS/10) &&
-               (g_settings.getBool("view_bobbing") == true) &&
-               (g_settings.getBool("free_move") == false))
+               (player->touching_ground) &&
+               (g_settings->getBool("view_bobbing") == true) &&
+               (g_settings->getBool("free_move") == false ||
+                               !m_gamedef->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
+               m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
        }
        else if (m_view_bobbing_state == 1)
        {
                // Stop animation
                m_view_bobbing_state = 2;
+               m_view_bobbing_speed = 60;
        }
 }
 
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
 {
        if (m_draw_control.range_all)
                return;
 
-       m_added_frametime += frametime_in;
+       m_added_busytime += busytime_in;
        m_added_frames += 1;
 
-       // Actually this counter kind of sucks because frametime is busytime
        m_frametime_counter -= frametime_in;
        if (m_frametime_counter > 0)
                return;
-       m_frametime_counter = 0.2;
+       m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
 
        /*dstream<<__FUNCTION_NAME
                        <<": Collected "<<m_added_frames<<" frames, total of "
-                       <<m_added_frametime<<"s."<<std::endl;
+                       <<m_added_busytime<<"s."<<std::endl;
 
        dstream<<"m_draw_control.blocks_drawn="
                        <<m_draw_control.blocks_drawn
@@ -177,8 +521,33 @@ void Camera::updateViewingRange(f32 frametime_in)
                        <<m_draw_control.blocks_would_have_drawn
                        <<std::endl;*/
 
-       m_draw_control.wanted_min_range = m_viewing_range_min;
-       m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+       // Get current viewing range and FPS settings
+       f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
+       viewing_range_min = MYMAX(15.0, viewing_range_min);
+
+       f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+       viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
+       
+       // Immediately apply hard limits
+       if(m_draw_control.wanted_range < viewing_range_min)
+               m_draw_control.wanted_range = viewing_range_min;
+       if(m_draw_control.wanted_range > viewing_range_max)
+               m_draw_control.wanted_range = viewing_range_max;
+
+       // Just so big a value that everything rendered is visible
+       // Some more allowance than viewing_range_max * BS because of clouds,
+       // active objects, etc.
+       if(viewing_range_max < 200*BS)
+               m_cameranode->setFarValue(200 * BS * 10);
+       else
+               m_cameranode->setFarValue(viewing_range_max * BS * 10);
+
+       f32 wanted_fps = g_settings->getFloat("wanted_fps");
+       wanted_fps = MYMAX(wanted_fps, 1.0);
+       f32 wanted_frametime = 1.0 / wanted_fps;
+
+       m_draw_control.wanted_min_range = viewing_range_min;
+       m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
        if (m_draw_control.wanted_max_blocks < 10)
                m_draw_control.wanted_max_blocks = 10;
 
@@ -191,16 +560,18 @@ void Camera::updateViewingRange(f32 frametime_in)
 
        // Calculate the average frametime in the case that all wanted
        // blocks had been drawn
-       f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
+       f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
 
-       m_added_frametime = 0.0;
+       m_added_busytime = 0.0;
        m_added_frames = 0;
 
-       f32 wanted_frametime_change = m_wanted_frametime - frametime;
+       f32 wanted_frametime_change = wanted_frametime - frametime;
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
+       g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
 
        // If needed frametime change is small, just return
-       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+       // This value was 0.4 for many months until 2011-10-18 by c55;
+       if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
        {
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
                return;
@@ -210,22 +581,24 @@ void Camera::updateViewingRange(f32 frametime_in)
        f32 new_range = range;
 
        f32 d_range = range - m_range_old;
-       f32 d_frametime = frametime - m_frametime_old;
+       f32 d_busytime = busytime_in - m_busytime_old;
        if (d_range != 0)
        {
-               m_time_per_range = d_frametime / d_range;
+               m_time_per_range = d_busytime / d_range;
        }
+       //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
+       g_profiler->avg("time_per_range", m_time_per_range);
 
        // The minimum allowed calculated frametime-range derivative:
        // Practically this sets the maximum speed of changing the range.
        // The lower this value, the higher the maximum changing speed.
        // A low value here results in wobbly range (0.001)
+       // A low value can cause oscillation in very nonlinear time/range curves.
        // A high value here results in slow changing range (0.0025)
        // SUGG: This could be dynamically adjusted so that when
        //       the camera is turning, this is lower
-       //f32 min_time_per_range = 0.0015;
-       f32 min_time_per_range = 0.0010;
-       //f32 min_time_per_range = 0.05 / range;
+       //f32 min_time_per_range = 0.0010; // Up to 0.4.7
+       f32 min_time_per_range = 0.0005;
        if(m_time_per_range < min_time_per_range)
        {
                m_time_per_range = min_time_per_range;
@@ -253,32 +626,56 @@ void Camera::updateViewingRange(f32 frametime_in)
        new_range += wanted_range_change;
        
        //f32 new_range_unclamped = new_range;
-       new_range = MYMAX(new_range, m_viewing_range_min);
-       new_range = MYMIN(new_range, m_viewing_range_max);
+       new_range = MYMAX(new_range, viewing_range_min);
+       new_range = MYMIN(new_range, viewing_range_max);
        /*dstream<<"new_range="<<new_range_unclamped
                        <<", clamped to "<<new_range<<std::endl;*/
 
-       m_draw_control.wanted_range = new_range;
+       m_range_old = m_draw_control.wanted_range;
+       m_busytime_old = busytime_in;
 
-       m_range_old = new_range;
-       m_frametime_old = frametime;
+       m_draw_control.wanted_range = new_range;
 }
 
-void Camera::updateSettings()
+void Camera::setDigging(s32 button)
 {
-       m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
-       m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
-
-       m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
-       m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
-
-       f32 fov_degrees = g_settings.getFloat("fov");
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
-       m_fov_y = fov_degrees * M_PI / 180.0;
+       if (m_digging_button == -1)
+               m_digging_button = button;
+}
 
-       f32 wanted_fps = g_settings.getFloat("wanted_fps");
-       wanted_fps = MYMAX(wanted_fps, 1.0);
-       m_wanted_frametime = 1.0 / wanted_fps;
+void Camera::wield(const ItemStack &item)
+{
+       if (item.name != m_wield_item_next.name) {
+               m_wield_item_next = item;
+               if (m_wield_change_timer > 0)
+                       m_wield_change_timer = -m_wield_change_timer;
+               else if (m_wield_change_timer == 0)
+                       m_wield_change_timer = -0.001;
+       }
 }
 
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
+{
+       // Clear Z buffer so that the wielded tool stay in front of world geometry
+       m_wieldmgr->getVideoDriver()->clearZBuffer();
+
+       // Draw the wielded node (in a separate scene manager)
+       scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
+       cam->setAspectRatio(m_cameranode->getAspectRatio());
+       cam->setFOV(72.0*M_PI/180.0);
+       cam->setNearValue(0.1);
+       cam->setFarValue(1000);
+       if (translation != NULL)
+       {
+               irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+               irr::core::vector3df focusPoint = (cam->getTarget()
+                               - cam->getAbsolutePosition()).setLength(1)
+                               + cam->getAbsolutePosition();
+
+               irr::core::vector3df camera_pos =
+                               (startMatrix * *translation).getTranslation();
+               cam->setPosition(camera_pos);
+               cam->setTarget(focusPoint);
+       }
+       m_wieldmgr->drawAll();
+}