]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
[CSM] Don't Load the package library (#6944)
[minetest.git] / src / camera.cpp
index 0dd0a767bce056cf37412ec169afc68dd674e62d..a64b903aea136528352d5b6f1358d2fecbd3b4b6 100644 (file)
@@ -20,61 +20,31 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "camera.h"
 #include "debug.h"
 #include "client.h"
-#include "main.h" // for g_settings
 #include "map.h"
-#include "clientmap.h" // MapDrawControl
-#include "mesh.h"
+#include "clientmap.h"     // MapDrawControl
 #include "player.h"
-#include "tile.h"
 #include <cmath>
+#include "client/renderingengine.h"
 #include "settings.h"
-#include "itemdef.h" // For wield visualization
-#include "noise.h" // easeCurve
-#include "gamedef.h"
+#include "wieldmesh.h"
+#include "noise.h"         // easeCurve
 #include "sound.h"
 #include "event.h"
+#include "nodedef.h"
 #include "util/numeric.h"
-#include "util/mathconstants.h"
+#include "constants.h"
+#include "fontengine.h"
+#include "script/scripting_client.h"
 
-Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
-               IGameDef *gamedef):
-       m_smgr(smgr),
-       m_playernode(NULL),
-       m_headnode(NULL),
-       m_cameranode(NULL),
-
-       m_wieldmgr(NULL),
-       m_wieldnode(NULL),
-       m_wieldlight(0),
+#define CAMERA_OFFSET_STEP 200
+#define WIELDMESH_OFFSET_X 55.0f
+#define WIELDMESH_OFFSET_Y -35.0f
 
+Camera::Camera(MapDrawControl &draw_control, Client *client):
        m_draw_control(draw_control),
-       m_gamedef(gamedef),
-
-       m_camera_position(0,0,0),
-       m_camera_direction(0,0,0),
-
-       m_aspect(1.0),
-       m_fov_x(1.0),
-       m_fov_y(1.0),
-
-       m_added_frametime(0),
-       m_added_frames(0),
-       m_range_old(0),
-       m_frametime_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_speed(0),
-       m_view_bobbing_fall(0),
-
-       m_digging_anim(0),
-       m_digging_button(-1),
-       m_dummymesh(createCubeMesh(v3f(1,1,1)))
+       m_client(client)
 {
-       //dstream<<__FUNCTION_NAME<<std::endl;
-
+       scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
        // 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());
@@ -86,44 +56,51 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL);  // need a dummy mesh
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
+       m_wieldnode->setItem(ItemStack(), m_client);
+       m_wieldnode->drop(); // m_wieldmgr grabbed it
+
+       /* TODO: Add a callback function so these can be updated when a setting
+        *       changes.  At this point in time it doesn't matter (e.g. /set
+        *       is documented to change server settings only)
+        *
+        * TODO: Local caching of settings is not optimal and should at some stage
+        *       be updated to use a global settings object for getting thse values
+        *       (as opposed to the this local caching). This can be addressed in
+        *       a later release.
+        */
+       m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
+       m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
+       m_cache_fov                 = g_settings->getFloat("fov");
+       m_arm_inertia               = g_settings->getBool("arm_inertia");
+       m_nametags.clear();
 }
 
 Camera::~Camera()
 {
        m_wieldmgr->drop();
-
-       delete m_dummymesh;
 }
 
-bool Camera::successfullyCreated(std::wstring& error_message)
+bool Camera::successfullyCreated(std::string &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_playernode) {
+               error_message = "Failed to create the player scene node";
+       } else if (!m_headnode) {
+               error_message = "Failed to create the head scene node";
+       } else if (!m_cameranode) {
+               error_message = "Failed to create the camera scene node";
+       } else if (!m_wieldmgr) {
+               error_message = "Failed to create the wielded item scene manager";
+       } else if (!m_wieldnode) {
+               error_message = "Failed to create the wielded item scene node";
+       } else {
+               error_message.clear();
        }
-       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;
+
+       if (g_settings->getBool("enable_client_modding")) {
+               m_client->getScript()->on_camera_ready(this);
        }
-       return true;
+       return error_message.empty();
 }
 
 // Returns the fractional part of x
@@ -142,57 +119,49 @@ void Camera::step(f32 dtime)
                        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_client);
+
        if (m_view_bobbing_state != 0)
        {
                //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
+               if (m_view_bobbing_state == 2) {
                        // Animation is getting turned off
-                       if (m_view_bobbing_anim < 0.5)
+                       if (m_view_bobbing_anim < 0.25) {
                                m_view_bobbing_anim -= offset;
-                       else
+                       } else if (m_view_bobbing_anim > 0.75) {
                                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){
+
+                       if (m_view_bobbing_anim < 0.5) {
                                m_view_bobbing_anim += offset;
-                               if(m_view_bobbing_anim > 0.5)
+                               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)
+                               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)
-                       {
+
+                       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
-               {
+               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){
+                       if(step) {
                                MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
        }
@@ -210,19 +179,110 @@ void Camera::step(f32 dtime)
                float lim = 0.15;
                if(m_digging_anim_was < lim && m_digging_anim >= lim)
                {
-                       if(m_digging_button == 0){
+                       if(m_digging_button == 0)
+                       {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
-                               m_gamedef->event()->put(e);
-                       } else if(m_digging_button == 1){
+                               m_client->event()->put(e);
+                       } else if(m_digging_button == 1) {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
-               f32 tool_reload_ratio)
+static inline v2f dir(const v2f &pos_dist)
+{
+       f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
+       f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
+
+       f32 x_abs = std::fabs(x);
+       f32 y_abs = std::fabs(y);
+
+       if (x_abs >= y_abs) {
+               y *= (1.0f / x_abs);
+               x /= x_abs;
+       }
+
+       if (y_abs >= x_abs) {
+               x *= (1.0f / y_abs);
+               y /= y_abs;
+       }
+
+       return v2f(std::fabs(x), std::fabs(y));
+}
+
+void Camera::addArmInertia(f32 player_yaw)
+{
+       m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
+               -100.0f, 100.0f) / 0.016f) * 0.01f;
+       m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
+       f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
+       f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
+
+       if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
+               /*
+                   The arm moves relative to the camera speed,
+                   with an acceleration factor.
+               */
+
+               if (m_cam_vel.X > 1.0f) {
+                       if (m_cam_vel.X > m_cam_vel_old.X)
+                               m_cam_vel_old.X = m_cam_vel.X;
+
+                       f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
+                       m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
+
+                       if (m_last_cam_pos.X != player_yaw)
+                               m_last_cam_pos.X = player_yaw;
+
+                       m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
+                               WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
+               }
+
+               if (m_cam_vel.Y > 1.0f) {
+                       if (m_cam_vel.Y > m_cam_vel_old.Y)
+                               m_cam_vel_old.Y = m_cam_vel.Y;
+
+                       f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
+                       m_wieldmesh_offset.Y +=
+                               m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
+
+                       if (m_last_cam_pos.Y != m_camera_direction.Y)
+                               m_last_cam_pos.Y = m_camera_direction.Y;
+
+                       m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
+                               WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
+               }
+
+               m_arm_dir = dir(m_wieldmesh_offset);
+       } else {
+               /*
+                   Now the arm gets back to its default position when the camera stops,
+                   following a vector, with a smooth deceleration factor.
+               */
+
+               f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
+                       (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
+
+               f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
+                       (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
+
+               if (gap_X < 0.1f)
+                       m_cam_vel_old.X = 0.0f;
+
+               m_wieldmesh_offset.X -=
+                       m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
+
+               if (gap_Y < 0.1f)
+                       m_cam_vel_old.Y = 0.0f;
+
+               m_wieldmesh_offset.Y -=
+                       m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
+       }
+}
+
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
 {
        // Get player position
        // Smooth the movement when walking up stairs
@@ -250,7 +310,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 
        // Fall bobbing animation
        float fall_bobbing = 0;
-       if(player->camera_impact >= 1)
+       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;
@@ -264,11 +324,18 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                // 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");
+               fall_bobbing *= m_cache_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(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+       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();
 
@@ -277,8 +344,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       if (m_view_bobbing_anim != 0)
-       {
+       if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
+               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;
 
@@ -296,7 +363,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                //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");
+               f *= m_cache_view_bobbing_amount;
                rel_cam_pos += bobvec * f;
                //rel_cam_target += 0.995 * bobvec * f;
                rel_cam_target += bobvec * f;
@@ -326,19 +393,76 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        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 * 2.75; 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_client->ndef();
+                       MapNode n = m_client->getEnv().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 * m_camera_direction);
-
-       // Get FOV setting
-       f32 fov_degrees = g_settings->getFloat("fov");
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
+       m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+
+       // 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
+       f32 fov_degrees;
+       // Disable zoom with zoom FOV = 0
+       if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
+               fov_degrees = player->getZoomFOV();
+       } else {
+               fov_degrees = m_cache_fov;
+       }
+       fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
 
        // FOV and aspect ratio
-       m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
+       m_aspect = (f32) window_size.X / (f32) window_size.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)));
@@ -346,12 +470,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
+       if (m_arm_inertia)
+               addArmInertia(player->getYaw());
+
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
-       v3f wield_position = v3f(55, -35, 65);
+       v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
        //v3f wield_rotation = v3f(-100, 120, -100);
        v3f wield_rotation = v3f(-100, 120, -100);
-       if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+       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);
@@ -372,7 +501,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                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);
@@ -380,32 +509,34 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
-       }
-       else {
+       } 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);
-       m_wieldlight = player->light;
 
-       // Render distance feedback loop
-       updateViewingRange(frametime);
+       m_wieldnode->setColor(player->light_color);
 
-       // If the player seems to be walking on solid ground,
+       // Set render distance
+       updateViewingRange();
+
+       // If the player is walking, swimming, or climbing,
        // view bobbing is enabled and free_move is off,
        // start (or continue) the view bobbing animation.
-       v3f speed = player->getSpeed();
-       if ((hypot(speed.X, speed.Z) > BS) &&
-               (player->touching_ground) &&
-               (g_settings->getBool("view_bobbing") == true) &&
-               (g_settings->getBool("free_move") == false ||
-                               !m_gamedef->checkLocalPrivilege("fly")))
-       {
+       const v3f &speed = player->getSpeed();
+       const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
+       const bool movement_Y = fabs(speed.Y) > BS;
+
+       const bool walking = movement_XZ && player->touching_ground;
+       const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
+       const bool climbing = movement_Y && player->is_climbing;
+       if ((walking || swimming || climbing) &&
+                       (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
                // Start animation
                m_view_bobbing_state = 1;
-               m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
+               m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
        }
        else if (m_view_bobbing_state == 1)
        {
@@ -415,142 +546,18 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        }
 }
 
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange()
 {
-       if (m_draw_control.range_all)
-               return;
-
-       m_added_frametime += frametime_in;
-       m_added_frames += 1;
+       f32 viewing_range = g_settings->getFloat("viewing_range");
+       f32 near_plane = g_settings->getFloat("near_plane");
 
-       // Actually this counter kind of sucks because frametime is busytime
-       m_frametime_counter -= frametime_in;
-       if (m_frametime_counter > 0)
+       m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
+       m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
+       if (m_draw_control.range_all) {
+               m_cameranode->setFarValue(100000.0);
                return;
-       m_frametime_counter = 0.2;
-
-       /*dstream<<__FUNCTION_NAME
-                       <<": Collected "<<m_added_frames<<" frames, total of "
-                       <<m_added_frametime<<"s."<<std::endl;
-
-       dstream<<"m_draw_control.blocks_drawn="
-                       <<m_draw_control.blocks_drawn
-                       <<", m_draw_control.blocks_would_have_drawn="
-                       <<m_draw_control.blocks_would_have_drawn
-                       <<std::endl;*/
-
-       // Get current viewing range and FPS settings
-       f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
-       viewing_range_min = MYMAX(5.0, 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;
-
-       f32 block_draw_ratio = 1.0;
-       if (m_draw_control.blocks_would_have_drawn != 0)
-       {
-               block_draw_ratio = (f32)m_draw_control.blocks_drawn
-                       / (f32)m_draw_control.blocks_would_have_drawn;
-       }
-
-       // 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;
-
-       m_added_frametime = 0.0;
-       m_added_frames = 0;
-
-       f32 wanted_frametime_change = wanted_frametime - frametime;
-       //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-
-       // If needed frametime change is small, just return
-       // This value was 0.4 for many months until 2011-10-18 by c55;
-       // Let's see how this works out.
-       if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
-       {
-               //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
-               return;
-       }
-
-       f32 range = m_draw_control.wanted_range;
-       f32 new_range = range;
-
-       f32 d_range = range - m_range_old;
-       f32 d_frametime = frametime - m_frametime_old;
-       if (d_range != 0)
-       {
-               m_time_per_range = d_frametime / d_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 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;
-       if(m_time_per_range < min_time_per_range)
-       {
-               m_time_per_range = min_time_per_range;
-               //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
        }
-       else
-       {
-               //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
-       }
-
-       f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
-       // Dampen the change a bit to kill oscillations
-       //wanted_range_change *= 0.9;
-       //wanted_range_change *= 0.75;
-       wanted_range_change *= 0.5;
-       //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
-       // If needed range change is very small, just return
-       if(fabs(wanted_range_change) < 0.001)
-       {
-               //dstream<<"ignoring small wanted_range_change"<<std::endl;
-               return;
-       }
-
-       new_range += wanted_range_change;
-       
-       //f32 new_range_unclamped = new_range;
-       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 = new_range;
-       m_frametime_old = frametime;
+       m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
 }
 
 void Camera::setDigging(s32 button)
@@ -561,34 +568,93 @@ void Camera::setDigging(s32 button)
 
 void Camera::wield(const ItemStack &item)
 {
-       IItemDefManager *idef = m_gamedef->idef();
-       scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-       if(wield_mesh)
-       {
-               m_wieldnode->setMesh(wield_mesh);
-               m_wieldnode->setVisible(true);
-       }
-       else
-       {
-               m_wieldnode->setVisible(false);
+       if (item.name != m_wield_item_next.name ||
+                       item.metadata != m_wield_item_next.metadata) {
+               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()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
-       // Set vertex colors of wield mesh according to light level
-       u8 li = m_wieldlight;
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_wieldnode->getMesh(), color);
-
-       // Clear Z buffer
+       // 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(100);
+       cam->setNearValue(10);
+       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();
 }
+
+void Camera::drawNametags()
+{
+       core::matrix4 trans = m_cameranode->getProjectionMatrix();
+       trans *= m_cameranode->getViewMatrix();
+
+       for (std::list<Nametag *>::const_iterator
+                       i = m_nametags.begin();
+                       i != m_nametags.end(); ++i) {
+               Nametag *nametag = *i;
+               if (nametag->nametag_color.getAlpha() == 0) {
+                       // Enforce hiding nametag,
+                       // because if freetype is enabled, a grey
+                       // shadow can remain.
+                       continue;
+               }
+               v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
+               f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
+               trans.multiplyWith1x4Matrix(transformed_pos);
+               if (transformed_pos[3] > 0) {
+                       std::wstring nametag_colorless =
+                               unescape_translate(utf8_to_wide(nametag->nametag_text));
+                       core::dimension2d<u32> textsize =
+                               g_fontengine->getFont()->getDimension(
+                               nametag_colorless.c_str());
+                       f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
+                               core::reciprocal(transformed_pos[3]);
+                       v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
+                       v2s32 screen_pos;
+                       screen_pos.X = screensize.X *
+                               (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
+                       screen_pos.Y = screensize.Y *
+                               (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
+                       core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
+                       g_fontengine->getFont()->draw(
+                               translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
+                               size + screen_pos, nametag->nametag_color);
+               }
+       }
+}
+
+Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
+               const std::string &nametag_text, video::SColor nametag_color,
+               const v3f &pos)
+{
+       Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
+       m_nametags.push_back(nametag);
+       return nametag;
+}
+
+void Camera::removeNametag(Nametag *nametag)
+{
+       m_nametags.remove(nametag);
+       delete nametag;
+}