Continue with 0.4.13-dev
[oweals/minetest.git] / src / camera.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "map.h"
24 #include "clientmap.h"     // MapDrawControl
25 #include "player.h"
26 #include <cmath>
27 #include "settings.h"
28 #include "wieldmesh.h"
29 #include "noise.h"         // easeCurve
30 #include "gamedef.h"
31 #include "sound.h"
32 #include "event.h"
33 #include "profiler.h"
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
37
38 #define CAMERA_OFFSET_STEP 200
39
40 #include "nodedef.h"
41
42 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
43                 IGameDef *gamedef):
44         m_playernode(NULL),
45         m_headnode(NULL),
46         m_cameranode(NULL),
47
48         m_wieldmgr(NULL),
49         m_wieldnode(NULL),
50
51         m_draw_control(draw_control),
52         m_gamedef(gamedef),
53
54         m_camera_position(0,0,0),
55         m_camera_direction(0,0,0),
56         m_camera_offset(0,0,0),
57
58         m_aspect(1.0),
59         m_fov_x(1.0),
60         m_fov_y(1.0),
61
62         m_added_busytime(0),
63         m_added_frames(0),
64         m_range_old(0),
65         m_busytime_old(0),
66         m_frametime_counter(0),
67         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
68
69         m_view_bobbing_anim(0),
70         m_view_bobbing_state(0),
71         m_view_bobbing_speed(0),
72         m_view_bobbing_fall(0),
73
74         m_digging_anim(0),
75         m_digging_button(-1),
76
77         m_wield_change_timer(0.125),
78         m_wield_item_next(),
79
80         m_camera_mode(CAMERA_MODE_FIRST)
81 {
82         //dstream<<__FUNCTION_NAME<<std::endl;
83
84         // note: making the camera node a child of the player node
85         // would lead to unexpected behaviour, so we don't do that.
86         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
87         m_headnode = smgr->addEmptySceneNode(m_playernode);
88         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
89         m_cameranode->bindTargetAndRotation(true);
90
91         // This needs to be in its own scene manager. It is drawn after
92         // all other 3D scene nodes and before the GUI.
93         m_wieldmgr = smgr->createNewSceneManager();
94         m_wieldmgr->addCameraSceneNode();
95         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
96         m_wieldnode->setItem(ItemStack(), m_gamedef);
97         m_wieldnode->drop(); // m_wieldmgr grabbed it
98
99         /* TODO: Add a callback function so these can be updated when a setting
100          *       changes.  At this point in time it doesn't matter (e.g. /set
101          *       is documented to change server settings only)
102          *
103          * TODO: Local caching of settings is not optimal and should at some stage
104          *       be updated to use a global settings object for getting thse values
105          *       (as opposed to the this local caching). This can be addressed in
106          *       a later release.
107          */
108         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
109         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
110         m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
111         m_cache_fov                 = g_settings->getFloat("fov");
112         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
113 }
114
115 Camera::~Camera()
116 {
117         m_wieldmgr->drop();
118 }
119
120 bool Camera::successfullyCreated(std::string &error_message)
121 {
122         if (!m_playernode) {
123                 error_message = "Failed to create the player scene node";
124         } else if (!m_headnode) {
125                 error_message = "Failed to create the head scene node";
126         } else if (!m_cameranode) {
127                 error_message = "Failed to create the camera scene node";
128         } else if (!m_wieldmgr) {
129                 error_message = "Failed to create the wielded item scene manager";
130         } else if (!m_wieldnode) {
131                 error_message = "Failed to create the wielded item scene node";
132         } else {
133                 error_message.clear();
134         }
135         return error_message.empty();
136 }
137
138 // Returns the fractional part of x
139 inline f32 my_modf(f32 x)
140 {
141         double dummy;
142         return modf(x, &dummy);
143 }
144
145 void Camera::step(f32 dtime)
146 {
147         if(m_view_bobbing_fall > 0)
148         {
149                 m_view_bobbing_fall -= 3 * dtime;
150                 if(m_view_bobbing_fall <= 0)
151                         m_view_bobbing_fall = -1; // Mark the effect as finished
152         }
153
154         bool was_under_zero = m_wield_change_timer < 0;
155         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
156
157         if (m_wield_change_timer >= 0 && was_under_zero)
158                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
159
160         if (m_view_bobbing_state != 0)
161         {
162                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
163                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
164                 if (m_view_bobbing_state == 2) {
165                         // Animation is getting turned off
166                         if (m_view_bobbing_anim < 0.25) {
167                                 m_view_bobbing_anim -= offset;
168                         } else if (m_view_bobbing_anim > 0.75) {
169                                 m_view_bobbing_anim += offset;
170                         }
171
172                         if (m_view_bobbing_anim < 0.5) {
173                                 m_view_bobbing_anim += offset;
174                                 if (m_view_bobbing_anim > 0.5)
175                                         m_view_bobbing_anim = 0.5;
176                         } else {
177                                 m_view_bobbing_anim -= offset;
178                                 if (m_view_bobbing_anim < 0.5)
179                                         m_view_bobbing_anim = 0.5;
180                         }
181
182                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
183                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
184                                 m_view_bobbing_anim = 0;
185                                 m_view_bobbing_state = 0;
186                         }
187                 }
188                 else {
189                         float was = m_view_bobbing_anim;
190                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
191                         bool step = (was == 0 ||
192                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
193                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
194                         if(step) {
195                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
196                                 m_gamedef->event()->put(e);
197                         }
198                 }
199         }
200
201         if (m_digging_button != -1)
202         {
203                 f32 offset = dtime * 3.5;
204                 float m_digging_anim_was = m_digging_anim;
205                 m_digging_anim += offset;
206                 if (m_digging_anim >= 1)
207                 {
208                         m_digging_anim = 0;
209                         m_digging_button = -1;
210                 }
211                 float lim = 0.15;
212                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
213                 {
214                         if(m_digging_button == 0)
215                         {
216                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
217                                 m_gamedef->event()->put(e);
218                         } else if(m_digging_button == 1) {
219                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
220                                 m_gamedef->event()->put(e);
221                         }
222                 }
223         }
224 }
225
226 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
227                 f32 tool_reload_ratio, ClientEnvironment &c_env)
228 {
229         // Get player position
230         // Smooth the movement when walking up stairs
231         v3f old_player_position = m_playernode->getPosition();
232         v3f player_position = player->getPosition();
233         if (player->isAttached && player->parent)
234                 player_position = player->parent->getPosition();
235         //if(player->touching_ground && player_position.Y > old_player_position.Y)
236         if(player->touching_ground &&
237                         player_position.Y > old_player_position.Y)
238         {
239                 f32 oldy = old_player_position.Y;
240                 f32 newy = player_position.Y;
241                 f32 t = exp(-23*frametime);
242                 player_position.Y = oldy * t + newy * (1-t);
243         }
244
245         // Set player node transformation
246         m_playernode->setPosition(player_position);
247         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
248         m_playernode->updateAbsolutePosition();
249
250         // Get camera tilt timer (hurt animation)
251         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
252
253         // Fall bobbing animation
254         float fall_bobbing = 0;
255         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
256         {
257                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
258                         player->camera_impact = m_view_bobbing_fall = 0;
259                 else if(m_view_bobbing_fall == 0) // Initialize effect
260                         m_view_bobbing_fall = 1;
261
262                 // Convert 0 -> 1 to 0 -> 1 -> 0
263                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
264                 // Smoothen and invert the above
265                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
266                 // Amplify according to the intensity of the impact
267                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
268
269                 fall_bobbing *= m_cache_fall_bobbing_amount;
270         }
271
272         // Calculate players eye offset for different camera modes
273         v3f PlayerEyeOffset = player->getEyeOffset();
274         if (m_camera_mode == CAMERA_MODE_FIRST)
275                 PlayerEyeOffset += player->eye_offset_first;
276         else
277                 PlayerEyeOffset += player->eye_offset_third;
278
279         // Set head node transformation
280         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
281         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
282         m_headnode->updateAbsolutePosition();
283
284         // Compute relative camera position and target
285         v3f rel_cam_pos = v3f(0,0,0);
286         v3f rel_cam_target = v3f(0,0,1);
287         v3f rel_cam_up = v3f(0,1,0);
288
289         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
290         {
291                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
292                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
293
294                 #if 1
295                 f32 bobknob = 1.2;
296                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
297                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
298
299                 v3f bobvec = v3f(
300                         0.3 * bobdir * sin(bobfrac * M_PI),
301                         -0.28 * bobtmp * bobtmp,
302                         0.);
303
304                 //rel_cam_pos += 0.2 * bobvec;
305                 //rel_cam_target += 0.03 * bobvec;
306                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
307                 float f = 1.0;
308                 f *= m_cache_view_bobbing_amount;
309                 rel_cam_pos += bobvec * f;
310                 //rel_cam_target += 0.995 * bobvec * f;
311                 rel_cam_target += bobvec * f;
312                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
313                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
314                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
315                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
316                 #else
317                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
318                 f32 angle_rad = angle_deg * M_PI / 180;
319                 f32 r = 0.05;
320                 v3f off = v3f(
321                         r * sin(angle_rad),
322                         r * (cos(angle_rad) - 1),
323                         0);
324                 rel_cam_pos += off;
325                 //rel_cam_target += off;
326                 rel_cam_up.rotateXYBy(angle_deg);
327                 #endif
328
329         }
330
331         // Compute absolute camera position and target
332         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
333         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
334
335         v3f abs_cam_up;
336         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
337
338         // Seperate camera position for calculation
339         v3f my_cp = m_camera_position;
340
341         // Reposition the camera for third person view
342         if (m_camera_mode > CAMERA_MODE_FIRST)
343         {
344                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
345                         m_camera_direction *= -1;
346
347                 my_cp.Y += 2;
348
349                 // Calculate new position
350                 bool abort = false;
351                 for (int i = BS; i <= BS*2.75; i++)
352                 {
353                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
354                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
355                         if (i > 12)
356                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
357
358                         // Prevent camera positioned inside nodes
359                         INodeDefManager *nodemgr = m_gamedef->ndef();
360                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
361                         const ContentFeatures& features = nodemgr->get(n);
362                         if(features.walkable)
363                         {
364                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
365                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
366                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
367                                 abort = true;
368                                 break;
369                         }
370                 }
371
372                 // If node blocks camera position don't move y to heigh
373                 if (abort && my_cp.Y > player_position.Y+BS*2)
374                         my_cp.Y = player_position.Y+BS*2;
375         }
376
377         // Update offset if too far away from the center of the map
378         m_camera_offset.X += CAMERA_OFFSET_STEP*
379                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
380         m_camera_offset.Y += CAMERA_OFFSET_STEP*
381                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
382         m_camera_offset.Z += CAMERA_OFFSET_STEP*
383                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
384
385         // Set camera node transformation
386         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
387         m_cameranode->setUpVector(abs_cam_up);
388         // *100.0 helps in large map coordinates
389         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
390
391         // update the camera position in front-view mode to render blocks behind player
392         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
393                 m_camera_position = my_cp;
394
395         // Get FOV setting
396         f32 fov_degrees = m_cache_fov;
397         fov_degrees = MYMAX(fov_degrees, 10.0);
398         fov_degrees = MYMIN(fov_degrees, 170.0);
399
400         // FOV and aspect ratio
401         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
402         m_fov_y = fov_degrees * M_PI / 180.0;
403         // Increase vertical FOV on lower aspect ratios (<16:10)
404         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
405         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
406         m_cameranode->setAspectRatio(m_aspect);
407         m_cameranode->setFOV(m_fov_y);
408
409         // Position the wielded item
410         //v3f wield_position = v3f(45, -35, 65);
411         v3f wield_position = v3f(55, -35, 65);
412         //v3f wield_rotation = v3f(-100, 120, -100);
413         v3f wield_rotation = v3f(-100, 120, -100);
414         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
415         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
416         {
417                 f32 frac = 1.0;
418                 if(m_digging_anim > 0.5)
419                         frac = 2.0 * (m_digging_anim - 0.5);
420                 // This value starts from 1 and settles to 0
421                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
422                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
423                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
424                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
425                 //wield_position.Z += frac * 5.0 * ratiothing2;
426                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
427                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
428                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
429                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
430         }
431         if (m_digging_button != -1)
432         {
433                 f32 digfrac = m_digging_anim;
434                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
435                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
436                 wield_position.Z += 25 * 0.5;
437
438                 // Euler angles are PURE EVIL, so why not use quaternions?
439                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
440                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
441                 core::quaternion quat_slerp;
442                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
443                 quat_slerp.toEuler(wield_rotation);
444                 wield_rotation *= core::RADTODEG;
445         } else {
446                 f32 bobfrac = my_modf(m_view_bobbing_anim);
447                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
448                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
449         }
450         m_wieldnode->setPosition(wield_position);
451         m_wieldnode->setRotation(wield_rotation);
452
453         m_wieldnode->setColor(player->light_color);
454
455         // Render distance feedback loop
456         updateViewingRange(frametime, busytime);
457
458         // If the player is walking, swimming, or climbing,
459         // view bobbing is enabled and free_move is off,
460         // start (or continue) the view bobbing animation.
461         v3f speed = player->getSpeed();
462         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
463         const bool movement_Y = abs(speed.Y) > BS;
464
465         const bool walking = movement_XZ && player->touching_ground;
466         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
467         const bool climbing = movement_Y && player->is_climbing;
468         if ((walking || swimming || climbing) &&
469                         m_cache_view_bobbing &&
470                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
471         {
472                 // Start animation
473                 m_view_bobbing_state = 1;
474                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
475         }
476         else if (m_view_bobbing_state == 1)
477         {
478                 // Stop animation
479                 m_view_bobbing_state = 2;
480                 m_view_bobbing_speed = 60;
481         }
482 }
483
484 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
485 {
486         if (m_draw_control.range_all)
487                 return;
488
489         m_added_busytime += busytime_in;
490         m_added_frames += 1;
491
492         m_frametime_counter -= frametime_in;
493         if (m_frametime_counter > 0)
494                 return;
495         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
496
497         /*dstream<<__FUNCTION_NAME
498                         <<": Collected "<<m_added_frames<<" frames, total of "
499                         <<m_added_busytime<<"s."<<std::endl;
500
501         dstream<<"m_draw_control.blocks_drawn="
502                         <<m_draw_control.blocks_drawn
503                         <<", m_draw_control.blocks_would_have_drawn="
504                         <<m_draw_control.blocks_would_have_drawn
505                         <<std::endl;*/
506
507         // Get current viewing range and FPS settings
508         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
509         viewing_range_min = MYMAX(15.0, viewing_range_min);
510
511         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
512         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
513
514         // Immediately apply hard limits
515         if(m_draw_control.wanted_range < viewing_range_min)
516                 m_draw_control.wanted_range = viewing_range_min;
517         if(m_draw_control.wanted_range > viewing_range_max)
518                 m_draw_control.wanted_range = viewing_range_max;
519
520         // Just so big a value that everything rendered is visible
521         // Some more allowance than viewing_range_max * BS because of clouds,
522         // active objects, etc.
523         if(viewing_range_max < 200*BS)
524                 m_cameranode->setFarValue(200 * BS * 10);
525         else
526                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
527
528         f32 wanted_fps = m_cache_wanted_fps;
529         wanted_fps = MYMAX(wanted_fps, 1.0);
530         f32 wanted_frametime = 1.0 / wanted_fps;
531
532         m_draw_control.wanted_min_range = viewing_range_min;
533         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
534         if (m_draw_control.wanted_max_blocks < 10)
535                 m_draw_control.wanted_max_blocks = 10;
536
537         f32 block_draw_ratio = 1.0;
538         if (m_draw_control.blocks_would_have_drawn != 0)
539         {
540                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
541                         / (f32)m_draw_control.blocks_would_have_drawn;
542         }
543
544         // Calculate the average frametime in the case that all wanted
545         // blocks had been drawn
546         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
547
548         m_added_busytime = 0.0;
549         m_added_frames = 0;
550
551         f32 wanted_frametime_change = wanted_frametime - frametime;
552         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
553         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
554
555         // If needed frametime change is small, just return
556         // This value was 0.4 for many months until 2011-10-18 by c55;
557         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
558         {
559                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
560                 return;
561         }
562
563         f32 range = m_draw_control.wanted_range;
564         f32 new_range = range;
565
566         f32 d_range = range - m_range_old;
567         f32 d_busytime = busytime_in - m_busytime_old;
568         if (d_range != 0)
569         {
570                 m_time_per_range = d_busytime / d_range;
571         }
572         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
573         g_profiler->avg("time_per_range", m_time_per_range);
574
575         // The minimum allowed calculated frametime-range derivative:
576         // Practically this sets the maximum speed of changing the range.
577         // The lower this value, the higher the maximum changing speed.
578         // A low value here results in wobbly range (0.001)
579         // A low value can cause oscillation in very nonlinear time/range curves.
580         // A high value here results in slow changing range (0.0025)
581         // SUGG: This could be dynamically adjusted so that when
582         //       the camera is turning, this is lower
583         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
584         f32 min_time_per_range = 0.0005;
585         if(m_time_per_range < min_time_per_range)
586         {
587                 m_time_per_range = min_time_per_range;
588                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
589         }
590         else
591         {
592                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
593         }
594
595         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
596         // Dampen the change a bit to kill oscillations
597         //wanted_range_change *= 0.9;
598         //wanted_range_change *= 0.75;
599         wanted_range_change *= 0.5;
600         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
601
602         // If needed range change is very small, just return
603         if(fabs(wanted_range_change) < 0.001)
604         {
605                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
606                 return;
607         }
608
609         new_range += wanted_range_change;
610
611         //f32 new_range_unclamped = new_range;
612         new_range = MYMAX(new_range, viewing_range_min);
613         new_range = MYMIN(new_range, viewing_range_max);
614         /*dstream<<"new_range="<<new_range_unclamped
615                         <<", clamped to "<<new_range<<std::endl;*/
616
617         m_range_old = m_draw_control.wanted_range;
618         m_busytime_old = busytime_in;
619
620         m_draw_control.wanted_range = new_range;
621 }
622
623 void Camera::setDigging(s32 button)
624 {
625         if (m_digging_button == -1)
626                 m_digging_button = button;
627 }
628
629 void Camera::wield(const ItemStack &item)
630 {
631         if (item.name != m_wield_item_next.name) {
632                 m_wield_item_next = item;
633                 if (m_wield_change_timer > 0)
634                         m_wield_change_timer = -m_wield_change_timer;
635                 else if (m_wield_change_timer == 0)
636                         m_wield_change_timer = -0.001;
637         }
638 }
639
640 void Camera::drawWieldedTool(irr::core::matrix4* translation)
641 {
642         // Clear Z buffer so that the wielded tool stay in front of world geometry
643         m_wieldmgr->getVideoDriver()->clearZBuffer();
644
645         // Draw the wielded node (in a separate scene manager)
646         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
647         cam->setAspectRatio(m_cameranode->getAspectRatio());
648         cam->setFOV(72.0*M_PI/180.0);
649         cam->setNearValue(0.1);
650         cam->setFarValue(1000);
651         if (translation != NULL)
652         {
653                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
654                 irr::core::vector3df focusPoint = (cam->getTarget()
655                                 - cam->getAbsolutePosition()).setLength(1)
656                                 + cam->getAbsolutePosition();
657
658                 irr::core::vector3df camera_pos =
659                                 (startMatrix * *translation).getTranslation();
660                 cam->setPosition(camera_pos);
661                 cam->setTarget(focusPoint);
662         }
663         m_wieldmgr->drawAll();
664 }