Camera: Improve arm inertia
[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 "client/renderingengine.h"
28 #include "settings.h"
29 #include "wieldmesh.h"
30 #include "noise.h"         // easeCurve
31 #include "sound.h"
32 #include "event.h"
33 #include "profiler.h"
34 #include "util/numeric.h"
35 #include "constants.h"
36 #include "fontengine.h"
37 #include "script/scripting_client.h"
38
39 #define CAMERA_OFFSET_STEP 200
40
41 #include "nodedef.h"
42
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
44                 Client *client):
45         m_draw_control(draw_control),
46         m_client(client)
47 {
48         //dstream<<FUNCTION_NAME<<std::endl;
49
50         m_driver = smgr->getVideoDriver();
51         // note: making the camera node a child of the player node
52         // would lead to unexpected behaviour, so we don't do that.
53         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
54         m_headnode = smgr->addEmptySceneNode(m_playernode);
55         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
56         m_cameranode->bindTargetAndRotation(true);
57
58         // This needs to be in its own scene manager. It is drawn after
59         // all other 3D scene nodes and before the GUI.
60         m_wieldmgr = smgr->createNewSceneManager();
61         m_wieldmgr->addCameraSceneNode();
62         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
63         m_wieldnode->setItem(ItemStack(), m_client);
64         m_wieldnode->drop(); // m_wieldmgr grabbed it
65
66         /* TODO: Add a callback function so these can be updated when a setting
67          *       changes.  At this point in time it doesn't matter (e.g. /set
68          *       is documented to change server settings only)
69          *
70          * TODO: Local caching of settings is not optimal and should at some stage
71          *       be updated to use a global settings object for getting thse values
72          *       (as opposed to the this local caching). This can be addressed in
73          *       a later release.
74          */
75         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
76         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
77         m_cache_fov                 = g_settings->getFloat("fov");
78         m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
79         m_arm_inertia               = g_settings->getBool("arm_inertia");
80         m_nametags.clear();
81 }
82
83 Camera::~Camera()
84 {
85         m_wieldmgr->drop();
86 }
87
88 bool Camera::successfullyCreated(std::string &error_message)
89 {
90         if (!m_playernode) {
91                 error_message = "Failed to create the player scene node";
92         } else if (!m_headnode) {
93                 error_message = "Failed to create the head scene node";
94         } else if (!m_cameranode) {
95                 error_message = "Failed to create the camera scene node";
96         } else if (!m_wieldmgr) {
97                 error_message = "Failed to create the wielded item scene manager";
98         } else if (!m_wieldnode) {
99                 error_message = "Failed to create the wielded item scene node";
100         } else {
101                 error_message.clear();
102         }
103
104         if (g_settings->getBool("enable_client_modding")) {
105                 m_client->getScript()->on_camera_ready(this);
106         }
107         return error_message.empty();
108 }
109
110 // Returns the fractional part of x
111 inline f32 my_modf(f32 x)
112 {
113         double dummy;
114         return modf(x, &dummy);
115 }
116
117 void Camera::step(f32 dtime)
118 {
119         if(m_view_bobbing_fall > 0)
120         {
121                 m_view_bobbing_fall -= 3 * dtime;
122                 if(m_view_bobbing_fall <= 0)
123                         m_view_bobbing_fall = -1; // Mark the effect as finished
124         }
125
126         bool was_under_zero = m_wield_change_timer < 0;
127         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
128
129         if (m_wield_change_timer >= 0 && was_under_zero)
130                 m_wieldnode->setItem(m_wield_item_next, m_client);
131
132         if (m_view_bobbing_state != 0)
133         {
134                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
135                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
136                 if (m_view_bobbing_state == 2) {
137                         // Animation is getting turned off
138                         if (m_view_bobbing_anim < 0.25) {
139                                 m_view_bobbing_anim -= offset;
140                         } else if (m_view_bobbing_anim > 0.75) {
141                                 m_view_bobbing_anim += offset;
142                         }
143
144                         if (m_view_bobbing_anim < 0.5) {
145                                 m_view_bobbing_anim += offset;
146                                 if (m_view_bobbing_anim > 0.5)
147                                         m_view_bobbing_anim = 0.5;
148                         } else {
149                                 m_view_bobbing_anim -= offset;
150                                 if (m_view_bobbing_anim < 0.5)
151                                         m_view_bobbing_anim = 0.5;
152                         }
153
154                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
155                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
156                                 m_view_bobbing_anim = 0;
157                                 m_view_bobbing_state = 0;
158                         }
159                 }
160                 else {
161                         float was = m_view_bobbing_anim;
162                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
163                         bool step = (was == 0 ||
164                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
165                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
166                         if(step) {
167                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
168                                 m_client->event()->put(e);
169                         }
170                 }
171         }
172
173         if (m_digging_button != -1)
174         {
175                 f32 offset = dtime * 3.5;
176                 float m_digging_anim_was = m_digging_anim;
177                 m_digging_anim += offset;
178                 if (m_digging_anim >= 1)
179                 {
180                         m_digging_anim = 0;
181                         m_digging_button = -1;
182                 }
183                 float lim = 0.15;
184                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
185                 {
186                         if(m_digging_button == 0)
187                         {
188                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
189                                 m_client->event()->put(e);
190                         } else if(m_digging_button == 1) {
191                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
192                                 m_client->event()->put(e);
193                         }
194                 }
195         }
196 }
197
198 static inline v2f dir(const v2f &pos_dist)
199 {
200         f32 x = pos_dist.X - 55.0f;
201         f32 y = pos_dist.Y + 35.0f;
202
203         f32 x_abs = std::fabs(x);
204         f32 y_abs = std::fabs(y);
205
206         if (x_abs >= y_abs) {
207                 y *= (1.0f / x_abs);
208                 x /= x_abs;
209         }
210
211         if (y_abs >= x_abs) {
212                 x *= (1.0f / y_abs);
213                 y /= y_abs;
214         }
215
216         return v2f(std::fabs(x), std::fabs(y));
217 }
218
219 void Camera::addArmInertia(f32 player_yaw, f32 frametime)
220 {
221         m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
222         m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
223
224         if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
225                 /*
226                     The arm moves relative to the camera speed,
227                     with an acceleration factor.
228                 */
229
230                 if (m_cam_vel.X > 1.0f) {
231                         if (m_cam_vel.X > m_cam_vel_old.X)
232                                 m_cam_vel_old.X = m_cam_vel.X;
233
234                         if (m_last_cam_pos.X > player_yaw) {
235                                 // right
236                                 m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
237                                 m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
238                         } else {
239                                 // left
240                                 m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
241                                 m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
242                         }
243
244                         if (m_last_cam_pos.X != player_yaw)
245                                 m_last_cam_pos.X = player_yaw;
246
247                         m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
248                 }
249
250                 if (m_cam_vel.Y > 1.0f) {
251                         if (m_cam_vel.Y > m_cam_vel_old.Y)
252                                 m_cam_vel_old.Y = m_cam_vel.Y;
253
254                         if (m_last_cam_pos.Y > m_camera_direction.Y) {
255                                 // down
256                                 m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
257                                 m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
258                         } else {
259                                 // up
260                                 m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
261                                 m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
262                         }
263
264                         if (m_last_cam_pos.Y != m_camera_direction.Y)
265                                 m_last_cam_pos.Y = m_camera_direction.Y;
266
267                         m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
268                 }
269
270                 m_arm_dir = dir(m_wieldmesh_offset);
271         } else {
272                 /*
273                     Now the arm gets back to its default position when the camera stops,
274                     following a vector, with a smooth deceleration factor.
275                 */
276
277                 f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
278                         (20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
279                 f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
280                         (15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
281
282                 if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
283                         m_cam_vel_old.X = 0.0f;
284
285                 if (m_wieldmesh_offset.X > 55.0f)
286                         m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
287
288                 if (m_wieldmesh_offset.X < 55.0f)
289                         m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
290
291                 if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
292                         m_cam_vel_old.Y = 0.0f;
293
294                 if (m_wieldmesh_offset.Y > -35.0f)
295                         m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
296
297                 if (m_wieldmesh_offset.Y < -35.0f)
298                         m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
299         }
300 }
301
302 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
303                 f32 tool_reload_ratio, ClientEnvironment &c_env)
304 {
305         // Get player position
306         // Smooth the movement when walking up stairs
307         v3f old_player_position = m_playernode->getPosition();
308         v3f player_position = player->getPosition();
309         if (player->isAttached && player->parent)
310                 player_position = player->parent->getPosition();
311         //if(player->touching_ground && player_position.Y > old_player_position.Y)
312         if(player->touching_ground &&
313                         player_position.Y > old_player_position.Y)
314         {
315                 f32 oldy = old_player_position.Y;
316                 f32 newy = player_position.Y;
317                 f32 t = exp(-23*frametime);
318                 player_position.Y = oldy * t + newy * (1-t);
319         }
320
321         // Set player node transformation
322         m_playernode->setPosition(player_position);
323         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
324         m_playernode->updateAbsolutePosition();
325
326         // Get camera tilt timer (hurt animation)
327         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
328
329         // Fall bobbing animation
330         float fall_bobbing = 0;
331         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
332         {
333                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
334                         player->camera_impact = m_view_bobbing_fall = 0;
335                 else if(m_view_bobbing_fall == 0) // Initialize effect
336                         m_view_bobbing_fall = 1;
337
338                 // Convert 0 -> 1 to 0 -> 1 -> 0
339                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
340                 // Smoothen and invert the above
341                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
342                 // Amplify according to the intensity of the impact
343                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
344
345                 fall_bobbing *= m_cache_fall_bobbing_amount;
346         }
347
348         // Calculate players eye offset for different camera modes
349         v3f PlayerEyeOffset = player->getEyeOffset();
350         if (m_camera_mode == CAMERA_MODE_FIRST)
351                 PlayerEyeOffset += player->eye_offset_first;
352         else
353                 PlayerEyeOffset += player->eye_offset_third;
354
355         // Set head node transformation
356         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
357         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
358         m_headnode->updateAbsolutePosition();
359
360         // Compute relative camera position and target
361         v3f rel_cam_pos = v3f(0,0,0);
362         v3f rel_cam_target = v3f(0,0,1);
363         v3f rel_cam_up = v3f(0,1,0);
364
365         if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
366                 m_camera_mode < CAMERA_MODE_THIRD) {
367                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
368                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
369
370                 #if 1
371                 f32 bobknob = 1.2;
372                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
373                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
374
375                 v3f bobvec = v3f(
376                         0.3 * bobdir * sin(bobfrac * M_PI),
377                         -0.28 * bobtmp * bobtmp,
378                         0.);
379
380                 //rel_cam_pos += 0.2 * bobvec;
381                 //rel_cam_target += 0.03 * bobvec;
382                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
383                 float f = 1.0;
384                 f *= m_cache_view_bobbing_amount;
385                 rel_cam_pos += bobvec * f;
386                 //rel_cam_target += 0.995 * bobvec * f;
387                 rel_cam_target += bobvec * f;
388                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
389                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
390                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
391                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
392                 #else
393                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
394                 f32 angle_rad = angle_deg * M_PI / 180;
395                 f32 r = 0.05;
396                 v3f off = v3f(
397                         r * sin(angle_rad),
398                         r * (cos(angle_rad) - 1),
399                         0);
400                 rel_cam_pos += off;
401                 //rel_cam_target += off;
402                 rel_cam_up.rotateXYBy(angle_deg);
403                 #endif
404
405         }
406
407         // Compute absolute camera position and target
408         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
409         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
410
411         v3f abs_cam_up;
412         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
413
414         // Seperate camera position for calculation
415         v3f my_cp = m_camera_position;
416
417         // Reposition the camera for third person view
418         if (m_camera_mode > CAMERA_MODE_FIRST)
419         {
420                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
421                         m_camera_direction *= -1;
422
423                 my_cp.Y += 2;
424
425                 // Calculate new position
426                 bool abort = false;
427                 for (int i = BS; i <= BS*2.75; i++)
428                 {
429                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
430                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
431                         if (i > 12)
432                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
433
434                         // Prevent camera positioned inside nodes
435                         INodeDefManager *nodemgr = m_client->ndef();
436                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
437                         const ContentFeatures& features = nodemgr->get(n);
438                         if(features.walkable)
439                         {
440                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
441                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
442                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
443                                 abort = true;
444                                 break;
445                         }
446                 }
447
448                 // If node blocks camera position don't move y to heigh
449                 if (abort && my_cp.Y > player_position.Y+BS*2)
450                         my_cp.Y = player_position.Y+BS*2;
451         }
452
453         // Update offset if too far away from the center of the map
454         m_camera_offset.X += CAMERA_OFFSET_STEP*
455                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
456         m_camera_offset.Y += CAMERA_OFFSET_STEP*
457                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
458         m_camera_offset.Z += CAMERA_OFFSET_STEP*
459                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
460
461         // Set camera node transformation
462         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
463         m_cameranode->setUpVector(abs_cam_up);
464         // *100.0 helps in large map coordinates
465         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
466
467         // update the camera position in front-view mode to render blocks behind player
468         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
469                 m_camera_position = my_cp;
470
471         // Get FOV
472         f32 fov_degrees;
473         if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
474                 fov_degrees = m_cache_zoom_fov;
475         } else {
476                 fov_degrees = m_cache_fov;
477         }
478         fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
479
480         // FOV and aspect ratio
481         const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
482         m_aspect = (f32) window_size.X / (f32) window_size.Y;
483         m_fov_y = fov_degrees * M_PI / 180.0;
484         // Increase vertical FOV on lower aspect ratios (<16:10)
485         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
486         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
487         m_cameranode->setAspectRatio(m_aspect);
488         m_cameranode->setFOV(m_fov_y);
489
490         if (m_arm_inertia && frametime > 0.0f)
491                 addArmInertia(player->getYaw(), frametime);
492
493         // Position the wielded item
494         //v3f wield_position = v3f(45, -35, 65);
495         v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
496         //v3f wield_rotation = v3f(-100, 120, -100);
497         v3f wield_rotation = v3f(-100, 120, -100);
498         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
499         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
500         {
501                 f32 frac = 1.0;
502                 if(m_digging_anim > 0.5)
503                         frac = 2.0 * (m_digging_anim - 0.5);
504                 // This value starts from 1 and settles to 0
505                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
506                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
507                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
508                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
509                 //wield_position.Z += frac * 5.0 * ratiothing2;
510                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
511                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
512                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
513                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
514         }
515         if (m_digging_button != -1)
516         {
517                 f32 digfrac = m_digging_anim;
518                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
519                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
520                 wield_position.Z += 25 * 0.5;
521
522                 // Euler angles are PURE EVIL, so why not use quaternions?
523                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
524                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
525                 core::quaternion quat_slerp;
526                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
527                 quat_slerp.toEuler(wield_rotation);
528                 wield_rotation *= core::RADTODEG;
529         } else {
530                 f32 bobfrac = my_modf(m_view_bobbing_anim);
531                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
532                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
533         }
534         m_wieldnode->setPosition(wield_position);
535         m_wieldnode->setRotation(wield_rotation);
536
537         m_wieldnode->setColor(player->light_color);
538
539         // Set render distance
540         updateViewingRange();
541
542         // If the player is walking, swimming, or climbing,
543         // view bobbing is enabled and free_move is off,
544         // start (or continue) the view bobbing animation.
545         v3f speed = player->getSpeed();
546         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
547         const bool movement_Y = fabs(speed.Y) > BS;
548
549         const bool walking = movement_XZ && player->touching_ground;
550         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
551         const bool climbing = movement_Y && player->is_climbing;
552         if ((walking || swimming || climbing) &&
553                         (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
554                 // Start animation
555                 m_view_bobbing_state = 1;
556                 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
557         }
558         else if (m_view_bobbing_state == 1)
559         {
560                 // Stop animation
561                 m_view_bobbing_state = 2;
562                 m_view_bobbing_speed = 60;
563         }
564 }
565
566 void Camera::updateViewingRange()
567 {
568         f32 viewing_range = g_settings->getFloat("viewing_range");
569         m_draw_control.wanted_range = viewing_range;
570         if (m_draw_control.range_all) {
571                 m_cameranode->setFarValue(100000.0);
572                 return;
573         }
574         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
575 }
576
577 void Camera::setDigging(s32 button)
578 {
579         if (m_digging_button == -1)
580                 m_digging_button = button;
581 }
582
583 void Camera::wield(const ItemStack &item)
584 {
585         if (item.name != m_wield_item_next.name ||
586                         item.metadata != m_wield_item_next.metadata) {
587                 m_wield_item_next = item;
588                 if (m_wield_change_timer > 0)
589                         m_wield_change_timer = -m_wield_change_timer;
590                 else if (m_wield_change_timer == 0)
591                         m_wield_change_timer = -0.001;
592         }
593 }
594
595 void Camera::drawWieldedTool(irr::core::matrix4* translation)
596 {
597         // Clear Z buffer so that the wielded tool stay in front of world geometry
598         m_wieldmgr->getVideoDriver()->clearZBuffer();
599
600         // Draw the wielded node (in a separate scene manager)
601         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
602         cam->setAspectRatio(m_cameranode->getAspectRatio());
603         cam->setFOV(72.0*M_PI/180.0);
604         cam->setNearValue(10);
605         cam->setFarValue(1000);
606         if (translation != NULL)
607         {
608                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
609                 irr::core::vector3df focusPoint = (cam->getTarget()
610                                 - cam->getAbsolutePosition()).setLength(1)
611                                 + cam->getAbsolutePosition();
612
613                 irr::core::vector3df camera_pos =
614                                 (startMatrix * *translation).getTranslation();
615                 cam->setPosition(camera_pos);
616                 cam->setTarget(focusPoint);
617         }
618         m_wieldmgr->drawAll();
619 }
620
621 void Camera::drawNametags()
622 {
623         core::matrix4 trans = m_cameranode->getProjectionMatrix();
624         trans *= m_cameranode->getViewMatrix();
625
626         for (std::list<Nametag *>::const_iterator
627                         i = m_nametags.begin();
628                         i != m_nametags.end(); ++i) {
629                 Nametag *nametag = *i;
630                 if (nametag->nametag_color.getAlpha() == 0) {
631                         // Enforce hiding nametag,
632                         // because if freetype is enabled, a grey
633                         // shadow can remain.
634                         continue;
635                 }
636                 v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
637                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
638                 trans.multiplyWith1x4Matrix(transformed_pos);
639                 if (transformed_pos[3] > 0) {
640                         std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
641                         core::dimension2d<u32> textsize =
642                                 g_fontengine->getFont()->getDimension(
643                                 utf8_to_wide(nametag_colorless).c_str());
644                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
645                                 core::reciprocal(transformed_pos[3]);
646                         v2u32 screensize = m_driver->getScreenSize();
647                         v2s32 screen_pos;
648                         screen_pos.X = screensize.X *
649                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
650                         screen_pos.Y = screensize.Y *
651                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
652                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
653                         g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
654                                         size + screen_pos, nametag->nametag_color);
655                 }
656         }
657 }
658
659 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
660                 std::string nametag_text, video::SColor nametag_color)
661 {
662         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
663         m_nametags.push_back(nametag);
664         return nametag;
665 }
666
667 void Camera::removeNametag(Nametag *nametag)
668 {
669         m_nametags.remove(nametag);
670         delete nametag;
671 }