Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
[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 Camera::Camera(MapDrawControl &draw_control, Client *client):
42         m_draw_control(draw_control),
43         m_client(client)
44 {
45         scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
46         // note: making the camera node a child of the player node
47         // would lead to unexpected behaviour, so we don't do that.
48         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
49         m_headnode = smgr->addEmptySceneNode(m_playernode);
50         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
51         m_cameranode->bindTargetAndRotation(true);
52
53         // This needs to be in its own scene manager. It is drawn after
54         // all other 3D scene nodes and before the GUI.
55         m_wieldmgr = smgr->createNewSceneManager();
56         m_wieldmgr->addCameraSceneNode();
57         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
58         m_wieldnode->setItem(ItemStack(), m_client);
59         m_wieldnode->drop(); // m_wieldmgr grabbed it
60
61         /* TODO: Add a callback function so these can be updated when a setting
62          *       changes.  At this point in time it doesn't matter (e.g. /set
63          *       is documented to change server settings only)
64          *
65          * TODO: Local caching of settings is not optimal and should at some stage
66          *       be updated to use a global settings object for getting thse values
67          *       (as opposed to the this local caching). This can be addressed in
68          *       a later release.
69          */
70         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
71         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
72         m_cache_fov                 = g_settings->getFloat("fov");
73         m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
74         m_arm_inertia               = g_settings->getBool("arm_inertia");
75         m_nametags.clear();
76 }
77
78 Camera::~Camera()
79 {
80         m_wieldmgr->drop();
81 }
82
83 bool Camera::successfullyCreated(std::string &error_message)
84 {
85         if (!m_playernode) {
86                 error_message = "Failed to create the player scene node";
87         } else if (!m_headnode) {
88                 error_message = "Failed to create the head scene node";
89         } else if (!m_cameranode) {
90                 error_message = "Failed to create the camera scene node";
91         } else if (!m_wieldmgr) {
92                 error_message = "Failed to create the wielded item scene manager";
93         } else if (!m_wieldnode) {
94                 error_message = "Failed to create the wielded item scene node";
95         } else {
96                 error_message.clear();
97         }
98
99         if (g_settings->getBool("enable_client_modding")) {
100                 m_client->getScript()->on_camera_ready(this);
101         }
102         return error_message.empty();
103 }
104
105 // Returns the fractional part of x
106 inline f32 my_modf(f32 x)
107 {
108         double dummy;
109         return modf(x, &dummy);
110 }
111
112 void Camera::step(f32 dtime)
113 {
114         if(m_view_bobbing_fall > 0)
115         {
116                 m_view_bobbing_fall -= 3 * dtime;
117                 if(m_view_bobbing_fall <= 0)
118                         m_view_bobbing_fall = -1; // Mark the effect as finished
119         }
120
121         bool was_under_zero = m_wield_change_timer < 0;
122         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
123
124         if (m_wield_change_timer >= 0 && was_under_zero)
125                 m_wieldnode->setItem(m_wield_item_next, m_client);
126
127         if (m_view_bobbing_state != 0)
128         {
129                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
130                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
131                 if (m_view_bobbing_state == 2) {
132                         // Animation is getting turned off
133                         if (m_view_bobbing_anim < 0.25) {
134                                 m_view_bobbing_anim -= offset;
135                         } else if (m_view_bobbing_anim > 0.75) {
136                                 m_view_bobbing_anim += offset;
137                         }
138
139                         if (m_view_bobbing_anim < 0.5) {
140                                 m_view_bobbing_anim += offset;
141                                 if (m_view_bobbing_anim > 0.5)
142                                         m_view_bobbing_anim = 0.5;
143                         } else {
144                                 m_view_bobbing_anim -= offset;
145                                 if (m_view_bobbing_anim < 0.5)
146                                         m_view_bobbing_anim = 0.5;
147                         }
148
149                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
150                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
151                                 m_view_bobbing_anim = 0;
152                                 m_view_bobbing_state = 0;
153                         }
154                 }
155                 else {
156                         float was = m_view_bobbing_anim;
157                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
158                         bool step = (was == 0 ||
159                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
160                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
161                         if(step) {
162                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
163                                 m_client->event()->put(e);
164                         }
165                 }
166         }
167
168         if (m_digging_button != -1)
169         {
170                 f32 offset = dtime * 3.5;
171                 float m_digging_anim_was = m_digging_anim;
172                 m_digging_anim += offset;
173                 if (m_digging_anim >= 1)
174                 {
175                         m_digging_anim = 0;
176                         m_digging_button = -1;
177                 }
178                 float lim = 0.15;
179                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
180                 {
181                         if(m_digging_button == 0)
182                         {
183                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
184                                 m_client->event()->put(e);
185                         } else if(m_digging_button == 1) {
186                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
187                                 m_client->event()->put(e);
188                         }
189                 }
190         }
191 }
192
193 static inline v2f dir(const v2f &pos_dist)
194 {
195         f32 x = pos_dist.X - 55.0f;
196         f32 y = pos_dist.Y + 35.0f;
197
198         f32 x_abs = std::fabs(x);
199         f32 y_abs = std::fabs(y);
200
201         if (x_abs >= y_abs) {
202                 y *= (1.0f / x_abs);
203                 x /= x_abs;
204         }
205
206         if (y_abs >= x_abs) {
207                 x *= (1.0f / y_abs);
208                 y /= y_abs;
209         }
210
211         return v2f(std::fabs(x), std::fabs(y));
212 }
213
214 void Camera::addArmInertia(f32 player_yaw, f32 frametime)
215 {
216         m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
217         m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
218
219         if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
220                 /*
221                     The arm moves relative to the camera speed,
222                     with an acceleration factor.
223                 */
224
225                 if (m_cam_vel.X > 1.0f) {
226                         if (m_cam_vel.X > m_cam_vel_old.X)
227                                 m_cam_vel_old.X = m_cam_vel.X;
228
229                         if (m_last_cam_pos.X > player_yaw) {
230                                 // right
231                                 m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
232                                 m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
233                         } else {
234                                 // left
235                                 m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
236                                 m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
237                         }
238
239                         if (m_last_cam_pos.X != player_yaw)
240                                 m_last_cam_pos.X = player_yaw;
241
242                         m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
243                 }
244
245                 if (m_cam_vel.Y > 1.0f) {
246                         if (m_cam_vel.Y > m_cam_vel_old.Y)
247                                 m_cam_vel_old.Y = m_cam_vel.Y;
248
249                         if (m_last_cam_pos.Y > m_camera_direction.Y) {
250                                 // down
251                                 m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
252                                 m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
253                         } else {
254                                 // up
255                                 m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
256                                 m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
257                         }
258
259                         if (m_last_cam_pos.Y != m_camera_direction.Y)
260                                 m_last_cam_pos.Y = m_camera_direction.Y;
261
262                         m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
263                 }
264
265                 m_arm_dir = dir(m_wieldmesh_offset);
266         } else {
267                 /*
268                     Now the arm gets back to its default position when the camera stops,
269                     following a vector, with a smooth deceleration factor.
270                 */
271
272                 f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
273                         (20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
274                 f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
275                         (15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
276
277                 if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
278                         m_cam_vel_old.X = 0.0f;
279
280                 if (m_wieldmesh_offset.X > 55.0f)
281                         m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
282
283                 if (m_wieldmesh_offset.X < 55.0f)
284                         m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
285
286                 if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
287                         m_cam_vel_old.Y = 0.0f;
288
289                 if (m_wieldmesh_offset.Y > -35.0f)
290                         m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
291
292                 if (m_wieldmesh_offset.Y < -35.0f)
293                         m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
294         }
295 }
296
297 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
298                 f32 tool_reload_ratio, ClientEnvironment &c_env)
299 {
300         // Get player position
301         // Smooth the movement when walking up stairs
302         v3f old_player_position = m_playernode->getPosition();
303         v3f player_position = player->getPosition();
304         if (player->isAttached && player->parent)
305                 player_position = player->parent->getPosition();
306         //if(player->touching_ground && player_position.Y > old_player_position.Y)
307         if(player->touching_ground &&
308                         player_position.Y > old_player_position.Y)
309         {
310                 f32 oldy = old_player_position.Y;
311                 f32 newy = player_position.Y;
312                 f32 t = exp(-23*frametime);
313                 player_position.Y = oldy * t + newy * (1-t);
314         }
315
316         // Set player node transformation
317         m_playernode->setPosition(player_position);
318         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
319         m_playernode->updateAbsolutePosition();
320
321         // Get camera tilt timer (hurt animation)
322         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
323
324         // Fall bobbing animation
325         float fall_bobbing = 0;
326         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
327         {
328                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
329                         player->camera_impact = m_view_bobbing_fall = 0;
330                 else if(m_view_bobbing_fall == 0) // Initialize effect
331                         m_view_bobbing_fall = 1;
332
333                 // Convert 0 -> 1 to 0 -> 1 -> 0
334                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
335                 // Smoothen and invert the above
336                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
337                 // Amplify according to the intensity of the impact
338                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
339
340                 fall_bobbing *= m_cache_fall_bobbing_amount;
341         }
342
343         // Calculate players eye offset for different camera modes
344         v3f PlayerEyeOffset = player->getEyeOffset();
345         if (m_camera_mode == CAMERA_MODE_FIRST)
346                 PlayerEyeOffset += player->eye_offset_first;
347         else
348                 PlayerEyeOffset += player->eye_offset_third;
349
350         // Set head node transformation
351         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
352         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
353         m_headnode->updateAbsolutePosition();
354
355         // Compute relative camera position and target
356         v3f rel_cam_pos = v3f(0,0,0);
357         v3f rel_cam_target = v3f(0,0,1);
358         v3f rel_cam_up = v3f(0,1,0);
359
360         if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
361                 m_camera_mode < CAMERA_MODE_THIRD) {
362                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
363                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
364
365                 #if 1
366                 f32 bobknob = 1.2;
367                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
368                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
369
370                 v3f bobvec = v3f(
371                         0.3 * bobdir * sin(bobfrac * M_PI),
372                         -0.28 * bobtmp * bobtmp,
373                         0.);
374
375                 //rel_cam_pos += 0.2 * bobvec;
376                 //rel_cam_target += 0.03 * bobvec;
377                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
378                 float f = 1.0;
379                 f *= m_cache_view_bobbing_amount;
380                 rel_cam_pos += bobvec * f;
381                 //rel_cam_target += 0.995 * bobvec * f;
382                 rel_cam_target += bobvec * f;
383                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
384                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
385                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
386                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
387                 #else
388                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
389                 f32 angle_rad = angle_deg * M_PI / 180;
390                 f32 r = 0.05;
391                 v3f off = v3f(
392                         r * sin(angle_rad),
393                         r * (cos(angle_rad) - 1),
394                         0);
395                 rel_cam_pos += off;
396                 //rel_cam_target += off;
397                 rel_cam_up.rotateXYBy(angle_deg);
398                 #endif
399
400         }
401
402         // Compute absolute camera position and target
403         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
404         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
405
406         v3f abs_cam_up;
407         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
408
409         // Seperate camera position for calculation
410         v3f my_cp = m_camera_position;
411
412         // Reposition the camera for third person view
413         if (m_camera_mode > CAMERA_MODE_FIRST)
414         {
415                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
416                         m_camera_direction *= -1;
417
418                 my_cp.Y += 2;
419
420                 // Calculate new position
421                 bool abort = false;
422                 for (int i = BS; i <= BS*2.75; i++)
423                 {
424                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
425                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
426                         if (i > 12)
427                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
428
429                         // Prevent camera positioned inside nodes
430                         INodeDefManager *nodemgr = m_client->ndef();
431                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
432                         const ContentFeatures& features = nodemgr->get(n);
433                         if(features.walkable)
434                         {
435                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
436                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
437                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
438                                 abort = true;
439                                 break;
440                         }
441                 }
442
443                 // If node blocks camera position don't move y to heigh
444                 if (abort && my_cp.Y > player_position.Y+BS*2)
445                         my_cp.Y = player_position.Y+BS*2;
446         }
447
448         // Update offset if too far away from the center of the map
449         m_camera_offset.X += CAMERA_OFFSET_STEP*
450                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
451         m_camera_offset.Y += CAMERA_OFFSET_STEP*
452                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
453         m_camera_offset.Z += CAMERA_OFFSET_STEP*
454                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
455
456         // Set camera node transformation
457         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
458         m_cameranode->setUpVector(abs_cam_up);
459         // *100.0 helps in large map coordinates
460         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
461
462         // update the camera position in front-view mode to render blocks behind player
463         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
464                 m_camera_position = my_cp;
465
466         // Get FOV
467         f32 fov_degrees;
468         if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
469                 fov_degrees = m_cache_zoom_fov;
470         } else {
471                 fov_degrees = m_cache_fov;
472         }
473         fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
474
475         // FOV and aspect ratio
476         const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
477         m_aspect = (f32) window_size.X / (f32) window_size.Y;
478         m_fov_y = fov_degrees * M_PI / 180.0;
479         // Increase vertical FOV on lower aspect ratios (<16:10)
480         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
481         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
482         m_cameranode->setAspectRatio(m_aspect);
483         m_cameranode->setFOV(m_fov_y);
484
485         if (m_arm_inertia && frametime > 0.0f)
486                 addArmInertia(player->getYaw(), frametime);
487
488         // Position the wielded item
489         //v3f wield_position = v3f(45, -35, 65);
490         v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
491         //v3f wield_rotation = v3f(-100, 120, -100);
492         v3f wield_rotation = v3f(-100, 120, -100);
493         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
494         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
495         {
496                 f32 frac = 1.0;
497                 if(m_digging_anim > 0.5)
498                         frac = 2.0 * (m_digging_anim - 0.5);
499                 // This value starts from 1 and settles to 0
500                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
501                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
502                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
503                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
504                 //wield_position.Z += frac * 5.0 * ratiothing2;
505                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
506                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
507                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
508                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
509         }
510         if (m_digging_button != -1)
511         {
512                 f32 digfrac = m_digging_anim;
513                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
514                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
515                 wield_position.Z += 25 * 0.5;
516
517                 // Euler angles are PURE EVIL, so why not use quaternions?
518                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
519                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
520                 core::quaternion quat_slerp;
521                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
522                 quat_slerp.toEuler(wield_rotation);
523                 wield_rotation *= core::RADTODEG;
524         } else {
525                 f32 bobfrac = my_modf(m_view_bobbing_anim);
526                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
527                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
528         }
529         m_wieldnode->setPosition(wield_position);
530         m_wieldnode->setRotation(wield_rotation);
531
532         m_wieldnode->setColor(player->light_color);
533
534         // Set render distance
535         updateViewingRange();
536
537         // If the player is walking, swimming, or climbing,
538         // view bobbing is enabled and free_move is off,
539         // start (or continue) the view bobbing animation.
540         v3f speed = player->getSpeed();
541         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
542         const bool movement_Y = fabs(speed.Y) > BS;
543
544         const bool walking = movement_XZ && player->touching_ground;
545         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
546         const bool climbing = movement_Y && player->is_climbing;
547         if ((walking || swimming || climbing) &&
548                         (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
549                 // Start animation
550                 m_view_bobbing_state = 1;
551                 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
552         }
553         else if (m_view_bobbing_state == 1)
554         {
555                 // Stop animation
556                 m_view_bobbing_state = 2;
557                 m_view_bobbing_speed = 60;
558         }
559 }
560
561 void Camera::updateViewingRange()
562 {
563         f32 viewing_range = g_settings->getFloat("viewing_range");
564         m_draw_control.wanted_range = viewing_range;
565         if (m_draw_control.range_all) {
566                 m_cameranode->setFarValue(100000.0);
567                 return;
568         }
569         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
570 }
571
572 void Camera::setDigging(s32 button)
573 {
574         if (m_digging_button == -1)
575                 m_digging_button = button;
576 }
577
578 void Camera::wield(const ItemStack &item)
579 {
580         if (item.name != m_wield_item_next.name ||
581                         item.metadata != m_wield_item_next.metadata) {
582                 m_wield_item_next = item;
583                 if (m_wield_change_timer > 0)
584                         m_wield_change_timer = -m_wield_change_timer;
585                 else if (m_wield_change_timer == 0)
586                         m_wield_change_timer = -0.001;
587         }
588 }
589
590 void Camera::drawWieldedTool(irr::core::matrix4* translation)
591 {
592         // Clear Z buffer so that the wielded tool stay in front of world geometry
593         m_wieldmgr->getVideoDriver()->clearZBuffer();
594
595         // Draw the wielded node (in a separate scene manager)
596         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
597         cam->setAspectRatio(m_cameranode->getAspectRatio());
598         cam->setFOV(72.0*M_PI/180.0);
599         cam->setNearValue(10);
600         cam->setFarValue(1000);
601         if (translation != NULL)
602         {
603                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
604                 irr::core::vector3df focusPoint = (cam->getTarget()
605                                 - cam->getAbsolutePosition()).setLength(1)
606                                 + cam->getAbsolutePosition();
607
608                 irr::core::vector3df camera_pos =
609                                 (startMatrix * *translation).getTranslation();
610                 cam->setPosition(camera_pos);
611                 cam->setTarget(focusPoint);
612         }
613         m_wieldmgr->drawAll();
614 }
615
616 void Camera::drawNametags()
617 {
618         core::matrix4 trans = m_cameranode->getProjectionMatrix();
619         trans *= m_cameranode->getViewMatrix();
620
621         for (std::list<Nametag *>::const_iterator
622                         i = m_nametags.begin();
623                         i != m_nametags.end(); ++i) {
624                 Nametag *nametag = *i;
625                 if (nametag->nametag_color.getAlpha() == 0) {
626                         // Enforce hiding nametag,
627                         // because if freetype is enabled, a grey
628                         // shadow can remain.
629                         continue;
630                 }
631                 v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
632                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
633                 trans.multiplyWith1x4Matrix(transformed_pos);
634                 if (transformed_pos[3] > 0) {
635                         std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
636                         core::dimension2d<u32> textsize =
637                                 g_fontengine->getFont()->getDimension(
638                                 utf8_to_wide(nametag_colorless).c_str());
639                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
640                                 core::reciprocal(transformed_pos[3]);
641                         v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
642                         v2s32 screen_pos;
643                         screen_pos.X = screensize.X *
644                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
645                         screen_pos.Y = screensize.Y *
646                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
647                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
648                         g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
649                                         size + screen_pos, nametag->nametag_color);
650                 }
651         }
652 }
653
654 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
655                 std::string nametag_text, video::SColor nametag_color)
656 {
657         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
658         m_nametags.push_back(nametag);
659         return nametag;
660 }
661
662 void Camera::removeNametag(Nametag *nametag)
663 {
664         m_nametags.remove(nametag);
665         delete nametag;
666 }