Mgv7: Auto-set lowest mountain generation level
[oweals/minetest.git] / src / camera.cpp
index ca2a6eb53db8365a503aeb495b12ad7884225bb1..ca28555d2e15daee9ff0484266bed0a2183d3801 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -20,56 +20,64 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "camera.h"
 #include "debug.h"
 #include "client.h"
-#include "main.h" // for g_settings
 #include "map.h"
-#include "clientmap.h" // MapDrawControl
-#include "mesh.h"
+#include "clientmap.h"     // MapDrawControl
 #include "player.h"
-#include "tile.h"
 #include <cmath>
 #include "settings.h"
-#include "itemdef.h" // For wield visualization
-#include "noise.h" // easeCurve
+#include "wieldmesh.h"
+#include "noise.h"         // easeCurve
 #include "gamedef.h"
 #include "sound.h"
 #include "event.h"
+#include "profiler.h"
 #include "util/numeric.h"
 #include "util/mathconstants.h"
+#include "constants.h"
+
+#define CAMERA_OFFSET_STEP 200
+
+#include "nodedef.h"
 
 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
                IGameDef *gamedef):
-       m_smgr(smgr),
        m_playernode(NULL),
        m_headnode(NULL),
        m_cameranode(NULL),
 
        m_wieldmgr(NULL),
        m_wieldnode(NULL),
-       m_wieldlight(0),
 
        m_draw_control(draw_control),
        m_gamedef(gamedef),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
+       m_camera_offset(0,0,0),
 
        m_aspect(1.0),
        m_fov_x(1.0),
        m_fov_y(1.0),
 
-       m_added_frametime(0),
+       m_added_busytime(0),
        m_added_frames(0),
        m_range_old(0),
-       m_frametime_old(0),
+       m_busytime_old(0),
        m_frametime_counter(0),
        m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
 
        m_view_bobbing_anim(0),
        m_view_bobbing_state(0),
        m_view_bobbing_speed(0),
+       m_view_bobbing_fall(0),
 
        m_digging_anim(0),
-       m_digging_button(-1)
+       m_digging_button(-1),
+
+       m_wield_change_timer(0.125),
+       m_wield_item_next(),
+
+       m_camera_mode(CAMERA_MODE_FIRST)
 {
        //dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -84,43 +92,48 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        // all other 3D scene nodes and before the GUI.
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
-       m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL);  // need a dummy mesh
+       m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+       m_wieldnode->setItem(ItemStack(), m_gamedef);
+       m_wieldnode->drop(); // m_wieldmgr grabbed it
+       m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
+
+       /* TODO: Add a callback function so these can be updated when a setting
+        *       changes.  At this point in time it doesn't matter (e.g. /set
+        *       is documented to change server settings only)
+        *
+        * TODO: Local caching of settings is not optimal and should at some stage
+        *       be updated to use a global settings object for getting thse values
+        *       (as opposed to the this local caching). This can be addressed in
+        *       a later release.
+        */
+       m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
+       m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
+       m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
+       m_cache_fov                 = g_settings->getFloat("fov");
+       m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
 }
 
 Camera::~Camera()
 {
-       m_wieldnode->setMesh(NULL);
        m_wieldmgr->drop();
 }
 
-bool Camera::successfullyCreated(std::wstring& error_message)
+bool Camera::successfullyCreated(std::string &error_message)
 {
-       if (m_playernode == NULL)
-       {
-               error_message = L"Failed to create the player scene node";
-               return false;
-       }
-       if (m_headnode == NULL)
-       {
-               error_message = L"Failed to create the head scene node";
-               return false;
+       if (!m_playernode) {
+               error_message = "Failed to create the player scene node";
+       } else if (!m_headnode) {
+               error_message = "Failed to create the head scene node";
+       } else if (!m_cameranode) {
+               error_message = "Failed to create the camera scene node";
+       } else if (!m_wieldmgr) {
+               error_message = "Failed to create the wielded item scene manager";
+       } else if (!m_wieldnode) {
+               error_message = "Failed to create the wielded item scene node";
+       } else {
+               error_message.clear();
        }
-       if (m_cameranode == NULL)
-       {
-               error_message = L"Failed to create the camera scene node";
-               return false;
-       }
-       if (m_wieldmgr == NULL)
-       {
-               error_message = L"Failed to create the wielded item scene manager";
-               return false;
-       }
-       if (m_wieldnode == NULL)
-       {
-               error_message = L"Failed to create the wielded item scene node";
-               return false;
-       }
-       return true;
+       return error_message.empty();
 }
 
 // Returns the fractional part of x
@@ -132,6 +145,19 @@ inline f32 my_modf(f32 x)
 
 void Camera::step(f32 dtime)
 {
+       if(m_view_bobbing_fall > 0)
+       {
+               m_view_bobbing_fall -= 3 * dtime;
+               if(m_view_bobbing_fall <= 0)
+                       m_view_bobbing_fall = -1; // Mark the effect as finished
+       }
+
+       bool was_under_zero = m_wield_change_timer < 0;
+       m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
+
+       if (m_wield_change_timer >= 0 && was_under_zero)
+               m_wieldnode->setItem(m_wield_item_next, m_gamedef);
+
        if (m_view_bobbing_state != 0)
        {
                //f32 offset = dtime * m_view_bobbing_speed * 0.035;
@@ -152,11 +178,14 @@ void Camera::step(f32 dtime)
 #endif
 #if 1
                        // Animation is getting turned off
-                       if(m_view_bobbing_anim < 0.25){
+                       if(m_view_bobbing_anim < 0.25)
+                       {
                                m_view_bobbing_anim -= offset;
-                       } else if(m_view_bobbing_anim > 0.75){
+                       } else if(m_view_bobbing_anim > 0.75) {
                                m_view_bobbing_anim += offset;
-                       } if(m_view_bobbing_anim < 0.5){
+                       }
+                       if(m_view_bobbing_anim < 0.5)
+                       {
                                m_view_bobbing_anim += offset;
                                if(m_view_bobbing_anim > 0.5)
                                        m_view_bobbing_anim = 0.5;
@@ -180,7 +209,8 @@ void Camera::step(f32 dtime)
                        bool step = (was == 0 ||
                                        (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
                                        (was > 0.5f && m_view_bobbing_anim <= 0.5f));
-                       if(step){
+                       if(step)
+                       {
                                MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
                                m_gamedef->event()->put(e);
                        }
@@ -200,10 +230,11 @@ void Camera::step(f32 dtime)
                float lim = 0.15;
                if(m_digging_anim_was < lim && m_digging_anim >= lim)
                {
-                       if(m_digging_button == 0){
+                       if(m_digging_button == 0)
+                       {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
                                m_gamedef->event()->put(e);
-                       } else if(m_digging_button == 1){
+                       } else if(m_digging_button == 1) {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
                                m_gamedef->event()->put(e);
                        }
@@ -211,13 +242,15 @@ void Camera::step(f32 dtime)
        }
 }
 
-void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
-               f32 tool_reload_ratio)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
+               f32 tool_reload_ratio, ClientEnvironment &c_env)
 {
        // Get player position
        // Smooth the movement when walking up stairs
        v3f old_player_position = m_playernode->getPosition();
        v3f player_position = player->getPosition();
+       if (player->isAttached && player->parent)
+               player_position = player->parent->getPosition();
        //if(player->touching_ground && player_position.Y > old_player_position.Y)
        if(player->touching_ground &&
                        player_position.Y > old_player_position.Y)
@@ -233,9 +266,38 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
        m_playernode->updateAbsolutePosition();
 
+       // Get camera tilt timer (hurt animation)
+       float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
+
+       // Fall bobbing animation
+       float fall_bobbing = 0;
+       if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
+       {
+               if(m_view_bobbing_fall == -1) // Effect took place and has finished
+                       player->camera_impact = m_view_bobbing_fall = 0;
+               else if(m_view_bobbing_fall == 0) // Initialize effect
+                       m_view_bobbing_fall = 1;
+
+               // Convert 0 -> 1 to 0 -> 1 -> 0
+               fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
+               // Smoothen and invert the above
+               fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
+               // Amplify according to the intensity of the impact
+               fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
+
+               fall_bobbing *= m_cache_fall_bobbing_amount;
+       }
+
+       // Calculate players eye offset for different camera modes
+       v3f PlayerEyeOffset = player->getEyeOffset();
+       if (m_camera_mode == CAMERA_MODE_FIRST)
+               PlayerEyeOffset += player->eye_offset_first;
+       else
+               PlayerEyeOffset += player->eye_offset_third;
+
        // Set head node transformation
-       m_headnode->setPosition(player->getEyeOffset());
-       m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
+       m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
+       m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
        m_headnode->updateAbsolutePosition();
 
        // Compute relative camera position and target
@@ -243,7 +305,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       if (m_view_bobbing_anim != 0)
+       if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
        {
                f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
                f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
@@ -262,7 +324,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                //rel_cam_target += 0.03 * bobvec;
                //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
                float f = 1.0;
-               f *= g_settings->getFloat("view_bobbing_amount");
+               f *= m_cache_view_bobbing_amount;
                rel_cam_pos += bobvec * f;
                //rel_cam_target += 0.995 * bobvec * f;
                rel_cam_target += bobvec * f;
@@ -292,24 +354,74 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        v3f abs_cam_up;
        m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
 
+       // Seperate camera position for calculation
+       v3f my_cp = m_camera_position;
+
+       // Reposition the camera for third person view
+       if (m_camera_mode > CAMERA_MODE_FIRST)
+       {
+               if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+                       m_camera_direction *= -1;
+
+               my_cp.Y += 2;
+
+               // Calculate new position
+               bool abort = false;
+               for (int i = BS; i <= BS*2.75; i++)
+               {
+                       my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
+                       my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
+                       if (i > 12)
+                               my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
+
+                       // Prevent camera positioned inside nodes
+                       INodeDefManager *nodemgr = m_gamedef->ndef();
+                       MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
+                       const ContentFeatures& features = nodemgr->get(n);
+                       if(features.walkable)
+                       {
+                               my_cp.X += m_camera_direction.X*-1*-BS/2;
+                               my_cp.Z += m_camera_direction.Z*-1*-BS/2;
+                               my_cp.Y += m_camera_direction.Y*-1*-BS/2;
+                               abort = true;
+                               break;
+                       }
+               }
+
+               // If node blocks camera position don't move y to heigh
+               if (abort && my_cp.Y > player_position.Y+BS*2)
+                       my_cp.Y = player_position.Y+BS*2;
+       }
+
+       // Update offset if too far away from the center of the map
+       m_camera_offset.X += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
+       m_camera_offset.Y += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
+       m_camera_offset.Z += CAMERA_OFFSET_STEP*
+                       (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
+
        // Set camera node transformation
-       m_cameranode->setPosition(m_camera_position);
+       m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
        m_cameranode->setUpVector(abs_cam_up);
        // *100.0 helps in large map coordinates
-       m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
+       m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
+
+       // update the camera position in front-view mode to render blocks behind player
+       if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
+               m_camera_position = my_cp;
 
        // Get FOV setting
-       f32 fov_degrees = g_settings->getFloat("fov");
+       f32 fov_degrees = m_cache_fov;
        fov_degrees = MYMAX(fov_degrees, 10.0);
        fov_degrees = MYMIN(fov_degrees, 170.0);
 
        // FOV and aspect ratio
-       m_aspect = (f32)screensize.X / (f32) screensize.Y;
+       m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
        m_fov_y = fov_degrees * M_PI / 180.0;
        // Increase vertical FOV on lower aspect ratios (<16:10)
        m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
-       // WTF is this? It can't be right
-       m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
+       m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
@@ -318,7 +430,9 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        v3f wield_position = v3f(55, -35, 65);
        //v3f wield_rotation = v3f(-100, 120, -100);
        v3f wield_rotation = v3f(-100, 120, -100);
-       if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
+       wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
+       if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
+       {
                f32 frac = 1.0;
                if(m_digging_anim > 0.5)
                        frac = 2.0 * (m_digging_anim - 0.5);
@@ -339,7 +453,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
                wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
                wield_position.Z += 25 * 0.5;
-       
+
                // Euler angles are PURE EVIL, so why not use quaternions?
                core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
                core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
@@ -347,28 +461,36 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
-       }
-       else {
+       } else {
                f32 bobfrac = my_modf(m_view_bobbing_anim);
                wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
                wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
        }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
-       m_wieldlight = player->light;
+
+       // Shine light upon the wield mesh
+       video::SColor black(255,0,0,0);
+       m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
+       m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
+       m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
 
        // Render distance feedback loop
-       updateViewingRange(frametime);
+       updateViewingRange(frametime, busytime);
 
-       // If the player seems to be walking on solid ground,
+       // If the player is walking, swimming, or climbing,
        // view bobbing is enabled and free_move is off,
        // start (or continue) the view bobbing animation.
        v3f speed = player->getSpeed();
-       if ((hypot(speed.X, speed.Z) > BS) &&
-               (player->touching_ground) &&
-               (g_settings->getBool("view_bobbing") == true) &&
-               (g_settings->getBool("free_move") == false ||
-                               !m_gamedef->checkLocalPrivilege("fly")))
+       const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
+       const bool movement_Y = abs(speed.Y) > BS;
+
+       const bool walking = movement_XZ && player->touching_ground;
+       const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
+       const bool climbing = movement_Y && player->is_climbing;
+       if ((walking || swimming || climbing) &&
+                       m_cache_view_bobbing &&
+                       (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -382,23 +504,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
        }
 }
 
-void Camera::updateViewingRange(f32 frametime_in)
+void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
 {
        if (m_draw_control.range_all)
                return;
 
-       m_added_frametime += frametime_in;
+       m_added_busytime += busytime_in;
        m_added_frames += 1;
 
-       // Actually this counter kind of sucks because frametime is busytime
        m_frametime_counter -= frametime_in;
        if (m_frametime_counter > 0)
                return;
-       m_frametime_counter = 0.2;
+       m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
 
        /*dstream<<__FUNCTION_NAME
                        <<": Collected "<<m_added_frames<<" frames, total of "
-                       <<m_added_frametime<<"s."<<std::endl;
+                       <<m_added_busytime<<"s."<<std::endl;
 
        dstream<<"m_draw_control.blocks_drawn="
                        <<m_draw_control.blocks_drawn
@@ -407,12 +528,12 @@ void Camera::updateViewingRange(f32 frametime_in)
                        <<std::endl;*/
 
        // Get current viewing range and FPS settings
-       f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
-       viewing_range_min = MYMAX(5.0, viewing_range_min);
+       f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
+       viewing_range_min = MYMAX(15.0, viewing_range_min);
 
-       f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
+       f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
        viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
-       
+
        // Immediately apply hard limits
        if(m_draw_control.wanted_range < viewing_range_min)
                m_draw_control.wanted_range = viewing_range_min;
@@ -427,7 +548,7 @@ void Camera::updateViewingRange(f32 frametime_in)
        else
                m_cameranode->setFarValue(viewing_range_max * BS * 10);
 
-       f32 wanted_fps = g_settings->getFloat("wanted_fps");
+       f32 wanted_fps = m_cache_wanted_fps;
        wanted_fps = MYMAX(wanted_fps, 1.0);
        f32 wanted_frametime = 1.0 / wanted_fps;
 
@@ -445,17 +566,17 @@ void Camera::updateViewingRange(f32 frametime_in)
 
        // Calculate the average frametime in the case that all wanted
        // blocks had been drawn
-       f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
+       f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
 
-       m_added_frametime = 0.0;
+       m_added_busytime = 0.0;
        m_added_frames = 0;
 
        f32 wanted_frametime_change = wanted_frametime - frametime;
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
+       g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
 
        // If needed frametime change is small, just return
        // This value was 0.4 for many months until 2011-10-18 by c55;
-       // Let's see how this works out.
        if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
        {
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
@@ -466,22 +587,24 @@ void Camera::updateViewingRange(f32 frametime_in)
        f32 new_range = range;
 
        f32 d_range = range - m_range_old;
-       f32 d_frametime = frametime - m_frametime_old;
+       f32 d_busytime = busytime_in - m_busytime_old;
        if (d_range != 0)
        {
-               m_time_per_range = d_frametime / d_range;
+               m_time_per_range = d_busytime / d_range;
        }
+       //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
+       g_profiler->avg("time_per_range", m_time_per_range);
 
        // The minimum allowed calculated frametime-range derivative:
        // Practically this sets the maximum speed of changing the range.
        // The lower this value, the higher the maximum changing speed.
        // A low value here results in wobbly range (0.001)
+       // A low value can cause oscillation in very nonlinear time/range curves.
        // A high value here results in slow changing range (0.0025)
        // SUGG: This could be dynamically adjusted so that when
        //       the camera is turning, this is lower
-       //f32 min_time_per_range = 0.0015;
-       f32 min_time_per_range = 0.0010;
-       //f32 min_time_per_range = 0.05 / range;
+       //f32 min_time_per_range = 0.0010; // Up to 0.4.7
+       f32 min_time_per_range = 0.0005;
        if(m_time_per_range < min_time_per_range)
        {
                m_time_per_range = min_time_per_range;
@@ -507,17 +630,17 @@ void Camera::updateViewingRange(f32 frametime_in)
        }
 
        new_range += wanted_range_change;
-       
+
        //f32 new_range_unclamped = new_range;
        new_range = MYMAX(new_range, viewing_range_min);
        new_range = MYMIN(new_range, viewing_range_max);
        /*dstream<<"new_range="<<new_range_unclamped
                        <<", clamped to "<<new_range<<std::endl;*/
 
-       m_draw_control.wanted_range = new_range;
+       m_range_old = m_draw_control.wanted_range;
+       m_busytime_old = busytime_in;
 
-       m_range_old = new_range;
-       m_frametime_old = frametime;
+       m_draw_control.wanted_range = new_range;
 }
 
 void Camera::setDigging(s32 button)
@@ -528,27 +651,18 @@ void Camera::setDigging(s32 button)
 
 void Camera::wield(const ItemStack &item)
 {
-       IItemDefManager *idef = m_gamedef->idef();
-       scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-       if(wield_mesh)
-       {
-               m_wieldnode->setMesh(wield_mesh);
-               m_wieldnode->setVisible(true);
-       }
-       else
-       {
-               m_wieldnode->setVisible(false);
+       if (item.name != m_wield_item_next.name) {
+               m_wield_item_next = item;
+               if (m_wield_change_timer > 0)
+                       m_wield_change_timer = -m_wield_change_timer;
+               else if (m_wield_change_timer == 0)
+                       m_wield_change_timer = -0.001;
        }
 }
 
-void Camera::drawWieldedTool()
+void Camera::drawWieldedTool(irr::core::matrix4* translation)
 {
-       // Set vertex colors of wield mesh according to light level
-       u8 li = decode_light(m_wieldlight);
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_wieldnode->getMesh(), color);
-
-       // Clear Z buffer
+       // Clear Z buffer so that the wielded tool stay in front of world geometry
        m_wieldmgr->getVideoDriver()->clearZBuffer();
 
        // Draw the wielded node (in a separate scene manager)
@@ -556,6 +670,18 @@ void Camera::drawWieldedTool()
        cam->setAspectRatio(m_cameranode->getAspectRatio());
        cam->setFOV(72.0*M_PI/180.0);
        cam->setNearValue(0.1);
-       cam->setFarValue(100);
+       cam->setFarValue(1000);
+       if (translation != NULL)
+       {
+               irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
+               irr::core::vector3df focusPoint = (cam->getTarget()
+                               - cam->getAbsolutePosition()).setLength(1)
+                               + cam->getAbsolutePosition();
+
+               irr::core::vector3df camera_pos =
+                               (startMatrix * *translation).getTranslation();
+               cam->setPosition(camera_pos);
+               cam->setTarget(focusPoint);
+       }
        m_wieldmgr->drawAll();
 }