46df0575ccc9b7faa9b80143d4cf532b946af2f7
[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, true);
96         m_wieldnode->setItem(ItemStack(), m_gamedef);
97         m_wieldnode->drop(); // m_wieldmgr grabbed it
98         m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
99
100         /* TODO: Add a callback function so these can be updated when a setting
101          *       changes.  At this point in time it doesn't matter (e.g. /set
102          *       is documented to change server settings only)
103          *
104          * TODO: Local caching of settings is not optimal and should at some stage
105          *       be updated to use a global settings object for getting thse values
106          *       (as opposed to the this local caching). This can be addressed in
107          *       a later release.
108          */
109         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
110         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
111         m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
112         m_cache_fov                 = g_settings->getFloat("fov");
113         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
114 }
115
116 Camera::~Camera()
117 {
118         m_wieldmgr->drop();
119 }
120
121 bool Camera::successfullyCreated(std::string &error_message)
122 {
123         if (!m_playernode) {
124                 error_message = "Failed to create the player scene node";
125         } else if (!m_headnode) {
126                 error_message = "Failed to create the head scene node";
127         } else if (!m_cameranode) {
128                 error_message = "Failed to create the camera scene node";
129         } else if (!m_wieldmgr) {
130                 error_message = "Failed to create the wielded item scene manager";
131         } else if (!m_wieldnode) {
132                 error_message = "Failed to create the wielded item scene node";
133         } else {
134                 error_message.clear();
135         }
136         return error_message.empty();
137 }
138
139 // Returns the fractional part of x
140 inline f32 my_modf(f32 x)
141 {
142         double dummy;
143         return modf(x, &dummy);
144 }
145
146 void Camera::step(f32 dtime)
147 {
148         if(m_view_bobbing_fall > 0)
149         {
150                 m_view_bobbing_fall -= 3 * dtime;
151                 if(m_view_bobbing_fall <= 0)
152                         m_view_bobbing_fall = -1; // Mark the effect as finished
153         }
154
155         bool was_under_zero = m_wield_change_timer < 0;
156         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
157
158         if (m_wield_change_timer >= 0 && was_under_zero)
159                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
160
161         if (m_view_bobbing_state != 0)
162         {
163                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
164                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
165                 if (m_view_bobbing_state == 2) {
166                         // Animation is getting turned off
167                         if (m_view_bobbing_anim < 0.25) {
168                                 m_view_bobbing_anim -= offset;
169                         } else if (m_view_bobbing_anim > 0.75) {
170                                 m_view_bobbing_anim += offset;
171                         }
172
173                         if (m_view_bobbing_anim < 0.5) {
174                                 m_view_bobbing_anim += offset;
175                                 if (m_view_bobbing_anim > 0.5)
176                                         m_view_bobbing_anim = 0.5;
177                         } else {
178                                 m_view_bobbing_anim -= offset;
179                                 if (m_view_bobbing_anim < 0.5)
180                                         m_view_bobbing_anim = 0.5;
181                         }
182
183                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
184                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
185                                 m_view_bobbing_anim = 0;
186                                 m_view_bobbing_state = 0;
187                         }
188                 }
189                 else {
190                         float was = m_view_bobbing_anim;
191                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
192                         bool step = (was == 0 ||
193                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
194                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
195                         if(step) {
196                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
197                                 m_gamedef->event()->put(e);
198                         }
199                 }
200         }
201
202         if (m_digging_button != -1)
203         {
204                 f32 offset = dtime * 3.5;
205                 float m_digging_anim_was = m_digging_anim;
206                 m_digging_anim += offset;
207                 if (m_digging_anim >= 1)
208                 {
209                         m_digging_anim = 0;
210                         m_digging_button = -1;
211                 }
212                 float lim = 0.15;
213                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
214                 {
215                         if(m_digging_button == 0)
216                         {
217                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
218                                 m_gamedef->event()->put(e);
219                         } else if(m_digging_button == 1) {
220                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
221                                 m_gamedef->event()->put(e);
222                         }
223                 }
224         }
225 }
226
227 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
228                 f32 tool_reload_ratio, ClientEnvironment &c_env)
229 {
230         // Get player position
231         // Smooth the movement when walking up stairs
232         v3f old_player_position = m_playernode->getPosition();
233         v3f player_position = player->getPosition();
234         if (player->isAttached && player->parent)
235                 player_position = player->parent->getPosition();
236         //if(player->touching_ground && player_position.Y > old_player_position.Y)
237         if(player->touching_ground &&
238                         player_position.Y > old_player_position.Y)
239         {
240                 f32 oldy = old_player_position.Y;
241                 f32 newy = player_position.Y;
242                 f32 t = exp(-23*frametime);
243                 player_position.Y = oldy * t + newy * (1-t);
244         }
245
246         // Set player node transformation
247         m_playernode->setPosition(player_position);
248         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
249         m_playernode->updateAbsolutePosition();
250
251         // Get camera tilt timer (hurt animation)
252         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
253
254         // Fall bobbing animation
255         float fall_bobbing = 0;
256         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
257         {
258                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
259                         player->camera_impact = m_view_bobbing_fall = 0;
260                 else if(m_view_bobbing_fall == 0) // Initialize effect
261                         m_view_bobbing_fall = 1;
262
263                 // Convert 0 -> 1 to 0 -> 1 -> 0
264                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
265                 // Smoothen and invert the above
266                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
267                 // Amplify according to the intensity of the impact
268                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
269
270                 fall_bobbing *= m_cache_fall_bobbing_amount;
271         }
272
273         // Calculate players eye offset for different camera modes
274         v3f PlayerEyeOffset = player->getEyeOffset();
275         if (m_camera_mode == CAMERA_MODE_FIRST)
276                 PlayerEyeOffset += player->eye_offset_first;
277         else
278                 PlayerEyeOffset += player->eye_offset_third;
279
280         // Set head node transformation
281         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
282         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
283         m_headnode->updateAbsolutePosition();
284
285         // Compute relative camera position and target
286         v3f rel_cam_pos = v3f(0,0,0);
287         v3f rel_cam_target = v3f(0,0,1);
288         v3f rel_cam_up = v3f(0,1,0);
289
290         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
291         {
292                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
293                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
294
295                 #if 1
296                 f32 bobknob = 1.2;
297                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
298                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
299
300                 v3f bobvec = v3f(
301                         0.3 * bobdir * sin(bobfrac * M_PI),
302                         -0.28 * bobtmp * bobtmp,
303                         0.);
304
305                 //rel_cam_pos += 0.2 * bobvec;
306                 //rel_cam_target += 0.03 * bobvec;
307                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
308                 float f = 1.0;
309                 f *= m_cache_view_bobbing_amount;
310                 rel_cam_pos += bobvec * f;
311                 //rel_cam_target += 0.995 * bobvec * f;
312                 rel_cam_target += bobvec * f;
313                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
314                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
315                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
316                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
317                 #else
318                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
319                 f32 angle_rad = angle_deg * M_PI / 180;
320                 f32 r = 0.05;
321                 v3f off = v3f(
322                         r * sin(angle_rad),
323                         r * (cos(angle_rad) - 1),
324                         0);
325                 rel_cam_pos += off;
326                 //rel_cam_target += off;
327                 rel_cam_up.rotateXYBy(angle_deg);
328                 #endif
329
330         }
331
332         // Compute absolute camera position and target
333         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
334         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
335
336         v3f abs_cam_up;
337         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
338
339         // Seperate camera position for calculation
340         v3f my_cp = m_camera_position;
341
342         // Reposition the camera for third person view
343         if (m_camera_mode > CAMERA_MODE_FIRST)
344         {
345                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
346                         m_camera_direction *= -1;
347
348                 my_cp.Y += 2;
349
350                 // Calculate new position
351                 bool abort = false;
352                 for (int i = BS; i <= BS*2.75; i++)
353                 {
354                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
355                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
356                         if (i > 12)
357                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
358
359                         // Prevent camera positioned inside nodes
360                         INodeDefManager *nodemgr = m_gamedef->ndef();
361                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
362                         const ContentFeatures& features = nodemgr->get(n);
363                         if(features.walkable)
364                         {
365                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
366                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
367                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
368                                 abort = true;
369                                 break;
370                         }
371                 }
372
373                 // If node blocks camera position don't move y to heigh
374                 if (abort && my_cp.Y > player_position.Y+BS*2)
375                         my_cp.Y = player_position.Y+BS*2;
376         }
377
378         // Update offset if too far away from the center of the map
379         m_camera_offset.X += CAMERA_OFFSET_STEP*
380                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
381         m_camera_offset.Y += CAMERA_OFFSET_STEP*
382                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
383         m_camera_offset.Z += CAMERA_OFFSET_STEP*
384                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
385
386         // Set camera node transformation
387         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
388         m_cameranode->setUpVector(abs_cam_up);
389         // *100.0 helps in large map coordinates
390         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
391
392         // update the camera position in front-view mode to render blocks behind player
393         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
394                 m_camera_position = my_cp;
395
396         // Get FOV setting
397         f32 fov_degrees = m_cache_fov;
398         fov_degrees = MYMAX(fov_degrees, 10.0);
399         fov_degrees = MYMIN(fov_degrees, 170.0);
400
401         // FOV and aspect ratio
402         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
403         m_fov_y = fov_degrees * M_PI / 180.0;
404         // Increase vertical FOV on lower aspect ratios (<16:10)
405         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
406         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
407         m_cameranode->setAspectRatio(m_aspect);
408         m_cameranode->setFOV(m_fov_y);
409
410         // Position the wielded item
411         //v3f wield_position = v3f(45, -35, 65);
412         v3f wield_position = v3f(55, -35, 65);
413         //v3f wield_rotation = v3f(-100, 120, -100);
414         v3f wield_rotation = v3f(-100, 120, -100);
415         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
416         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
417         {
418                 f32 frac = 1.0;
419                 if(m_digging_anim > 0.5)
420                         frac = 2.0 * (m_digging_anim - 0.5);
421                 // This value starts from 1 and settles to 0
422                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
423                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
424                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
425                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
426                 //wield_position.Z += frac * 5.0 * ratiothing2;
427                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
428                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
429                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
430                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
431         }
432         if (m_digging_button != -1)
433         {
434                 f32 digfrac = m_digging_anim;
435                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
436                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
437                 wield_position.Z += 25 * 0.5;
438
439                 // Euler angles are PURE EVIL, so why not use quaternions?
440                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
441                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
442                 core::quaternion quat_slerp;
443                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
444                 quat_slerp.toEuler(wield_rotation);
445                 wield_rotation *= core::RADTODEG;
446         } else {
447                 f32 bobfrac = my_modf(m_view_bobbing_anim);
448                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
449                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
450         }
451         m_wieldnode->setPosition(wield_position);
452         m_wieldnode->setRotation(wield_rotation);
453
454         // Shine light upon the wield mesh
455         video::SColor black(255,0,0,0);
456         m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
457         m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
458         m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
459
460         // Render distance feedback loop
461         updateViewingRange(frametime, busytime);
462
463         // If the player is walking, swimming, or climbing,
464         // view bobbing is enabled and free_move is off,
465         // start (or continue) the view bobbing animation.
466         v3f speed = player->getSpeed();
467         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
468         const bool movement_Y = abs(speed.Y) > BS;
469
470         const bool walking = movement_XZ && player->touching_ground;
471         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
472         const bool climbing = movement_Y && player->is_climbing;
473         if ((walking || swimming || climbing) &&
474                         m_cache_view_bobbing &&
475                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
476         {
477                 // Start animation
478                 m_view_bobbing_state = 1;
479                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
480         }
481         else if (m_view_bobbing_state == 1)
482         {
483                 // Stop animation
484                 m_view_bobbing_state = 2;
485                 m_view_bobbing_speed = 60;
486         }
487 }
488
489 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
490 {
491         if (m_draw_control.range_all)
492                 return;
493
494         m_added_busytime += busytime_in;
495         m_added_frames += 1;
496
497         m_frametime_counter -= frametime_in;
498         if (m_frametime_counter > 0)
499                 return;
500         m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
501
502         /*dstream<<__FUNCTION_NAME
503                         <<": Collected "<<m_added_frames<<" frames, total of "
504                         <<m_added_busytime<<"s."<<std::endl;
505
506         dstream<<"m_draw_control.blocks_drawn="
507                         <<m_draw_control.blocks_drawn
508                         <<", m_draw_control.blocks_would_have_drawn="
509                         <<m_draw_control.blocks_would_have_drawn
510                         <<std::endl;*/
511
512         // Get current viewing range and FPS settings
513         f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
514         viewing_range_min = MYMAX(15.0, viewing_range_min);
515
516         f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
517         viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
518
519         // Immediately apply hard limits
520         if(m_draw_control.wanted_range < viewing_range_min)
521                 m_draw_control.wanted_range = viewing_range_min;
522         if(m_draw_control.wanted_range > viewing_range_max)
523                 m_draw_control.wanted_range = viewing_range_max;
524
525         // Just so big a value that everything rendered is visible
526         // Some more allowance than viewing_range_max * BS because of clouds,
527         // active objects, etc.
528         if(viewing_range_max < 200*BS)
529                 m_cameranode->setFarValue(200 * BS * 10);
530         else
531                 m_cameranode->setFarValue(viewing_range_max * BS * 10);
532
533         f32 wanted_fps = m_cache_wanted_fps;
534         wanted_fps = MYMAX(wanted_fps, 1.0);
535         f32 wanted_frametime = 1.0 / wanted_fps;
536
537         m_draw_control.wanted_min_range = viewing_range_min;
538         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
539         if (m_draw_control.wanted_max_blocks < 10)
540                 m_draw_control.wanted_max_blocks = 10;
541
542         f32 block_draw_ratio = 1.0;
543         if (m_draw_control.blocks_would_have_drawn != 0)
544         {
545                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
546                         / (f32)m_draw_control.blocks_would_have_drawn;
547         }
548
549         // Calculate the average frametime in the case that all wanted
550         // blocks had been drawn
551         f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
552
553         m_added_busytime = 0.0;
554         m_added_frames = 0;
555
556         f32 wanted_frametime_change = wanted_frametime - frametime;
557         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
558         g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
559
560         // If needed frametime change is small, just return
561         // This value was 0.4 for many months until 2011-10-18 by c55;
562         if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
563         {
564                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
565                 return;
566         }
567
568         f32 range = m_draw_control.wanted_range;
569         f32 new_range = range;
570
571         f32 d_range = range - m_range_old;
572         f32 d_busytime = busytime_in - m_busytime_old;
573         if (d_range != 0)
574         {
575                 m_time_per_range = d_busytime / d_range;
576         }
577         //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
578         g_profiler->avg("time_per_range", m_time_per_range);
579
580         // The minimum allowed calculated frametime-range derivative:
581         // Practically this sets the maximum speed of changing the range.
582         // The lower this value, the higher the maximum changing speed.
583         // A low value here results in wobbly range (0.001)
584         // A low value can cause oscillation in very nonlinear time/range curves.
585         // A high value here results in slow changing range (0.0025)
586         // SUGG: This could be dynamically adjusted so that when
587         //       the camera is turning, this is lower
588         //f32 min_time_per_range = 0.0010; // Up to 0.4.7
589         f32 min_time_per_range = 0.0005;
590         if(m_time_per_range < min_time_per_range)
591         {
592                 m_time_per_range = min_time_per_range;
593                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
594         }
595         else
596         {
597                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
598         }
599
600         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
601         // Dampen the change a bit to kill oscillations
602         //wanted_range_change *= 0.9;
603         //wanted_range_change *= 0.75;
604         wanted_range_change *= 0.5;
605         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
606
607         // If needed range change is very small, just return
608         if(fabs(wanted_range_change) < 0.001)
609         {
610                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
611                 return;
612         }
613
614         new_range += wanted_range_change;
615
616         //f32 new_range_unclamped = new_range;
617         new_range = MYMAX(new_range, viewing_range_min);
618         new_range = MYMIN(new_range, viewing_range_max);
619         /*dstream<<"new_range="<<new_range_unclamped
620                         <<", clamped to "<<new_range<<std::endl;*/
621
622         m_range_old = m_draw_control.wanted_range;
623         m_busytime_old = busytime_in;
624
625         m_draw_control.wanted_range = new_range;
626 }
627
628 void Camera::setDigging(s32 button)
629 {
630         if (m_digging_button == -1)
631                 m_digging_button = button;
632 }
633
634 void Camera::wield(const ItemStack &item)
635 {
636         if (item.name != m_wield_item_next.name) {
637                 m_wield_item_next = item;
638                 if (m_wield_change_timer > 0)
639                         m_wield_change_timer = -m_wield_change_timer;
640                 else if (m_wield_change_timer == 0)
641                         m_wield_change_timer = -0.001;
642         }
643 }
644
645 void Camera::drawWieldedTool(irr::core::matrix4* translation)
646 {
647         // Clear Z buffer so that the wielded tool stay in front of world geometry
648         m_wieldmgr->getVideoDriver()->clearZBuffer();
649
650         // Draw the wielded node (in a separate scene manager)
651         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
652         cam->setAspectRatio(m_cameranode->getAspectRatio());
653         cam->setFOV(72.0*M_PI/180.0);
654         cam->setNearValue(0.1);
655         cam->setFarValue(1000);
656         if (translation != NULL)
657         {
658                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
659                 irr::core::vector3df focusPoint = (cam->getTarget()
660                                 - cam->getAbsolutePosition()).setLength(1)
661                                 + cam->getAbsolutePosition();
662
663                 irr::core::vector3df camera_pos =
664                                 (startMatrix * *translation).getTranslation();
665                 cam->setPosition(camera_pos);
666                 cam->setTarget(focusPoint);
667         }
668         m_wieldmgr->drawAll();
669 }