Camera: Fix shooting line offsets (#9681)
[oweals/minetest.git] / src / client / 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 "config.h"
24 #include "map.h"
25 #include "clientmap.h"     // MapDrawControl
26 #include "player.h"
27 #include <cmath>
28 #include "client/renderingengine.h"
29 #include "settings.h"
30 #include "wieldmesh.h"
31 #include "noise.h"         // easeCurve
32 #include "sound.h"
33 #include "event.h"
34 #include "nodedef.h"
35 #include "util/numeric.h"
36 #include "constants.h"
37 #include "fontengine.h"
38 #include "script/scripting_client.h"
39
40 #define CAMERA_OFFSET_STEP 200
41 #define WIELDMESH_OFFSET_X 55.0f
42 #define WIELDMESH_OFFSET_Y -35.0f
43 #define WIELDMESH_AMPLITUDE_X 7.0f
44 #define WIELDMESH_AMPLITUDE_Y 10.0f
45
46 Camera::Camera(MapDrawControl &draw_control, Client *client):
47         m_draw_control(draw_control),
48         m_client(client)
49 {
50         scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
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, -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         // 45 degrees is the lowest FOV that doesn't cause the server to treat this
78         // as a zoom FOV and load world beyond the set server limits.
79         m_cache_fov                 = std::fmax(g_settings->getFloat("fov"), 45.0f);
80         m_arm_inertia               = g_settings->getBool("arm_inertia");
81         m_nametags.clear();
82 }
83
84 Camera::~Camera()
85 {
86         m_wieldmgr->drop();
87 }
88
89 bool Camera::successfullyCreated(std::string &error_message)
90 {
91         if (!m_playernode) {
92                 error_message = "Failed to create the player scene node";
93         } else if (!m_headnode) {
94                 error_message = "Failed to create the head scene node";
95         } else if (!m_cameranode) {
96                 error_message = "Failed to create the camera scene node";
97         } else if (!m_wieldmgr) {
98                 error_message = "Failed to create the wielded item scene manager";
99         } else if (!m_wieldnode) {
100                 error_message = "Failed to create the wielded item scene node";
101         } else {
102                 error_message.clear();
103         }
104
105         if (m_client->modsLoaded())
106                 m_client->getScript()->on_camera_ready(this);
107
108         return error_message.empty();
109 }
110
111 // Returns the fractional part of x
112 inline f32 my_modf(f32 x)
113 {
114         double dummy;
115         return modf(x, &dummy);
116 }
117
118 void Camera::step(f32 dtime)
119 {
120         if(m_view_bobbing_fall > 0)
121         {
122                 m_view_bobbing_fall -= 3 * dtime;
123                 if(m_view_bobbing_fall <= 0)
124                         m_view_bobbing_fall = -1; // Mark the effect as finished
125         }
126
127         bool was_under_zero = m_wield_change_timer < 0;
128         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
129
130         if (m_wield_change_timer >= 0 && was_under_zero)
131                 m_wieldnode->setItem(m_wield_item_next, m_client);
132
133         if (m_view_bobbing_state != 0)
134         {
135                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
136                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
137                 if (m_view_bobbing_state == 2) {
138                         // Animation is getting turned off
139                         if (m_view_bobbing_anim < 0.25) {
140                                 m_view_bobbing_anim -= offset;
141                         } else if (m_view_bobbing_anim > 0.75) {
142                                 m_view_bobbing_anim += offset;
143                         }
144
145                         if (m_view_bobbing_anim < 0.5) {
146                                 m_view_bobbing_anim += offset;
147                                 if (m_view_bobbing_anim > 0.5)
148                                         m_view_bobbing_anim = 0.5;
149                         } else {
150                                 m_view_bobbing_anim -= offset;
151                                 if (m_view_bobbing_anim < 0.5)
152                                         m_view_bobbing_anim = 0.5;
153                         }
154
155                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
156                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
157                                 m_view_bobbing_anim = 0;
158                                 m_view_bobbing_state = 0;
159                         }
160                 }
161                 else {
162                         float was = m_view_bobbing_anim;
163                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
164                         bool step = (was == 0 ||
165                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
166                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
167                         if(step) {
168                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP));
169                         }
170                 }
171         }
172
173         if (m_digging_button != -1) {
174                 f32 offset = dtime * 3.5f;
175                 float m_digging_anim_was = m_digging_anim;
176                 m_digging_anim += offset;
177                 if (m_digging_anim >= 1)
178                 {
179                         m_digging_anim = 0;
180                         m_digging_button = -1;
181                 }
182                 float lim = 0.15;
183                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
184                 {
185                         if (m_digging_button == 0) {
186                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT));
187                         } else if(m_digging_button == 1) {
188                                 m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT));
189                         }
190                 }
191         }
192 }
193
194 static inline v2f dir(const v2f &pos_dist)
195 {
196         f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
197         f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
198
199         f32 x_abs = std::fabs(x);
200         f32 y_abs = std::fabs(y);
201
202         if (x_abs >= y_abs) {
203                 y *= (1.0f / x_abs);
204                 x /= x_abs;
205         }
206
207         if (y_abs >= x_abs) {
208                 x *= (1.0f / y_abs);
209                 y /= y_abs;
210         }
211
212         return v2f(std::fabs(x), std::fabs(y));
213 }
214
215 void Camera::addArmInertia(f32 player_yaw)
216 {
217         m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
218                 -100.0f, 100.0f) / 0.016f) * 0.01f;
219         m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
220         f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
221         f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
222
223         if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
224                 /*
225                     The arm moves relative to the camera speed,
226                     with an acceleration factor.
227                 */
228
229                 if (m_cam_vel.X > 1.0f) {
230                         if (m_cam_vel.X > m_cam_vel_old.X)
231                                 m_cam_vel_old.X = m_cam_vel.X;
232
233                         f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
234                         m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
235
236                         if (m_last_cam_pos.X != player_yaw)
237                                 m_last_cam_pos.X = player_yaw;
238
239                         m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
240                                 WIELDMESH_OFFSET_X - (WIELDMESH_AMPLITUDE_X * 0.5f),
241                                 WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f));
242                 }
243
244                 if (m_cam_vel.Y > 1.0f) {
245                         if (m_cam_vel.Y > m_cam_vel_old.Y)
246                                 m_cam_vel_old.Y = m_cam_vel.Y;
247
248                         f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
249                         m_wieldmesh_offset.Y +=
250                                 m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
251
252                         if (m_last_cam_pos.Y != m_camera_direction.Y)
253                                 m_last_cam_pos.Y = m_camera_direction.Y;
254
255                         m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
256                                 WIELDMESH_OFFSET_Y - (WIELDMESH_AMPLITUDE_Y * 0.5f),
257                                 WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f));
258                 }
259
260                 m_arm_dir = dir(m_wieldmesh_offset);
261         } else {
262                 /*
263                     Now the arm gets back to its default position when the camera stops,
264                     following a vector, with a smooth deceleration factor.
265                 */
266
267                 f32 dec_X = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f +
268                         (1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
269
270                 f32 dec_Y = 0.25f * (std::min(15.0f, m_cam_vel_old.Y) * (1.0f +
271                         (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
272
273                 if (gap_X < 0.1f)
274                         m_cam_vel_old.X = 0.0f;
275
276                 m_wieldmesh_offset.X -=
277                         m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
278
279                 if (gap_Y < 0.1f)
280                         m_cam_vel_old.Y = 0.0f;
281
282                 m_wieldmesh_offset.Y -=
283                         m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
284         }
285 }
286
287 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
288 {
289         // Get player position
290         // Smooth the movement when walking up stairs
291         v3f old_player_position = m_playernode->getPosition();
292         v3f player_position = player->getPosition();
293
294         // This is worse than `LocalPlayer::getPosition()` but
295         // mods expect the player head to be at the parent's position
296         // plus eye height.
297         if (player->getParent())
298                 player_position = player->getParent()->getPosition();
299
300         if(player->touching_ground &&
301                         player_position.Y > old_player_position.Y)
302         {
303                 f32 oldy = old_player_position.Y;
304                 f32 newy = player_position.Y;
305                 f32 t = std::exp(-23 * frametime);
306                 player_position.Y = oldy * t + newy * (1-t);
307         }
308
309         // Set player node transformation
310         m_playernode->setPosition(player_position);
311         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
312         m_playernode->updateAbsolutePosition();
313
314         // Get camera tilt timer (hurt animation)
315         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
316
317         // Fall bobbing animation
318         float fall_bobbing = 0;
319         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
320         {
321                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
322                         player->camera_impact = m_view_bobbing_fall = 0;
323                 else if(m_view_bobbing_fall == 0) // Initialize effect
324                         m_view_bobbing_fall = 1;
325
326                 // Convert 0 -> 1 to 0 -> 1 -> 0
327                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
328                 // Smoothen and invert the above
329                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
330                 // Amplify according to the intensity of the impact
331                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
332
333                 fall_bobbing *= m_cache_fall_bobbing_amount;
334         }
335
336         // Calculate and translate the head SceneNode offsets
337         {
338                 v3f eye_offset = player->getEyeOffset();
339                 if (m_camera_mode == CAMERA_MODE_FIRST)
340                         eye_offset += player->eye_offset_first;
341                 else
342                         eye_offset += player->eye_offset_third;
343
344                 // Set head node transformation
345                 eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing;
346                 m_headnode->setPosition(eye_offset);
347                 m_headnode->setRotation(v3f(player->getPitch(), 0,
348                         cameratilt * player->hurt_tilt_strength));
349                 m_headnode->updateAbsolutePosition();
350         }
351
352         // Compute relative camera position and target
353         v3f rel_cam_pos = v3f(0,0,0);
354         v3f rel_cam_target = v3f(0,0,1);
355         v3f rel_cam_up = v3f(0,1,0);
356
357         if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
358                 m_camera_mode < CAMERA_MODE_THIRD) {
359                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
360                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
361
362                 #if 1
363                 f32 bobknob = 1.2;
364                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
365                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
366
367                 v3f bobvec = v3f(
368                         0.3 * bobdir * sin(bobfrac * M_PI),
369                         -0.28 * bobtmp * bobtmp,
370                         0.);
371
372                 //rel_cam_pos += 0.2 * bobvec;
373                 //rel_cam_target += 0.03 * bobvec;
374                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
375                 float f = 1.0;
376                 f *= m_cache_view_bobbing_amount;
377                 rel_cam_pos += bobvec * f;
378                 //rel_cam_target += 0.995 * bobvec * f;
379                 rel_cam_target += bobvec * f;
380                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
381                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
382                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
383                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
384                 #else
385                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
386                 f32 angle_rad = angle_deg * M_PI / 180;
387                 f32 r = 0.05;
388                 v3f off = v3f(
389                         r * sin(angle_rad),
390                         r * (cos(angle_rad) - 1),
391                         0);
392                 rel_cam_pos += off;
393                 //rel_cam_target += off;
394                 rel_cam_up.rotateXYBy(angle_deg);
395                 #endif
396
397         }
398
399         // Compute absolute camera position and target
400         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
401         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
402
403         v3f abs_cam_up;
404         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
405
406         // Seperate camera position for calculation
407         v3f my_cp = m_camera_position;
408
409         // Reposition the camera for third person view
410         if (m_camera_mode > CAMERA_MODE_FIRST)
411         {
412                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
413                         m_camera_direction *= -1;
414
415                 my_cp.Y += 2;
416
417                 // Calculate new position
418                 bool abort = false;
419                 for (int i = BS; i <= BS * 2.75; i++) {
420                         my_cp.X = m_camera_position.X + m_camera_direction.X * -i;
421                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i;
422                         if (i > 12)
423                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i);
424
425                         // Prevent camera positioned inside nodes
426                         const NodeDefManager *nodemgr = m_client->ndef();
427                         MapNode n = m_client->getEnv().getClientMap()
428                                 .getNode(floatToInt(my_cp, BS));
429
430                         const ContentFeatures& features = nodemgr->get(n);
431                         if (features.walkable) {
432                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
433                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
434                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
435                                 abort = true;
436                                 break;
437                         }
438                 }
439
440                 // If node blocks camera position don't move y to heigh
441                 if (abort && my_cp.Y > player_position.Y+BS*2)
442                         my_cp.Y = player_position.Y+BS*2;
443         }
444
445         // Update offset if too far away from the center of the map
446         m_camera_offset.X += CAMERA_OFFSET_STEP*
447                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
448         m_camera_offset.Y += CAMERA_OFFSET_STEP*
449                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
450         m_camera_offset.Z += CAMERA_OFFSET_STEP*
451                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
452
453         // Set camera node transformation
454         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
455         m_cameranode->setUpVector(abs_cam_up);
456         // *100.0 helps in large map coordinates
457         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
458
459         // update the camera position in third-person mode to render blocks behind player
460         // and correctly apply liquid post FX.
461         if (m_camera_mode != CAMERA_MODE_FIRST)
462                 m_camera_position = my_cp;
463
464         /*
465          * Apply server-sent FOV. If server doesn't enforce FOV,
466          * check for zoom and set to zoom FOV.
467          * Otherwise, default to m_cache_fov
468          */
469
470         f32 fov_degrees;
471         PlayerFovSpec fov_spec = player->getFov();
472         if (fov_spec.fov > 0.0f) {
473                 // If server-sent FOV is a multiplier, multiply
474                 // it with m_cache_fov instead of overriding
475                 if (fov_spec.is_multiplier)
476                         fov_degrees = m_cache_fov * fov_spec.fov;
477                 else
478                         fov_degrees = fov_spec.fov;
479         } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
480                 // Player requests zoom, apply zoom FOV
481                 fov_degrees = player->getZoomFOV();
482         } else {
483                 // Set to client's selected FOV
484                 fov_degrees = m_cache_fov;
485         }
486         fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);
487
488         // FOV and aspect ratio
489         const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
490         m_aspect = (f32) window_size.X / (f32) window_size.Y;
491         m_fov_y = fov_degrees * M_PI / 180.0;
492         // Increase vertical FOV on lower aspect ratios (<16:10)
493         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
494         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
495         m_cameranode->setAspectRatio(m_aspect);
496         m_cameranode->setFOV(m_fov_y);
497
498         if (m_arm_inertia)
499                 addArmInertia(player->getYaw());
500
501         // Position the wielded item
502         //v3f wield_position = v3f(45, -35, 65);
503         v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
504         //v3f wield_rotation = v3f(-100, 120, -100);
505         v3f wield_rotation = v3f(-100, 120, -100);
506         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
507         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
508         {
509                 f32 frac = 1.0;
510                 if(m_digging_anim > 0.5)
511                         frac = 2.0 * (m_digging_anim - 0.5);
512                 // This value starts from 1 and settles to 0
513                 f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f);
514                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
515                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
516                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
517                 //wield_position.Z += frac * 5.0 * ratiothing2;
518                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
519                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
520                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
521                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
522         }
523         if (m_digging_button != -1)
524         {
525                 f32 digfrac = m_digging_anim;
526                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
527                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
528                 wield_position.Z += 25 * 0.5;
529
530                 // Euler angles are PURE EVIL, so why not use quaternions?
531                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
532                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
533                 core::quaternion quat_slerp;
534                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
535                 quat_slerp.toEuler(wield_rotation);
536                 wield_rotation *= core::RADTODEG;
537         } else {
538                 f32 bobfrac = my_modf(m_view_bobbing_anim);
539                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
540                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
541         }
542         m_wieldnode->setPosition(wield_position);
543         m_wieldnode->setRotation(wield_rotation);
544
545         m_wieldnode->setColor(player->light_color);
546
547         // Set render distance
548         updateViewingRange();
549
550         // If the player is walking, swimming, or climbing,
551         // view bobbing is enabled and free_move is off,
552         // start (or continue) the view bobbing animation.
553         const v3f &speed = player->getSpeed();
554         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
555         const bool movement_Y = fabs(speed.Y) > BS;
556
557         const bool walking = movement_XZ && player->touching_ground;
558         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
559         const bool climbing = movement_Y && player->is_climbing;
560         if ((walking || swimming || climbing) &&
561                         (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
562                 // Start animation
563                 m_view_bobbing_state = 1;
564                 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
565         }
566         else if (m_view_bobbing_state == 1)
567         {
568                 // Stop animation
569                 m_view_bobbing_state = 2;
570                 m_view_bobbing_speed = 60;
571         }
572 }
573
574 void Camera::updateViewingRange()
575 {
576         f32 viewing_range = g_settings->getFloat("viewing_range");
577
578         // Ignore near_plane setting on all other platforms to prevent abuse
579 #if ENABLE_GLES
580         m_cameranode->setNearValue(rangelim(
581                 g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS);
582 #else
583         m_cameranode->setNearValue(0.1f * BS);
584 #endif
585
586         m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
587         if (m_draw_control.range_all) {
588                 m_cameranode->setFarValue(100000.0);
589                 return;
590         }
591         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
592 }
593
594 void Camera::setDigging(s32 button)
595 {
596         if (m_digging_button == -1)
597                 m_digging_button = button;
598 }
599
600 void Camera::wield(const ItemStack &item)
601 {
602         if (item.name != m_wield_item_next.name ||
603                         item.metadata != m_wield_item_next.metadata) {
604                 m_wield_item_next = item;
605                 if (m_wield_change_timer > 0)
606                         m_wield_change_timer = -m_wield_change_timer;
607                 else if (m_wield_change_timer == 0)
608                         m_wield_change_timer = -0.001;
609         }
610 }
611
612 void Camera::drawWieldedTool(irr::core::matrix4* translation)
613 {
614         // Clear Z buffer so that the wielded tool stays in front of world geometry
615         m_wieldmgr->getVideoDriver()->clearZBuffer();
616
617         // Draw the wielded node (in a separate scene manager)
618         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
619         cam->setAspectRatio(m_cameranode->getAspectRatio());
620         cam->setFOV(72.0*M_PI/180.0);
621         cam->setNearValue(10);
622         cam->setFarValue(1000);
623         if (translation != NULL)
624         {
625                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
626                 irr::core::vector3df focusPoint = (cam->getTarget()
627                                 - cam->getAbsolutePosition()).setLength(1)
628                                 + cam->getAbsolutePosition();
629
630                 irr::core::vector3df camera_pos =
631                                 (startMatrix * *translation).getTranslation();
632                 cam->setPosition(camera_pos);
633                 cam->setTarget(focusPoint);
634         }
635         m_wieldmgr->drawAll();
636 }
637
638 void Camera::drawNametags()
639 {
640         core::matrix4 trans = m_cameranode->getProjectionMatrix();
641         trans *= m_cameranode->getViewMatrix();
642
643         for (std::list<Nametag *>::const_iterator
644                         i = m_nametags.begin();
645                         i != m_nametags.end(); ++i) {
646                 Nametag *nametag = *i;
647                 if (nametag->nametag_color.getAlpha() == 0) {
648                         // Enforce hiding nametag,
649                         // because if freetype is enabled, a grey
650                         // shadow can remain.
651                         continue;
652                 }
653                 v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
654                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
655                 trans.multiplyWith1x4Matrix(transformed_pos);
656                 if (transformed_pos[3] > 0) {
657                         std::wstring nametag_colorless =
658                                 unescape_translate(utf8_to_wide(nametag->nametag_text));
659                         core::dimension2d<u32> textsize =
660                                 g_fontengine->getFont()->getDimension(
661                                 nametag_colorless.c_str());
662                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
663                                 core::reciprocal(transformed_pos[3]);
664                         v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
665                         v2s32 screen_pos;
666                         screen_pos.X = screensize.X *
667                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
668                         screen_pos.Y = screensize.Y *
669                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
670                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
671                         g_fontengine->getFont()->draw(
672                                 translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
673                                 size + screen_pos, nametag->nametag_color);
674                 }
675         }
676 }
677
678 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
679                 const std::string &nametag_text, video::SColor nametag_color,
680                 const v3f &pos)
681 {
682         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
683         m_nametags.push_back(nametag);
684         return nametag;
685 }
686
687 void Camera::removeNametag(Nametag *nametag)
688 {
689         m_nametags.remove(nametag);
690         delete nametag;
691 }