summaryrefslogtreecommitdiff
path: root/src/camera.cpp
blob: 09ff938867b65b50e0af48acaf7a679cc2650a97 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
/*
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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "camera.h"
#include "debug.h"
#include "client.h"
#include "map.h"
#include "clientmap.h"     // MapDrawControl
#include "player.h"
#include <cmath>
#include "client/renderingengine.h"
#include "settings.h"
#include "wieldmesh.h"
#include "noise.h"         // easeCurve
#include "sound.h"
#include "event.h"
#include "nodedef.h"
#include "util/numeric.h"
#include "constants.h"
#include "fontengine.h"
#include "script/scripting_client.h"

#define CAMERA_OFFSET_STEP 200
#define WIELDMESH_OFFSET_X 55.0f
#define WIELDMESH_OFFSET_Y -35.0f

Camera::Camera(MapDrawControl &draw_control, Client *client):
	m_draw_control(draw_control),
	m_client(client)
{
	scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
	// note: making the camera node a child of the player node
	// would lead to unexpected behaviour, so we don't do that.
	m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
	m_headnode = smgr->addEmptySceneNode(m_playernode);
	m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
	m_cameranode->bindTargetAndRotation(true);

	// This needs to be in its own scene manager. It is drawn after
	// all other 3D scene nodes and before the GUI.
	m_wieldmgr = smgr->createNewSceneManager();
	m_wieldmgr->addCameraSceneNode();
	m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
	m_wieldnode->setItem(ItemStack(), m_client);
	m_wieldnode->drop(); // m_wieldmgr grabbed it

	/* 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_fov                 = g_settings->getFloat("fov");
	m_arm_inertia               = g_settings->getBool("arm_inertia");
	m_nametags.clear();
}

Camera::~Camera()
{
	m_wieldmgr->drop();
}

bool Camera::successfullyCreated(std::string &error_message)
{
	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 (g_settings->getBool("enable_client_modding")) {
		m_client->getScript()->on_camera_ready(this);
	}
	return error_message.empty();
}

// Returns the fractional part of x
inline f32 my_modf(f32 x)
{
	double dummy;
	return modf(x, &dummy);
}

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_client);

	if (m_view_bobbing_state != 0)
	{
		//f32 offset = dtime * m_view_bobbing_speed * 0.035;
		f32 offset = dtime * m_view_bobbing_speed * 0.030;
		if (m_view_bobbing_state == 2) {
			// Animation is getting turned off
			if (m_view_bobbing_anim < 0.25) {
				m_view_bobbing_anim -= offset;
			} else if (m_view_bobbing_anim > 0.75) {
				m_view_bobbing_anim += offset;
			}

			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;
			} else {
				m_view_bobbing_anim -= offset;
				if (m_view_bobbing_anim < 0.5)
					m_view_bobbing_anim = 0.5;
			}

			if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
					fabs(m_view_bobbing_anim - 0.5) < 0.01) {
				m_view_bobbing_anim = 0;
				m_view_bobbing_state = 0;
			}
		}
		else {
			float was = m_view_bobbing_anim;
			m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
			bool step = (was == 0 ||
					(was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
					(was > 0.5f && m_view_bobbing_anim <= 0.5f));
			if(step) {
				MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
				m_client->event()->put(e);
			}
		}
	}

	if (m_digging_button != -1)
	{
		f32 offset = dtime * 3.5;
		float m_digging_anim_was = m_digging_anim;
		m_digging_anim += offset;
		if (m_digging_anim >= 1)
		{
			m_digging_anim = 0;
			m_digging_button = -1;
		}
		float lim = 0.15;
		if(m_digging_anim_was < lim && m_digging_anim >= lim)
		{
			if(m_digging_button == 0)
			{
				MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
				m_client->event()->put(e);
			} else if(m_digging_button == 1) {
				MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
				m_client->event()->put(e);
			}
		}
	}
}

static inline v2f dir(const v2f &pos_dist)
{
	f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
	f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;

	f32 x_abs = std::fabs(x);
	f32 y_abs = std::fabs(y);

	if (x_abs >= y_abs) {
		y *= (1.0f / x_abs);
		x /= x_abs;
	}

	if (y_abs >= x_abs) {
		x *= (1.0f / y_abs);
		y /= y_abs;
	}

	return v2f(std::fabs(x), std::fabs(y));
}

void Camera::addArmInertia(f32 player_yaw)
{
	m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw,
		-100.0f, 100.0f) / 0.016f) * 0.01f;
	m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
	f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
	f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);

	if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
		/*
		    The arm moves relative to the camera speed,
		    with an acceleration factor.
		*/

		if (m_cam_vel.X > 1.0f) {
			if (m_cam_vel.X > m_cam_vel_old.X)
				m_cam_vel_old.X = m_cam_vel.X;

			f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
			m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;

			if (m_last_cam_pos.X != player_yaw)
				m_last_cam_pos.X = player_yaw;

			m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
				WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
		}

		if (m_cam_vel.Y > 1.0f) {
			if (m_cam_vel.Y > m_cam_vel_old.Y)
				m_cam_vel_old.Y = m_cam_vel.Y;

			f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
			m_wieldmesh_offset.Y +=
				m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;

			if (m_last_cam_pos.Y != m_camera_direction.Y)
				m_last_cam_pos.Y = m_camera_direction.Y;

			m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
				WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
		}

		m_arm_dir = dir(m_wieldmesh_offset);
	} else {
		/*
		    Now the arm gets back to its default position when the camera stops,
		    following a vector, with a smooth deceleration factor.
		*/

		f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
			(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);

		f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
			(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);

		if (gap_X < 0.1f)
			m_cam_vel_old.X = 0.0f;

		m_wieldmesh_offset.X -=
			m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;

		if (gap_Y < 0.1f)
			m_cam_vel_old.Y = 0.0f;

		m_wieldmesh_offset.Y -=
			m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
	}
}

void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
{
	// 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)
	{
		f32 oldy = old_player_position.Y;
		f32 newy = player_position.Y;
		f32 t = exp(-23*frametime);
		player_position.Y = oldy * t + newy * (1-t);
	}

	// Set player node transformation
	m_playernode->setPosition(player_position);
	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(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
	v3f rel_cam_pos = v3f(0,0,0);
	v3f rel_cam_target = v3f(0,0,1);
	v3f rel_cam_up = v3f(0,1,0);

	if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
		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;

		#if 1
		f32 bobknob = 1.2;
		f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
		//f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);

		v3f bobvec = v3f(
			0.3 * bobdir * sin(bobfrac * M_PI),
			-0.28 * bobtmp * bobtmp,
			0.);

		//rel_cam_pos += 0.2 * bobvec;
		//rel_cam_target += 0.03 * bobvec;
		//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
		float f = 1.0;
		f *= m_cache_view_bobbing_amount;
		rel_cam_pos += bobvec * f;
		//rel_cam_target += 0.995 * bobvec * f;
		rel_cam_target += bobvec * f;
		rel_cam_target.Z -= 0.005 * bobvec.Z * f;
		//rel_cam_target.X -= 0.005 * bobvec.X * f;
		//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
		rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
		#else
		f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
		f32 angle_rad = angle_deg * M_PI / 180;
		f32 r = 0.05;
		v3f off = v3f(
			r * sin(angle_rad),
			r * (cos(angle_rad) - 1),
			0);
		rel_cam_pos += off;
		//rel_cam_target += off;
		rel_cam_up.rotateXYBy(angle_deg);
		#endif

	}

	// Compute absolute camera position and target
	m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
	m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);

	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
			const NodeDefManager *nodemgr = m_client->ndef();
			MapNode n = m_client->getEnv().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(my_cp-intToFloat(m_camera_offset, BS));
	m_cameranode->setUpVector(abs_cam_up);
	// *100.0 helps in large map coordinates
	m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);

	// update the camera position in third-person mode to render blocks behind player
	// and correctly apply liquid post FX.
	if (m_camera_mode != CAMERA_MODE_FIRST)
		m_camera_position = my_cp;

	// Get FOV
	f32 fov_degrees;
	// Disable zoom with zoom FOV = 0
	if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
		fov_degrees = player->getZoomFOV();
	} else {
		fov_degrees = m_cache_fov;
	}
	fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f);

	// FOV and aspect ratio
	const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
	m_aspect = (f32) window_size.X / (f32) window_size.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)));
	m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
	m_cameranode->setAspectRatio(m_aspect);
	m_cameranode->setFOV(m_fov_y);

	if (m_arm_inertia)
		addArmInertia(player->getYaw());

	// Position the wielded item
	//v3f wield_position = v3f(45, -35, 65);
	v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
	//v3f wield_rotation = v3f(-100, 120, -100);
	v3f wield_rotation = v3f(-100, 120, -100);
	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);
		// This value starts from 1 and settles to 0
		f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
		//f32 ratiothing2 = pow(ratiothing, 0.5f);
		f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
		wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
		//wield_position.Z += frac * 5.0 * ratiothing2;
		wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
		wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
		//wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
		//wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
	}
	if (m_digging_button != -1)
	{
		f32 digfrac = m_digging_anim;
		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);
		core::quaternion quat_slerp;
		quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
		quat_slerp.toEuler(wield_rotation);
		wield_rotation *= core::RADTODEG;
	} 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_wieldnode->setColor(player->light_color);

	// Set render distance
	updateViewingRange();

	// If the player is walking, swimming, or climbing,
	// view bobbing is enabled and free_move is off,
	// start (or continue) the view bobbing animation.
	const v3f &speed = player->getSpeed();
	const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
	const bool movement_Y = fabs(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) &&
			(!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
		// Start animation
		m_view_bobbing_state = 1;
		m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
	}
	else if (m_view_bobbing_state == 1)
	{
		// Stop animation
		m_view_bobbing_state = 2;
		m_view_bobbing_speed = 60;
	}
}

void Camera::updateViewingRange()
{
	f32 viewing_range = g_settings->getFloat("viewing_range");
	f32 near_plane = g_settings->getFloat("near_plane");

	m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000);
	m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS);
	if (m_draw_control.range_all) {
		m_cameranode->setFarValue(100000.0);
		return;
	}
	m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
}

void Camera::setDigging(s32 button)
{
	if (m_digging_button == -1)
		m_digging_button = button;
}

void Camera::wield(const ItemStack &item)
{
	if (item.name != m_wield_item_next.name ||
			item.metadata != m_wield_item_next.metadata) {
		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(irr::core::matrix4* translation)
{
	// 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)
	scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
	cam->setAspectRatio(m_cameranode->getAspectRatio());
	cam->setFOV(72.0*M_PI/180.0);
	cam->setNearValue(10);
	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();
}

void Camera::drawNametags()
{
	core::matrix4 trans = m_cameranode->getProjectionMatrix();
	trans *= m_cameranode->getViewMatrix();

	for (std::list<Nametag *>::const_iterator
			i = m_nametags.begin();
			i != m_nametags.end(); ++i) {
		Nametag *nametag = *i;
		if (nametag->nametag_color.getAlpha() == 0) {
			// Enforce hiding nametag,
			// because if freetype is enabled, a grey
			// shadow can remain.
			continue;
		}
		v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS;
		f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
		trans.multiplyWith1x4Matrix(transformed_pos);
		if (transformed_pos[3] > 0) {
			std::wstring nametag_colorless =
				unescape_translate(utf8_to_wide(nametag->nametag_text));
			core::dimension2d<u32> textsize =
				g_fontengine->getFont()->getDimension(
				nametag_colorless.c_str());
			f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
				core::reciprocal(transformed_pos[3]);
			v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
			v2s32 screen_pos;
			screen_pos.X = screensize.X *
				(0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
			screen_pos.Y = screensize.Y *
				(0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
			core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
			g_fontengine->getFont()->draw(
				translate_string(utf8_to_wide(nametag->nametag_text)).c_str(),
				size + screen_pos, nametag->nametag_color);
		}
	}
}

Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
		const std::string &nametag_text, video::SColor nametag_color,
		const v3f &pos)
{
	Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos);
	m_nametags.push_back(nametag);
	return nametag;
}

void Camera::removeNametag(Nametag *nametag)
{
	m_nametags.remove(nametag);
	delete nametag;
}