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path: root/src/mapgen/mapgen_valleys.h
Commit message (Collapse)AuthorAge
* Give the Mapgen on each EmergeThread its own Biome/Ore/Deco/SchemManager copysfan52020-05-05
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* Settings: Add get_flags API for mapgen flags (mg_flags, mgv6_spflags, ...) ↵SmallJoker2020-01-25
| | | | | | | | | | | (#9284) Unified flags handling in C++ and Lua Settings API -> Reading only, for now. Writing can be implemented later, if needed. API function to read the currently active flags -> was impossible from Lua Co-authored-by: Wuzzy <wuzzy2@mail.ru>
* Move duplicated mapgen parameters to class MapgenBasic (#9134)Paramat2019-11-19
| | | 'large_cave_depth', 'dungeon_ymin' and 'dungeon_ymax' are duplicated across many mapgens so should have been in class MapgenBasic from the start.
* Randomwalk cave liquids: Remove deprecated 'lava depth' parameter (#9105)Paramat2019-11-18
| | | | | | | | | Low-disruption first step towards removing the hardcoded cave liquid code. Since MT 5.0.0 cave liquids can be defined and located by biome definitions instead. In games that do not yet use biome definitions to define and locate cave liquids (MTGame does), lava will now appear below y = water_level - 256 instead of below 'lava depth' (usually y = -256). Therefore no change in most mapgens if using the default 'lava depth'.
* Randomwalk caves: Add parameters for number, proportion flooded. Allow small ↵Paramat2019-11-08
| | | | | | | | | | | | | | caves (#8928) Add mapgen parameters to set the range of the random number of randomwalk caves per mapchunk, and to set the proportion that are flooded with liquids. Default values are, for now, unchanged from the previous hardcoded values. Add parameters to allow small randomwalk caves Disabled by default for now as they have never been present in the non-mgv6 mapgens.
* Dungeons: Settable density noise, move number calculation to mapgens (#8473)Paramat2019-06-01
| | | | | | | | | | | | Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
* mapgen: drop mapgen id from child mapgens.Loïc Blot2019-03-31
| | | | | | This id must be owned by the child mapgen and never be set to a misc value by a developer Also use nullptr in some places
* Valleys mapgen code rewrite (#8101)Paramat2019-03-14
| | | | | | | | | | | | Shorter, simpler, clearer and more consistent with other mapgens, while preserving functionality. Base terrain shape is unchanged. With the 'vary river depth' option disabled, river surface level is unchanged. Behaviour of the 4 heat/humidity/river depth options is very slightly changed due to bugfixes and code cleanup (the mapgen is 'unstable'). Apply heat and humidity gradients above water_level instead of above y = 0.
* Mgvalleys: Make river depth variation and humidity drop optional (#7532)Paramat2018-07-18
| | | | | | | | | | | Add 2 new mapgen flags to make river depth variation and humidity drop with altitude independently optional, instead of both being enabled by the 'humid rivers' flag. Simplify and clarify related code by removing a low priority optimisation regarding 't_heat'. Remove unnecessary optimisation bools and use spflags directly instead. Improve and fix documentation in settingtypes.txt. A few minor code cleanups.
* Mgvalleys: Code cleanupParamat2018-04-24
| | | | | | | | | | | Split some long lines. Edit comments. Remove unnecessary comments and unnecessary commented-out code. Use std::fmax/fmin instead of MYMAX/MYMIN. Remove scope-limiting braces. Consistently define literals as floats, except in noise parameters. Cleanup literals in noise parameters. Remove unnecessary 'near_cavern' line. Reduce max spawn y to be consistent with other mapgens.
* Mgvalleys: Use shared tunnel / cavern code instead of internalParamat2018-04-21
| | | | | | | | | | | | | | | | Caverns first appeared in mgvalleys and were later added to other mapgens as shared code. Now this shared code can replace mgvalley's internal cavern code. Also use shared tunnel code instead of internal code. Changes to mapgen that will affect existing worlds (mgvalleys is not stable): Single lava and water sources not added in tunnels. Previous caverns are unchanged but an equal number of new ones are added at a distance from the previous. From y = -256 to 192 nodes below, where the caverns taper at their upper limit, they will have a slightly different shape as the taper is now linear.
* Dungeons: Add Y limits in all mapgensparamat2018-02-20
| | | | Preserve the upper limit used in mgvalleys.
* Mapgen folder: Update and improve copyright information of filesparamat2018-01-15
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* Move files to subdirectories (#6599)Vitaliy2017-11-08
* Move files around
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/*
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 "settings.h"
#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"
#include "fontengine.h"

#define CAMERA_OFFSET_STEP 200

#include "nodedef.h"

Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
		IGameDef *gamedef):
	m_playernode(NULL),
	m_headnode(NULL),
	m_cameranode(NULL),

	m_wieldmgr(NULL),
	m_wieldnode(NULL),

	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_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_wield_change_timer(0.125),
	m_wield_item_next(),

	m_camera_mode(CAMERA_MODE_FIRST)
{
	//dstream<<FUNCTION_NAME<<std::endl;

	m_driver = smgr->getVideoDriver();
	// 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->getRootSceneNode(), m_wieldmgr, -1, false);
	m_wieldnode->setItem(ItemStack(), m_gamedef);
	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_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
	m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
	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();
	}
	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_gamedef);

	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_gamedef->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_gamedef->event()->put(e);
			} else if(m_digging_button == 1) {
				MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
				m_gamedef->event()->put(e);
			}
		}
	}
}

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)
	{
		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_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;

		#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
			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(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 front-view mode to render blocks behind player
	if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
		m_camera_position = my_cp;

	// Get FOV
	f32 fov_degrees;
	if (player->getPlayerControl().zoom && m_gamedef->checkLocalPrivilege("zoom")) {
		fov_degrees = m_cache_zoom_fov;
	} else {
		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) 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)));
	m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
	m_cameranode->setAspectRatio(m_aspect);
	m_cameranode->setFOV(m_fov_y);

	// Position the wielded item
	//v3f wield_position = v3f(45, -35, 65);
	v3f wield_position = v3f(55, -35, 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.
	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) &&
			m_cache_view_bobbing &&
			(!g_settings->getBool("free_move") || !m_gamedef->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()
{
	if (m_draw_control.range_all) {
		m_cameranode->setFarValue(100000.0);
		return;
	}

	f32 viewing_range = g_settings->getFloat("viewing_range");
	m_draw_control.wanted_range = viewing_range;
	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) {
		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->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
		f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
		trans.multiplyWith1x4Matrix(transformed_pos);
		if (transformed_pos[3] > 0) {
			core::dimension2d<u32> textsize =
				g_fontengine->getFont()->getDimension(
				utf8_to_wide(nametag->nametag_text).c_str());
			f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
				core::reciprocal(transformed_pos[3]);
			v2u32 screensize = m_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(utf8_to_wide(nametag->nametag_text).c_str(),
					size + screen_pos, nametag->nametag_color);
		}
	}
}

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

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