forked from Mirrorlandia_minetest/minetest
Add Arm Inertia (#6050)
This commit is contained in:
parent
936d67dad4
commit
1d1d922a7a
@ -469,6 +469,10 @@ enable_waving_plants (Waving plants) bool false
|
|||||||
|
|
||||||
[***Advanced]
|
[***Advanced]
|
||||||
|
|
||||||
|
# Arm inertia, gives a more realistic movement of
|
||||||
|
# the arm when the camera moves.
|
||||||
|
arm_inertia (Arm inertia) bool true
|
||||||
|
|
||||||
# If FPS would go higher than this, limit it by sleeping
|
# If FPS would go higher than this, limit it by sleeping
|
||||||
# to not waste CPU power for no benefit.
|
# to not waste CPU power for no benefit.
|
||||||
fps_max (Maximum FPS) int 60
|
fps_max (Maximum FPS) int 60
|
||||||
|
@ -534,6 +534,11 @@
|
|||||||
|
|
||||||
#### Advanced
|
#### Advanced
|
||||||
|
|
||||||
|
# Arm inertia, gives a more realistic movement of
|
||||||
|
# the arm when the camera moves.
|
||||||
|
# type: bool
|
||||||
|
# arm_inertia = true
|
||||||
|
|
||||||
# If FPS would go higher than this, limit it by sleeping
|
# If FPS would go higher than this, limit it by sleeping
|
||||||
# to not waste CPU power for no benefit.
|
# to not waste CPU power for no benefit.
|
||||||
# type: int
|
# type: int
|
||||||
|
@ -75,6 +75,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
|
|||||||
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
|
m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
|
||||||
m_cache_fov = g_settings->getFloat("fov");
|
m_cache_fov = g_settings->getFloat("fov");
|
||||||
m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
|
m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
|
||||||
|
m_arm_inertia = g_settings->getBool("arm_inertia");
|
||||||
m_nametags.clear();
|
m_nametags.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -193,6 +194,82 @@ void Camera::step(f32 dtime)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Camera::add_arm_inertia(f32 player_yaw, f32 frametime)
|
||||||
|
{
|
||||||
|
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
|
||||||
|
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
|
||||||
|
|
||||||
|
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
|
||||||
|
/*
|
||||||
|
the arm moves when the camera moves fast enough.
|
||||||
|
*/
|
||||||
|
|
||||||
|
if (m_cam_vel.X > 1.0f) {
|
||||||
|
m_timer.X = 0.0f;
|
||||||
|
m_timer.X += frametime;
|
||||||
|
|
||||||
|
if (m_cam_vel.X > m_cam_vel_old.X)
|
||||||
|
m_cam_vel_old.X = m_cam_vel.X;
|
||||||
|
|
||||||
|
if (m_last_cam_pos.X > player_yaw)
|
||||||
|
// right
|
||||||
|
m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
|
||||||
|
else
|
||||||
|
// left
|
||||||
|
m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.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, 48.0f, 62.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_cam_vel.Y > 1.0f) {
|
||||||
|
m_timer.Y = 0.0f;
|
||||||
|
m_timer.Y += frametime;
|
||||||
|
|
||||||
|
if (m_cam_vel.Y > m_cam_vel_old.Y)
|
||||||
|
m_cam_vel_old.Y = m_cam_vel.Y;
|
||||||
|
|
||||||
|
if (m_last_cam_pos.Y > m_camera_direction.Y)
|
||||||
|
// down
|
||||||
|
m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
|
||||||
|
else
|
||||||
|
// up
|
||||||
|
m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.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, -45.0f, -30.0f);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
/*
|
||||||
|
the arm now gets back to its default position when the camera stops.
|
||||||
|
*/
|
||||||
|
|
||||||
|
if (floor(m_wieldmesh_offset.X) == 55.0f) {
|
||||||
|
m_cam_vel_old.X = 0.0f;
|
||||||
|
m_wieldmesh_offset.X = 55.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_wieldmesh_offset.X > 55.0f)
|
||||||
|
m_wieldmesh_offset.X -= (0.05f + frametime) * m_cam_vel_old.X;
|
||||||
|
if (m_wieldmesh_offset.X < 55.0f)
|
||||||
|
m_wieldmesh_offset.X += (0.05f + frametime) * m_cam_vel_old.X;
|
||||||
|
|
||||||
|
if (floor(m_wieldmesh_offset.Y) == -35.0f) {
|
||||||
|
m_cam_vel_old.Y = 0.0f;
|
||||||
|
m_wieldmesh_offset.Y = -35.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_wieldmesh_offset.Y > -35.0f)
|
||||||
|
m_wieldmesh_offset.Y -= (0.05f + frametime) * m_cam_vel_old.Y;
|
||||||
|
if (m_wieldmesh_offset.Y < -35.0f)
|
||||||
|
m_wieldmesh_offset.Y += (0.05f + frametime) * m_cam_vel_old.Y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
|
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
|
||||||
f32 tool_reload_ratio, ClientEnvironment &c_env)
|
f32 tool_reload_ratio, ClientEnvironment &c_env)
|
||||||
{
|
{
|
||||||
@ -380,12 +457,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
|
|||||||
m_cameranode->setAspectRatio(m_aspect);
|
m_cameranode->setAspectRatio(m_aspect);
|
||||||
m_cameranode->setFOV(m_fov_y);
|
m_cameranode->setFOV(m_fov_y);
|
||||||
|
|
||||||
float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
|
if (m_arm_inertia)
|
||||||
wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
|
add_arm_inertia(player->getYaw(), frametime);
|
||||||
|
|
||||||
// Position the wielded item
|
// Position the wielded item
|
||||||
//v3f wield_position = v3f(45, -35, 65);
|
//v3f wield_position = v3f(45, -35, 65);
|
||||||
v3f wield_position = v3f(55, wieldmesh_offset_Y, 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);
|
||||||
v3f wield_rotation = v3f(-100, 120, -100);
|
v3f wield_rotation = v3f(-100, 120, -100);
|
||||||
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
|
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
|
||||||
|
@ -166,6 +166,8 @@ public:
|
|||||||
|
|
||||||
void drawNametags();
|
void drawNametags();
|
||||||
|
|
||||||
|
inline void add_arm_inertia(f32 player_yaw, f32 frametime);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// Nodes
|
// Nodes
|
||||||
scene::ISceneNode *m_playernode = nullptr;
|
scene::ISceneNode *m_playernode = nullptr;
|
||||||
@ -188,6 +190,12 @@ private:
|
|||||||
// Camera offset
|
// Camera offset
|
||||||
v3s16 m_camera_offset;
|
v3s16 m_camera_offset;
|
||||||
|
|
||||||
|
v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
|
||||||
|
v2f m_timer;
|
||||||
|
v2f m_cam_vel;
|
||||||
|
v2f m_cam_vel_old;
|
||||||
|
v2f m_last_cam_pos;
|
||||||
|
|
||||||
// Field of view and aspect ratio stuff
|
// Field of view and aspect ratio stuff
|
||||||
f32 m_aspect = 1.0f;
|
f32 m_aspect = 1.0f;
|
||||||
f32 m_fov_x = 1.0f;
|
f32 m_fov_x = 1.0f;
|
||||||
@ -221,6 +229,7 @@ private:
|
|||||||
f32 m_cache_view_bobbing_amount;
|
f32 m_cache_view_bobbing_amount;
|
||||||
f32 m_cache_fov;
|
f32 m_cache_fov;
|
||||||
f32 m_cache_zoom_fov;
|
f32 m_cache_zoom_fov;
|
||||||
|
bool m_arm_inertia;
|
||||||
|
|
||||||
std::list<Nametag *> m_nametags;
|
std::list<Nametag *> m_nametags;
|
||||||
};
|
};
|
||||||
|
@ -171,6 +171,7 @@ void set_default_settings(Settings *settings)
|
|||||||
settings->setDefault("ambient_occlusion_gamma", "2.2");
|
settings->setDefault("ambient_occlusion_gamma", "2.2");
|
||||||
settings->setDefault("enable_shaders", "true");
|
settings->setDefault("enable_shaders", "true");
|
||||||
settings->setDefault("enable_particles", "true");
|
settings->setDefault("enable_particles", "true");
|
||||||
|
settings->setDefault("arm_inertia", "true");
|
||||||
|
|
||||||
settings->setDefault("enable_minimap", "true");
|
settings->setDefault("enable_minimap", "true");
|
||||||
settings->setDefault("minimap_shape_round", "true");
|
settings->setDefault("minimap_shape_round", "true");
|
||||||
|
Loading…
Reference in New Issue
Block a user