forked from Mirrorlandia_minetest/minetest
Limit stepheight smoothing to the stepheight and stop smoothing during jumps (#11705)
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "player.h"
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#include <cmath>
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#include "client/renderingengine.h"
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#include "client/content_cao.h"
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#include "settings.h"
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#include "wieldmesh.h"
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#include "noise.h" // easeCurve
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@ -341,13 +342,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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if (player->getParent())
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player_position = player->getParent()->getPosition();
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// Smooth the camera movement when the player instantly moves upward due to stepheight.
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// To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping
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// or swimming (for when moving from liquid to land).
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// Disable smoothing if climbing or flying, to avoid upwards offset of player model
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// when seen in 3rd person view.
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bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly");
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if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) {
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// Smooth the camera movement after the player instantly moves upward due to stepheight.
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// The smoothing usually continues until the camera position reaches the player position.
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float player_stepheight = player->getCAO() ? player->getCAO()->getStepHeight() : HUGE_VALF;
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float upward_movement = player_position.Y - old_player_position.Y;
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if (upward_movement < 0.01f || upward_movement > player_stepheight) {
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m_stepheight_smooth_active = false;
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} else if (player->touching_ground) {
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m_stepheight_smooth_active = true;
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}
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if (m_stepheight_smooth_active) {
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f32 oldy = old_player_position.Y;
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f32 newy = player_position.Y;
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f32 t = std::exp(-23 * frametime);
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@ -587,6 +591,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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const bool walking = movement_XZ && player->touching_ground;
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const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
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const bool climbing = movement_Y && player->is_climbing;
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const bool flying = g_settings->getBool("free_move")
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&& m_client->checkLocalPrivilege("fly");
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if ((walking || swimming || climbing) && !flying) {
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// Start animation
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m_view_bobbing_state = 1;
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@ -218,6 +218,8 @@ private:
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// Camera offset
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v3s16 m_camera_offset;
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bool m_stepheight_smooth_active = false;
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// Server-sent FOV variables
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bool m_server_sent_fov = false;
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f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;
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