Camera: Improve arm inertia

This commit is contained in:
Jean-Patrick Guerrero 2017-06-28 09:45:59 +02:00 committed by paramat
parent ab746b0704
commit 51104d9cd4
2 changed files with 55 additions and 36 deletions

@ -195,39 +195,51 @@ void Camera::step(f32 dtime)
} }
} }
static inline v2f dir(const v2f &pos_dist)
{
f32 x = pos_dist.X - 55.0f;
f32 y = pos_dist.Y + 35.0f;
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, f32 frametime) void Camera::addArmInertia(f32 player_yaw, f32 frametime)
{ {
if (m_timer.X == 0.0f) { m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
// In the limit case where timer is 0 set a static velocity (generic case divide by zero) m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
m_cam_vel.X = 1.0001f;
}
else
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
if (m_timer.Y == 0.0f) {
// In the limit case where timer is 0 set a static velocity (generic case divide by zero)
m_cam_vel.Y = 1.0001f;
}
else
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) { if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
/* /*
the arm moves when the camera moves fast enough. The arm moves relative to the camera speed,
with an acceleration factor.
*/ */
if (m_cam_vel.X > 1.0f) { if (m_cam_vel.X > 1.0f) {
m_timer.X = frametime;
if (m_cam_vel.X > m_cam_vel_old.X) if (m_cam_vel.X > m_cam_vel_old.X)
m_cam_vel_old.X = m_cam_vel.X; m_cam_vel_old.X = m_cam_vel.X;
if (m_last_cam_pos.X > player_yaw) if (m_last_cam_pos.X > player_yaw) {
// right // right
m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X; m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
else } else {
// left // left
m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X; m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
}
if (m_last_cam_pos.X != player_yaw) if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw; m_last_cam_pos.X = player_yaw;
@ -236,47 +248,54 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
} }
if (m_cam_vel.Y > 1.0f) { if (m_cam_vel.Y > 1.0f) {
m_timer.Y = frametime;
if (m_cam_vel.Y > m_cam_vel_old.Y) if (m_cam_vel.Y > m_cam_vel_old.Y)
m_cam_vel_old.Y = m_cam_vel.Y; m_cam_vel_old.Y = m_cam_vel.Y;
if (m_last_cam_pos.Y > m_camera_direction.Y) if (m_last_cam_pos.Y > m_camera_direction.Y) {
// down // down
m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y; m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
else } else {
// up // up
m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y; m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
}
if (m_last_cam_pos.Y != m_camera_direction.Y) if (m_last_cam_pos.Y != m_camera_direction.Y)
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); m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
} }
m_arm_dir = dir(m_wieldmesh_offset);
} else { } else {
/* /*
the arm now gets back to its default position when the camera stops. Now the arm gets back to its default position when the camera stops,
following a vector, with a smooth deceleration factor.
*/ */
if (floor(m_wieldmesh_offset.X) == 55.0f) { f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
(20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
(15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
m_cam_vel_old.X = 0.0f; m_cam_vel_old.X = 0.0f;
m_wieldmesh_offset.X = 55.0f;
}
if (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; m_wieldmesh_offset.X -= (0.2f + frametime) * acc_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) { if (m_wieldmesh_offset.X < 55.0f)
m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
m_cam_vel_old.Y = 0.0f; m_cam_vel_old.Y = 0.0f;
m_wieldmesh_offset.Y = -35.0f;
}
if (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; m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
if (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; m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
} }
} }
@ -468,7 +487,7 @@ 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);
if (m_arm_inertia) if (m_arm_inertia && frametime > 0.0f)
addArmInertia(player->getYaw(), frametime); addArmInertia(player->getYaw(), frametime);
// Position the wielded item // Position the wielded item

@ -191,7 +191,7 @@ private:
v3s16 m_camera_offset; v3s16 m_camera_offset;
v2f m_wieldmesh_offset = v2f(55.0f, -35.0f); v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
v2f m_timer; v2f m_arm_dir;
v2f m_cam_vel; v2f m_cam_vel;
v2f m_cam_vel_old; v2f m_cam_vel_old;
v2f m_last_cam_pos; v2f m_last_cam_pos;