Made wielded tool move slightly (and smoothly) during view bobbing. Making the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.

This commit is contained in:
Kahrl 2011-09-15 00:32:11 +02:00
parent fc92da4324
commit 63266928a5
3 changed files with 43 additions and 17 deletions

@ -30,6 +30,7 @@ const s32 BOBFRAMES = 0x1000000; // must be a power of two
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
m_playernode(NULL),
m_headnode(NULL),
m_cameranode(NULL),
m_draw_control(draw_control),
m_viewing_range_min(5.0),
@ -59,6 +60,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
// 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);
@ -69,6 +71,26 @@ Camera::~Camera()
{
}
bool Camera::successfullyCreated(std::wstring& error_message)
{
if (m_playernode == NULL)
{
error_message = L"Failed to create the player scene node";
return false;
}
if (m_headnode == NULL)
{
error_message = L"Failed to create the head scene node";
return false;
}
if (m_cameranode == NULL)
{
error_message = L"Failed to create the camera scene node";
return false;
}
return true;
}
void Camera::step(f32 dtime)
{
if (m_view_bobbing_state != 0)
@ -90,16 +112,18 @@ void Camera::step(f32 dtime)
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
{
if (m_playernode == NULL || m_cameranode == NULL)
return;
// Set player node transformation
m_playernode->setPosition(player->getPosition());
m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
m_playernode->updateAbsolutePosition();
// Set head node transformation
v3f eye_offset = player->getEyePosition() - player->getPosition();
m_headnode->setPosition(eye_offset);
m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
// Compute relative camera position and target
v3f relative_cam_pos = player->getEyePosition() - player->getPosition();
v3f relative_cam_pos = eye_offset;
v3f relative_cam_target = v3f(0,0,1);
relative_cam_target.rotateYZBy(player->getPitch());
relative_cam_target += relative_cam_pos;
@ -128,7 +152,6 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
m_cameranode->setPosition(m_camera_position);
// *100.0 helps in large map coordinates
m_cameranode->setTarget(m_camera_position + 100.0 * m_camera_direction);
// FOV and and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));

@ -39,14 +39,21 @@ public:
// Get player scene node.
// This node is positioned at the player's torso (without any view bobbing),
// as given by Player::m_position. Yaw is applied but not pitch.
// Things like wielded tools should be positioned relative to this node.
inline scene::ISceneNode* getPlayerNode() const
{
return m_playernode;
}
// Get head scene node.
// It has the eye transformation and pitch applied,
// but no view bobbing.
inline scene::ISceneNode* getHeadNode() const
{
return m_headnode;
}
// Get camera scene node.
// It has the eye transformation and view bobbing applied.
// It has the eye transformation, pitch and view bobbing applied.
inline scene::ICameraSceneNode* getCameraNode() const
{
return m_cameranode;
@ -84,6 +91,9 @@ public:
return MYMAX(m_fov_x, m_fov_y);
}
// Checks if the constructor was able to create the scene nodes
bool successfullyCreated(std::wstring& error_message);
// Step the camera: updates the viewing range and view bobbing.
void step(f32 dtime);
@ -101,6 +111,7 @@ private:
// Scene manager and nodes
scene::ISceneManager* m_smgr;
scene::ISceneNode* m_playernode;
scene::ISceneNode* m_headnode;
scene::ICameraSceneNode* m_cameranode;
// draw control

@ -813,16 +813,8 @@ void the_game(
Create the camera node
*/
Camera camera(smgr, draw_control);
if (camera.getPlayerNode() == NULL)
{
error_message = L"Failed to create the player node";
if (!camera.successfullyCreated(error_message))
return;
}
if (camera.getCameraNode() == NULL)
{
error_message = L"Failed to create the camera node";
return;
}
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
@ -856,7 +848,7 @@ void the_game(
mesh->addMeshBuffer(buf);
buf->drop();
tool_wield = smgr->addMeshSceneNode(mesh, camera.getCameraNode());
tool_wield = smgr->addMeshSceneNode(mesh, camera.getHeadNode());
mesh->drop();
}
tool_wield->setVisible(false);